;-----------------------------------------------------------------------------
[Statedef -2];忢帪娔帇僗僥乕僩(憡庤偵峴摦傪惂屼偝傟偰傕娭學柍偔忢偵幚峴偝傟傞)


;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
[State -2, 僨僶僢僌昞帵]
type = DisplayToClipboard
trigger1 = 1
text = "V1-C=%d,V3-J=%d,V4-D=%d,V5-B=%d,V20-A=%d"
params = var(1),var(3),var(4),var(5),var(20)
ignorehitpause = 1

;昞帵傪墶偵壛偊傞
[State -2, 僨僶僢僌昞帵偦偺2]
type = AppendToClipboard
trigger1 = 1
text = " V22-L=%d,V21-R=%d,Pos X=%d,Y=%d"
params = var(22),var(21),ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;昞帵傪壓偵壛偊傞
[State -2, 僨僶僢僌昞帵偦偺3]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d, Vel X=%d/10,Y=%d/10 : Power=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Vel X*10),floor(Vel Y*10),Power
ignorehitpause = 1
[State -2, 擇恖栚偺僀儞僩儘]
type = ChangeState             ;擇恖栚偱傕僀儞僩儘傪嶌傞
value = 190                    ;僀儞僩儘傊
triggerall = RoundsExisted = 0 ;帺暘偑弶嶲愴帪
triggerall = TeamMode = Turns  ;僞乕儞儌乕僪
trigger1 = stateno = 5900      ;5900斣


;偙偙偱trigger梡偵帺暘偺弶婜儔僀僼傪妋擣偟傑偡
[State -2, 儔僀僼妋擣]
type = VarSet
triggerall = RoundState = [0,1] ;奐巒慜偺娫
trigger1 = RoundNo = 1          ;堦帋崌栚
trigger2 = TeamMode = Turns     ;5900偱僀儞僩儘傪嶌傜側偄偲 伀
trigger2 = RoundsExisted = 0    ;偙傟偼巊偊傑偣傫
v = 22
value = Life   ;Var(22)偵帺暘偺儔僀僼傪曐懚

[State -2, 儔僀僼庢摼儈僗懳嶔]
type = VarSet
triggerall = Var(22) = [0,100] ;儔僀僼偑100埲壓偲擣幆偝傟偨傜
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
v = 22
value = const(data.life) ;帺暘偺僨乕僞偵彂偐傟偨Life偵偡傞
;-----------------------------------------------------------------------------
; 攋杊
;-----------------------------------------------------------------------------
[State -2, ]
type = VarSet
triggerall = fvar(12) < 0
trigger1 = 1
fvar(12) = 0

[State -2, ]
type = VarSet
triggerall = fvar(13) < 0
trigger1 = 1
fvar(13) = 0

[State -2, 僈乕僪僋儔僢僔儏抣夞暅晄擻帪娫]
type = varadd
triggerall = fvar(10) >= 1
trigger1 = 1
fvar(12) = -1

[State -2, 僈乕僪僋儔僢僔儏抣夞暅晄擻帪娫]
type = VarSet
triggerall = fvar(12) != 180
triggerall = roundstate = 2
trigger1 = moveguarded
;trigger1 = stateno = [200,645]
;trigger2 = projguarded
fvar(12) = 180

[State -2, 僈乕僪僋儔僢僔儏抣夞暅]
type = varadd
triggerall = fvar(13) >= 1
trigger1 = fvar(12) <= 0
trigger1 = gametime % 20 = 0
fvar(13) = -3

[State -2, 僈乕僪僋儔僢僔儏抣丒儕僙僢僩]
type = VarSet
triggerall = fvar(13) != 0
trigger1 = roundstate != 2
fvar(13) = 0

[State -2, 僈乕僪僋儔僢僔儏抣夞暅晄擻帪娫丒儕僙僢僩]
type = VarSet
triggerall = fvar(12) != 0
trigger1 = roundstate != 2
fvar(12) = -1

