[statedef -3]
;开关部分 
;AI开关
[state -3]
type = varset
TriggerAll = Var(59) = 0 		;当var(59)=0(ai没有被开启的时候)
triggerall = RoundState = [1,2] ;当对局处于开始阶段或进行阶段的时候
triggerall = !ishelper 
Trigger1 = Command = "AI0"
Trigger2 = Command = "AI1"
Trigger3 = Command = "AI2"
Trigger4 = Command = "AI3"
Trigger5 = Command = "AI4"
Trigger6 = Command = "AI5"
Trigger7 = Command = "AI6"
Trigger8 = Command = "AI7"
Trigger9 = Command = "AI8"
Trigger10 = Command = "AI9"
Trigger11 = Command = "AI10"
Trigger12 = Command = "AI11"
Trigger13 = Command = "AI12"
Trigger14 = Command = "AI13"
Trigger15 = Command = "AI14"
Trigger16 = Command = "AI15"
Trigger17 = Command = "AI16"
Trigger18 = Command = "AI17"
Trigger19 = Command = "AI18"
Trigger20 = Command = "AI19"
Trigger21 = Command = "AI20"
Trigger22 = Command = "AI21"
Trigger23 = Command = "AI22"
Trigger24 = Command = "AI23"
Trigger25 = Command = "AI24"
Trigger26 = Command = "AI25"
Trigger27 = Command = "AI26"
Trigger28 = Command = "AI27"
Trigger29 = Command = "AI28"
Trigger30 = Command = "AI29"
Trigger31 = Command = "AI30"
Trigger32 = Command = "AI31"
Trigger33 = Command = "AI32"
Trigger34 = Command = "AI33"
Trigger35 = Command = "AI34"
Trigger36 = Command = "AI35"
Trigger37 = Command = "AI36"
Trigger38 = Command = "AI37"
Trigger39 = Command = "AI38"
Trigger40 = Command = "AI39"
Trigger41 = Command = "AI40"
Trigger42 = Command = "AI41"
Trigger43 = Command = "AI42"
Trigger44 = Command = "AI43"
Trigger45 = Command = "AI44"
Trigger46 = Command = "AI45"
Trigger47 = Command = "AI46"
Trigger48 = Command = "AI47"
Trigger49 = Command = "AI48"
Trigger50 = Command = "AI49"
Trigger51 = Command = "AI50"
;trigger52 = 1;去掉开头分号改为时常开启 
v=59
value = 2










[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
v = 7    ;fv = 10
value = gametime
ignorehitpause = 1
;persistent = 




[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
v = 50    ;fv = 10
value = random
ignorehitpause = 1



[state -3, statetype]
type = statetypeset
trigger1 = palno != 12
trigger1 = statetype != A
trigger1 = pos Y < -1
trigger1 = anim != 800
trigger1 = anim != [940,941] 
trigger1 = movetype != H
trigger1 = anim != 1012
statetype = A
physics = A
ignorehitpause = 1


[state -3, posset]
type = posset
triggerall = palno != 12
triggerall = !ishelper
triggerall  = stateno != 99999998
trigger1 = pos Y > 0
trigger1 = stateno !=[5000,5210]
trigger1 = movetype != H
x= pos X
y= 0 
ignorehitpause = 1


[state -3, statetype]
type = changestate
triggerall = palno != 12
trigger1 = statetype = A
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
trigger1 = anim != 800
trigger1 = anim != [940,941]  
trigger1 = movetype != H
trigger1 = stateno !=[5000,5210]
trigger1 = anim != 1012
value = 52
ignorehitpause = 1
[state 1110, end]
type= ctrlset
triggerall = palno != 12
trigger1 = roundstate < 2
trigger2 = alive = 0
;trigger3 = var(2) < 120  
value = 0
ignorehitpause= 1 
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = palno >= 6
triggerall = pos Y >= 0
triggerall = vel Y > 0
trigger1 = anim = 800
trigger2 = anim = [940,941]  
value = 47
ignorehitpause = 1


[state 1110, end]
type= ctrlset
triggerall = palno != 12
triggerall = stateno = 0
trigger1 = roundstate = 3
trigger2 = var(2) >= 120
trigger3 = anim = 5
;trigger4 = stateno = 130 ||stateno = 131
value = 1
ignorehitpause= 1 




[State -3, Display] ;或者state -3
type = DisplaytoClipboard
trigger1 = 1
text = "NumProj: %d | Numexplod: %d| Vel X: %d| enemy,P2Dist Y: %d| sysvar(3): %d"
params = ceil(facing ) , ceil(target,facing) , ceil(Vel X), ceil(enemy,P2Dist Y), ceil(sysvar(3))








[State -3,1 ];buff 
type = ChangeState
value = 1040
triggerall = roundstate = 2
triggerall = palno = [1,9]
TriggerAll = Var(59)
triggerall = !ishelper 
triggerall = (statetype = S) && ctrl
triggerall = helper(999),var(1) >= 2000
triggerall = helper(999),var(2)  = 0
trigger1 = palno=[1,4]
trigger1 = var(50)= [0,300]
trigger2 = palno=[5,8]
trigger2 = var(50)= [0,500]





;大魔法
[State -3,1 ]
type = ChangeState
value = 1030
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power>= 5000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !ishelper 
triggerall = prevstateno  != 1030
triggerall = helper(999),numexplod(99902) >= 3 
trigger1 = var(50) = [300,999]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [300,999]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [300,999]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = helper(50000),var(10)=1 
trigger4 = var(50) = [300,999]


;当身 
[State -3,  4];当身
type = ChangeState
value = 1020
triggerall = roundstate = 2
triggerall = palno = [1,9]
triggerall = power >= 3000
TriggerAll = Var(59) 
triggerall = p2movetype = A
triggerall = statetype = S && ctrl
triggerall = inguarddist
triggerall = enemynear,statetype != L 
trigger1 = life<= 800
trigger1 = var(50)=[630,890]
trigger2 = palno = [4,8]
trigger2 = var(50)=[560,890]
trigger3 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15) !=0
trigger3 = var(50) = [400,600]
trigger4 = prevstateno = 1050
trigger4 = var(50)=[0,430]





;大招 
[State -3,1 ]
type = ChangeState
value = 1000
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power>= 3000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !ishelper 
triggerall = prevstateno  != 1000
trigger1 = var(50) = [800,999]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [800,999]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [800,999]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = anim = 211
trigger4 = animelemtime(5) >= 0
trigger4 = var(50) = [750,999]  
trigger5 = anim = 400
trigger5 = animelemtime(5) >= 0
trigger5 = var(50) = [450,700]  
trigger6 = anim = 420
trigger6 = animelemtime(7) >= 0
trigger6 = var(50) = [450,600]  
trigger7 = helper(50000),var(10)=1 
trigger7 = var(50) = [600,999]
trigger8 = anim = 1070
trigger8 = animelemtime(27) >=0
trigger8 = var(50) = [900,1000] 

;大抓投 
[State -3,1 ]
type = ChangeState
value = 1010
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power>= 3000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !ishelper 
triggerall = prevstateno  != 1010
triggerall = p2bodydist X = [4,92]
triggerall = helper(50000),var(10) = 0
trigger1 = var(50) = [600,800]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [600,800]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [600,800]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = anim = 211
trigger4 = animelemtime(5) >= 0
trigger4 = var(50) = [500,750]  
trigger5 = anim = 400
trigger5 = animelemtime(5) >= 0
trigger5 = var(50) = [200,450]  
trigger6 = anim = 420
trigger6 = animelemtime(7) >= 0
trigger6 = var(50) = [200,450]  
trigger7 = anim = 220
trigger7 = animelemtime(10) >= 0
trigger7 = var(50) = [0,400] 
trigger8 = anim = 1070
trigger8 = animelemtime(27) >=0
trigger8 = var(50) = [750,900] 

[State -3,1 ];火焰枪
type = ChangeState
value = 1080
triggerall = roundstate = 2
triggerall = palno = [1,9]
TriggerAll = Var(59)
triggerall = power>= 2000
triggerall = !ishelper 
triggerall = prevstateno  !=  1080
triggerall = (statetype = S) && ctrl
triggerall = p2bodydist X= [0,100]
trigger1 = var(50) = [0,100]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [150,300]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [150,300]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = helper(50000),var(10)=1 
trigger4 = var(50) = [150,300]
trigger5 = p2movetype = A
trigger5 = inguarddist
trigger5 = var(50) = [100,200]
trigger6 = anim = 1070
trigger6 = animelemtime(27) >=0
trigger6 = var(50) = [450,600] 