;僈乕僪僋儔僢僔儏
[State -2, TargetState]
type = TargetState
triggerall = numtarget
triggerall = target,alive
triggerall = fvar(13) >= 112
triggerall = target,statetype = S || target,statetype = C
triggerall = target,movetype = H && target,stateno = [120,159]
trigger1 = moveguarded
;trigger1 = stateno = [200,645]
;trigger2 = projguarded
value = 5700

[State -2, CRUSH!]
type = helper
triggerall = numhelper(10210) = 0
trigger1 = numtarget
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,movetype = H && target,stateno = 5700
trigger1 = target,anim = 5700 && target,time = 1
name = "crush"
id = 10210
pos = 0,0
postype = back
stateno = 10210
helpertype = normal
ownpal = 1
keyctrl = 0
size.xscale = 1
size.yscale = 1
persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

;僈乕僪僋儔僢僔儏抣丒儕僙僢僩
[State -2, 0]
type = VarSet
triggerall = fvar(13) != 0
trigger1 = numtarget
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,movetype = H && target,stateno = 5700
trigger1 = target,anim = 5700
fvar(11) = 0

;----------------------------------------------------------------------------
;僨僶僢僌巟墖婰弎廤

; 仸 偙偺堦楢偺婰弎偼丄僉儍儔偑姰惉偟偨傜徚偡偐";"傪晅偗偰柍岠壔偟傑偟傚偆丅
;丂丂嬐偐偵偱傕張棟偑廳偔側傞偙偲偑棟桼偱偡丅乮偪側傒偵Null偱偼僟儊偱偡乯


;僨僶僢僌儌乕僪偵敀偄暥帤偺昞帵傪壛偊傞
;[State -2, 僨僶僢僌昞帵]
;type = DisplayToClipboard
;trigger1 = 1
;text = "V1-C=%d,V3-J=%d,V4-D=%d,V5-B=%d,V20-A=%d"
;params = var(1),var(3),var(4),var(5),var(20)
;ignorehitpause = 1

;昞帵傪墶偵壛偊傞
;[State -2, 僨僶僢僌昞帵偦偺2]
;type = AppendToClipboard
;trigger1 = 1
;text = " V22-L=%d,V21-R=%d,Pos X=%d,Y=%d"
;params = var(22),var(21),ceil(Pos X),floor(Pos Y)
;ignorehitpause = 1

;昞帵傪壓偵壛偊傞
;[State -2, 僨僶僢僌昞帵偦偺3]
;type = AppendToClipboard
;trigger1 = 1
;text = "\nDist X=%d,Y=%d, Vel X=%d/10,Y=%d/10 : Power=%d"
;params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Vel X*10),floor(Vel Y*10),Power
;ignorehitpause = 1


; 仸 娭悢愢柧丗floor(1.5) = 1丄ceil(1.5) = 2偵側傝傑偡丅 彫悢傪娷傓応崌偵傛偔巊偄傑偡丅
;丂丂彫悢傪徻偟偔尒偨偄応崌偼%d偺戙傢傝偵%f傪巊偄傑偡丅 MUGEN偵尷傜偢寢峔忢幆偱偡丅
;丂丂Vel X*10偵懳偟丄昞婰偼Vel X=%d/10偵側偭偰偄傑偡丅 10偱妱偭偨悢抣偑栚埨偺Vel X偱偡丅
;丂丂Pos偲Dist偼floor偲ceil偑媡偵側偭偰偄傑偡丅