[State -3,1 ];火焰枪
type = ChangeState
value = 910
triggerall = roundstate = 2
triggerall = palno = [1,9]
TriggerAll = Var(59)
triggerall = power>= 2000
triggerall = !ishelper 
triggerall = prevstateno  !=  910
triggerall = (statetype = S) && ctrl
triggerall = enemy,pos Y >= -60
triggerall = p2statetype != L
trigger1 = var(50) = [100,200]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [0,150]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [0,150]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = helper(50000),var(10)=1 
trigger4 = var(50) = [0,150]
trigger5 = p2movetype = A
trigger5 = inguarddist
trigger5 = var(50) = [0,100]
trigger6 = anim = 1070
trigger6 = animelemtime(27) >=0
trigger6 = var(50) = [600,750] 
[State -3,1 ];火焰冲击 
type = ChangeState
value = 920
triggerall = roundstate = 2
triggerall = palno = [1,9]
TriggerAll = Var(59)
triggerall = power>= 1000
triggerall = power < 3000
triggerall = !ishelper 
triggerall = prevstateno  !=  920
triggerall = (statetype = S) && ctrl
triggerall = enemy,pos Y >= -60
triggerall = p2statetype != L
trigger1 = var(50) = [200,250]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [300,350]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [300,350]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = helper(50000),var(10)=1 
trigger4 = var(50) = [300,350]
trigger5 = p2movetype = A
trigger5 = inguarddist
trigger5 = var(50) = [200,250]
[State -3,1 ];火焰冲击 
type = ChangeState
value = 930
triggerall = roundstate = 2
triggerall = palno = [1,9]
TriggerAll = Var(59)
triggerall = power>= 1000
triggerall = power < 3000
triggerall = !ishelper 
triggerall = prevstateno  !=  930
triggerall = (statetype = S) && ctrl
triggerall = enemy,pos Y >= -60
triggerall = p2statetype != L
triggerall = p2bodydist X = [0,90]
trigger1 = var(50) = [250,300]
trigger1 = enemynear,stateno= helper(50000),var(15)&&helper(50000),var(15)
trigger2 = var(50) = [350,400]
trigger2 = enemynear,stateno= helper(50000),var(16)&&helper(50000),var(16)
trigger3 = var(50) = [350,400]
trigger3 = enemynear,stateno= helper(50000),var(24)&&helper(50000),var(24)
trigger4 = helper(50000),var(10)=1 
trigger4 = var(50) = [350,400]
trigger5 = p2movetype = A
trigger5 = inguarddist
trigger5 = var(50) = [350,400]
trigger6 = anim = 211
trigger6 = animelemtime(5) >= 0
trigger6 = var(50) = [800,999]
trigger7 = anim = 400
trigger7 = animelemtime(4) >= 0
trigger7 = var(50) = [600,750]  
trigger8 = anim = 420
trigger8 = animelemtime(5) >= 0
trigger8 = var(50) = [600,750]  





;回避---------------------


[State -3, huibi]
type = ChangeState
value = 105
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = [1,8]
triggerall = !Numhelper(20000)
TriggerAll = Var(59) >= 1 && roundstate  = 2 
triggerall = (statetype = S && ctrl)|| ((stateno =[100,105])&&(time>=22))||(stateno =[200,500])
trigger1 = random >= 700
trigger1 = p2statetype = L
trigger2 = inguarddist 
trigger2 = palno!=[1,3]
trigger2 = random >= 600


[State -3, huibi]
type = ChangeState
value = 100
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = [1,8]
TriggerAll = Var(59) >= 1 && roundstate  = 2 
triggerall = !Numhelper(20000)
triggerall = (statetype = S && ctrl)|| ((stateno =[100,105])&&(time>=22))||(stateno =[200,500])
trigger1 = random >= 700
trigger1 = inguarddist
trigger1 = palno!=[1,3]
trigger2 = p2bodydist X >= 100
trigger2 = palno!=[1,3]
trigger2= random <= 130


[State -3, huibi]
type = ChangeState
value = 115
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = [1,8]
TriggerAll = Var(59) >= 1 && roundstate  = 2 
triggerall = (statetype = A && ctrl)||(stateno =[600,620])
triggerall = pos Y <= -40
trigger1 = random >= 700
trigger1 = p2statetype = L
trigger2 = inguarddist 
trigger2 = palno!=[1,4]
trigger2 = random >= 500


[State -3, huibi]
type = ChangeState
value = 110
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = [1,8]
TriggerAll = Var(59) >= 1 && roundstate  = 2 
triggerall = (statetype = A && ctrl)||(stateno =[600,620])
triggerall = pos Y <= -40
trigger1 = random >= 500
trigger1 = inguarddist
trigger1 = palno!=[1,4]
trigger2 = p2bodydist X >= 100
trigger2 = palno!=[1,4]
trigger2= random <= 250





;防御---------------------------------------------------------------------------

[State -3,dunfang]
type = ChangeState
value = 131
triggerall = roundstate = 2	
triggerall = palno=[1,3]
triggerall = !enemynear,hitdefattr = ,at												   ;蹲防的stateno
triggerall = var(59) && statetype !=A						   ;ai开启且自身不在空中
triggerall = p2statetype = C 
triggerall = ctrl && p2statetype !=A 						   ;这里加一个对手不在空中保险起见。
triggerall = movetype =I 
trigger1 = inguarddist 	|| p2movetype = A									   ;inguarddist下面再详细解释
trigger2 = p2bodydist x < 0 && p2movetype = A				   ;当对手在你背后时不算在inguarddist内
;---------------------------------------------------------------------------
[State -3,lifang]
type = ChangeState
value = 130	
triggerall = roundstate = 2
triggerall = palno=[1,3]
triggerall = !enemynear,hitdefattr = ,at												   ;站防stateno
triggerall = var(59) && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl
triggerall = movetype = I
trigger1 = inguarddist || p2movetype = A
trigger2 = p2bodydist x < 0 && p2movetype = A
;---------------------------------------------------------------------------
[State -3,kongfang]
type = ChangeState
value = 132
triggerall = roundstate = 2
triggerall = palno=[1,3]									;空防stateno
triggerall = var(59)
triggerall = statetype = A                  ;自身在空中
triggerall = movetype = I 
triggerall = ctrl
trigger1 = inguarddist || p2movetype = A
trigger2 = p2bodydist x < 0 && p2movetype = A