;柍恖僨僶僢僌梡乮偐側傝挿帪娫CPU偵擟偣傞僨僶僢僌朄乯
;僂僅僢僠丄僒僶僀僶儖(ctrl+2巊梡)偺僠乕儉愴偑椙偄偲巚偆
;[State -2, 僶僌敪惗寈曬]
;type = VarSet
;triggerall = RoundState = 2
;triggerall = Var(20) >= 0
;trigger1 = floor(Pos Y) < -5 ;傛偔偁傞僶僌偲偟偰丄拡偵晜偐傇偙偲偑嫇偘傜傟傞
;trigger1 = stateno = [0,22]  ;拡偱棫偮丄偟傖偑傓丄曕偔
;trigger1 = Time = 1
;trigger2 = Anim != [5110,5120]
;trigger2 = Ctrl = 0     ;峴摦晄擻偺傑傑
;trigger2 = Life > 0     ;傑偩懅偑偁傝
;trigger2 = !Lose        ;晧偗偰偄側偄偺偵
;trigger2 = Time = 2047  ;挿帪娫屌傑傞
;var(20)  = -4           ;忋婰僶僌偑弌傞偲僙僢僩偝傟傑偡丅

;[State -2, 塱媣愴摤僨僶僢僌]
;type = LifeAdd
;trigger1 = TeamMode = Simul ;昁梫偵墳偠偰忦審傪曄偊傞
;value = 20  ;HP偑尭傜側偄
;ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = Enemy,Stateno = 5100
trigger2 = Enemy,Stateno = 0
var(17) = 0

[State 1000, ]
type = Varset
trigger1 = Stateno = 0
var(18) = 0

[State -2, 巆憸]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State -2,bunshin]
type = SelfState
trigger1 = IsHelper(2205)
trigger1 = stateno != 2205
value = 2025

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Projhit1000 = 1
name = "Slow"
stateno = 4900
ID = 4900
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
trigger1 = Time = 0 && StateNo = [150,154]
trigger2 = MoveType = H && Time = 0
value = 40 + Random%2
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;僗儘乕張棟

[Statedef 4900]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 4900
sprpriority = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%3) = 0
trigger1 = time = [0,20]
time = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%6) = 0
trigger1 = time = [21,30]
time = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------------
[Statedef -3];忢帪娔帇僗僥乕僩(p2stateno側偳偱憡庤偵峴摦傪惂屼偝傟偨帪偼幚峴偟側偄)
;---------------------------------------------------------------------------------

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸僴僀僕儍儞僾丒搶曽渎柌憐晽枴
;棟榑偼娙扨
;僴僀僕儍儞僾僐儅儞僪傪擖傟偨乽弖娫乿丄var僗僀僢僠傪侾偵偡傞丅
;偱僴僀僕儍儞僾偺僐儅儞僪偼嵟屻偑U丄偮傑傝僕儍儞僾偡傞丅
;偦偟偰僕儍儞僾僗僥乕僩俆侽偺帪偵var僗僀僢僠偑侾埲忋側傜veladd偱壛懍偟傑偡丅
;var僗僀僢僠傪侽偵偡傞僩儕僈乕偼乽僗僥乕僩俆侽偺俀僼儗乕儉栚乿偱偡丅

[State -3, 僐儅儞僪傪擖傟偨傜Var傪ON] 
type = VarSet
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = prevstateno = 100
trigger2 = command = "holdfwd"
v = 3
value = 1

[State -3, sysvar傪堷宲偖]
type = VarSet
trigger1 = Var(3) = 1
trigger1 = stateno = 40 ;僕儍儞僾偡傞慜偺僗僥乕僩
trigger1 = AnimTime = 0 ;僕儍儞僾曽岦傪寛傔傞sysvar偑儕僙僢僩偝傟傞悺慜
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, var傪OFF偵偡傞僗僥乕僩]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3, 慜偵儃僞儞傪墴偟偰偨傜慜偵傕壛懍]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.6
x = 1.8

[State -3, 屻傠側傜屻傠偵壛懍]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.6
x = -1.8

[State -3, 悅捈僕儍儞僾偵veladd傪巊偭偰忋偵壛懍]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -1.8

[State -3, 惉岟偟偨偲偒偺巆憸]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

[State -3, CornerPush]
Type = Width
Trigger1 = Enemy, BackEdgeDist < 10
Trigger2 = Enemy, FrontEdgeDist < 10
Edge = 10