;追击
[State -3,1 ];火球
type = ChangeState
value = 900
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power< 2000
triggerall = power>=1000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -55 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = p2bodydist X = [4,122]
trigger1 = (statetype = A) && ctrl
trigger1 = var(50) = [600,900]
trigger2 = anim = 600 || anim = 620
trigger2 = animelemtime(11) >= 0
trigger2 = var(50) = [600,900] 
[State -3,1 ];剑波
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power< 2000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = prevstateno  != 800
triggerall = p2bodydist X = [4,52]
trigger1 = (statetype = S) && ctrl
trigger1 = var(50) = [0,300]
trigger2 = anim = 211
trigger2 = animelemtime(5) >= 0
trigger2 = var(50) = [300,600]  
trigger3 = anim = 400
trigger3 = animelemtime(4) >= 0
trigger3 = var(50) = [0,300]  
trigger4 = anim = 420
trigger4 = animelemtime(5) >= 0
trigger4 = var(50) = [000,300]  
trigger5 = anim = 1070
trigger5 = animelemtime(27) >=0
trigger5 = var(50) = [000,150]  
[State -3,1 ];剑波
type = ChangeState
value = 810
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power< 2000
triggerall = power>=1000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -55 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = p2bodydist X = [4,122]
trigger1 = (statetype = A) && ctrl
trigger1 = var(50) = [0,300]
trigger2 = anim = 600 || anim = 620
trigger2 = animelemtime(11) >= 0
trigger2 = var(50) = [0,300]  
trigger3 = anim = 800
trigger3 = animelemtime(8) >= 0
trigger3 = var(50) = [0,500]  
[State -3,1 ];剑波
type = ChangeState
value = 820
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power< 2000
triggerall = power>=1000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -55 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = p2bodydist X = [-122,102]
trigger1 = (statetype = A) && ctrl
trigger1 = var(50) = [300,600]
trigger2 = anim = 600 || anim = 620
trigger2 = animelemtime(11) >= 0
trigger2 = var(50) = [300,600]  
trigger3 = anim = 800
trigger3 = animelemtime(8) >= 0
trigger3 = var(50) = [500,999]  
[State -3,1 ];梦幻三段 
type = ChangeState
value = 1070
triggerall = roundstate = 2
triggerall = palno= [1,9]
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = prevstateno  != 1070 
triggerall = p2bodydist X = [4,69]
trigger1 = (statetype = S) && ctrl
trigger1 = var(50) = [450,600]
trigger2 = anim = 211
trigger2 = animelemtime(5) >= 0
trigger2 = var(50) = [600,650]  
trigger3 = anim = 400
trigger3 = animelemtime(4) >= 0
trigger3 = var(50) = [300,350]  
trigger4 = anim = 420
trigger4 = animelemtime(5) >= 0
trigger4 = var(50) = [300,350]  
trigger5 = anim = 220
trigger5 = animelemtime(10) >= 0
trigger5 = var(50) = [0,200] 
[State -3,1 ];抓投 
type = ChangeState
value = 830
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power< 2000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = prevstateno  != [830,832]
triggerall = p2bodydist X = [4,122]
triggerall = helper(50000),var(10) = 0
trigger1 = (statetype = S) && ctrl
trigger1 = var(50) = [300,400]
trigger2 = anim = 211
trigger2 = animelemtime(5) >= 0
trigger2 = var(50) = [650,750]  
trigger3 = anim = 400
trigger3 = animelemtime(4) >= 0
trigger3 = var(50) = [350,450]  
trigger4 = anim = 420
trigger4 = animelemtime(5) >= 0
trigger4 = var(50) = [350,450]  
trigger5 = anim = 220
trigger5 = animelemtime(8) >= 0
trigger5 = var(50) = [200,300] 
trigger6 = anim = 1070
trigger6 = animelemtime(27) >=0
trigger6 = var(50) = [150,250]  
[State -3,1 ];空中抓投 
type = ChangeState
value = 940
triggerall = roundstate = 2
triggerall = palno= [1,9]
triggerall = power< 2000
TriggerAll = Var(59)
triggerall = enemynear,pos Y >= -65 
triggerall = !inguarddist || numhelper(20000)
triggerall = !ishelper 
triggerall = prevstateno  != 941
triggerall = p2bodydist X = [4,122]
triggerall = helper(50000),var(10) = 0
trigger1 = (statetype = S) && ctrl
trigger1 = var(50) = [750,850]
trigger2 = anim = 211
trigger2 = animelemtime(5) >= 0
trigger2 = var(50) = [750,850]  
trigger3 = anim = 400
trigger3 = animelemtime(4) >= 0
trigger3 = var(50) = [450,550]  
trigger4 = anim = 420
trigger4 = animelemtime(5) >= 0
trigger4 = var(50) = [450,550]  
trigger5 = anim = 220
trigger5 = animelemtime(8) >= 0
trigger5 = var(50) = [300,400] 
trigger6 = anim = 1070
trigger6 = animelemtime(27) >=0
trigger6 = var(50) = [300,400]  

 



















;空中追击 

[State -3, liqingquan]
type = ChangeState
value = 600
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
triggerall = pos Y <= -45
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [-10,30]
triggerall = p2dist Y= [-50,50]
triggerall = !inguarddist
triggerall = prevstateno != 600
trigger1 = (statetype = A) && ctrl
trigger1 = var(50) = [0,500]
ignorehitpause = 1

[State -3, liqingquan]
type = ChangeState
value = 620
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
triggerall = pos Y <= -45
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [-10,50]
triggerall = p2dist Y= [-50,50]
triggerall = !inguarddist
triggerall = prevstateno != 620
trigger1 = (statetype = A) && ctrl
trigger1 = var(50) = [500,900]
trigger2 = anim = 600
trigger2 = animelemtime(9) >= 0
ignorehitpause = 1









;跳起追击
[state -3,qiangtiao];接近用
type = changestate
value = 40
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
triggerall = power <= 1000 
triggerall = var(59)
triggerall = roundstate = 2 && ctrl 
triggerall = statetype = S
triggerall = p2bodydist X<= 100 
triggerall = p2bodydist X>= 3 
trigger1 = enemynear,alive
trigger1 = enemynear,stateno = 421
trigger1 = enemynear,movetype = H












;地上起手 
[State -3, liqingquan]
type = ChangeState
value = 200
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [3,45]
triggerall = Statetype != A 
triggerall = !inguarddist
triggerall = enemynear,pos Y>= -35
triggerall = prevstateno != 200
triggerall = p2statetype != L
trigger1 = (statetype != A) && ctrl
trigger1 = var(50) = [0,200]
[State -3, liqingquan]
type = ChangeState
value = 210
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [3,40]
triggerall = Statetype != A 
triggerall = !inguarddist
triggerall = enemynear,pos Y>= -35
triggerall = prevstateno != 210
triggerall = p2statetype != L
trigger1 = (statetype != A) && ctrl
trigger1 = var(50) = [200,400]
[State -3, liqingquan]
type = ChangeState
value = 211
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [3,40]
triggerall = Statetype != A 
triggerall = !inguarddist
triggerall = enemynear,pos Y>= -35
triggerall = anim = 210 
triggerall = animelemtime(4) >= 0 
trigger1 = (statetype != A) && ctrl
[State -3, liqingquan]
type = ChangeState
value = 220
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [-40,40]
triggerall = Statetype != A 
triggerall = !inguarddist
triggerall = enemynear,pos Y>= -35
triggerall = prevstateno != 220
triggerall = p2statetype != L
trigger1 = (statetype != A) && ctrl
trigger1 = var(50) = [400,500]
trigger2 = anim = 211
trigger2 = animelemtime(5) >= 0
trigger2 = var(50) = [0,300]

[State -3, liqingquan]
type = ChangeState
value = 400
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [0,40]
triggerall = Statetype != A 
triggerall = !inguarddist
triggerall = enemynear,pos Y>= -20
triggerall = prevstateno != 400
triggerall = p2statetype != L
trigger1 = (statetype != A) && ctrl
trigger1 = var(50) = [500,700]
[State -3, liqingquan]
type = ChangeState
value = 420
triggerall = roundstate = 2
triggerall = !ishelper&&(palno = [1,9])
TriggerAll = Var(59) > 0 && roundstate  = 2 
triggerall = p2bodydist X= [0,45]
triggerall = Statetype != A 
triggerall = !inguarddist
triggerall = enemynear,pos Y>= -20
triggerall = prevstateno != 420
triggerall = p2statetype != L
trigger1 = (statetype != A) && ctrl
trigger1 = var(50) = [700,900]










;空中---------------------------
;-移动------------- 

[State -3,跳跃限制]
type = ChangeState
value = 0
triggerall = roundstate = 2
triggerall = var(59)
triggerall = roundstate = 2
triggerall = enemynear,hitdefattr != SC,AT ;对手出投技时不限制起跳
triggerall = enemynear,movetype != H || enemynear,pos Y <=-40
triggerall = enemynear,stateno != 226
trigger1 = statetype != A
trigger1 = stateno = 40
trigger1 = random > 200
ctrl = 1  ;重新设置ctrl状态
IgnoreHitPause = 1 ;忽略暂停，即暂停的时候也继续执行trigger







;-立回----------------- 
 


[State -3, recover]
Type = ChangeState
triggerall = roundstate = 2
TriggerAll = Vel Y > -1
TriggerAll = Alive && var(59) > 0
TriggerAll = CanRecover
trigger1 = var(47) <= 4
trigger1 = stateno = 5050
trigger1 = time >= ifelse(var(21)=0,24,12)
Trigger1 = (p2movetype = A && enemynear,hitdefattr = sca,aa,ap,at) || p2movetype = H || p2statetype = L
Value = 5210