;---------------------------------------------------------------------------
;AI-By GtGsilvermoon
; AI switch -> ON
[State -3, AI]
Type =Varset  ;<-------忢?AI-AI always  ON-Varset  OFF-null         ;null;          
TriggerAll = !IsHelper || IsHelper(30000) 
TriggerAll = var(59) != [1,5]
TriggerAll = RoundState = [1,2] 
Trigger1 = Command = "AI1"
Trigger2 = Command = "AI2" 
Trigger3 = Command = "AI3" 
Trigger4 = Command = "AI4" 
Trigger5 = Command = "AI5" 
Trigger6 = Command = "AI6" 
Trigger7 = Command = "AI7" 
Trigger8 = Command = "AI8" 
Trigger9 = Command = "AI9" 
Trigger10 = Command = "AI10" 
Trigger11 = Command = "AI11" 
Trigger12 = Command = "AI12" 
Trigger13 = Command = "AI13" 
Trigger14 = Command = "AI14" 
Trigger15 = Command = "AI15" 
Trigger16 = Command = "AI16" 
Trigger17 = Command = "AI17" 
Trigger18 = Command = "AI18" 
Trigger19 = Command = "AI19" 
Trigger20 = Command = "AI20" 
Trigger21 = Command = "AI21" 
Trigger22 = Command = "AI22" 
Trigger23 = Command = "AI23" 
Trigger24 = Command = "AI24"
Trigger25 = Command = "AI25"
Trigger26 = NumHelper(30000) 
Trigger27 = Helper(30000),var(59) 
Trigger28 = Helper(30000),Time > 5
Trigger29 = 1
V = 59
value = 5           ;<-------AI-level 1-5
ignorehitpause = 1

[State OFF]
type = VarSet 
trigger1 = RoundState != 2 
trigger2 = !alive
v = 59 
value = 0


[State -3, AI婲摦僿儖僷乕]
type = Helper
triggerall = var(59) = 0
trigger1 =!NumHelper(30000)
trigger1 =!IsHelper
trigger1 = roundstate <= 2 && alive
Trigger1 =!ctrl && stateno=0
helpertype = normal
name = "AI"
stateno = 30000
ID = 30000
pos = 0,0
keyctrl = 1
pausemovetime = 9999999
supermovetime = 9999999
persistent = 0

;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
; 夋柺抂専弌僿儖僷乕
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -3]
Type = Helper
Trigger1 =!NumHelper(20000+ID)
Trigger1 =!IsHelper
HelperType = normal
Name = "Edge of Stage Right"
PosType = P1
StateNo = 20000
ID = 20000+ID
PauseMoveTime = 0
Persistent= 0
Ignorehitpause= 1
Keyctrl= 0
Ownpal= 1

[State -3]
Type= Helper
Trigger1 =!NumHelper(20001+ID)
Trigger1 =!IsHelper
HelperType = normal
Name = "Edge of Stage Left"
PosType = P1
StateNo = 20001
ID = 20001+ID
PauseMoveTime = 0
Persistent = 0
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(20000+root,ID)
Trigger1 = StateNo != 20000
value = 20000

[State -3]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(20001+root,ID)
Trigger1 = StateNo != 20001
value = 20001


[State -3]
Type = ChangeState
Trigger1 = IsHelper
Trigger1 = IsHelper(999)
Trigger1 = StateNo != 999
value = 999

[State -3,  AIhelper]
Type = HelPer
Trigger1 = !IsHelPer
Trigger1 = !NumHelPer(35000) && Var(59)
HelPerType = Normal
Name = "AI_Learning"
StateNo = 35000
ID = 35000
OwnPal = 1
IgnoreHitPause = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

[State -3,  AIhelper]
Type = HelPer
Trigger1 = !IsHelPer
Trigger1 = !NumHelPer(35001) && Var(59)
HelPerType = Normal
Name = "AI_Learning"
StateNo = 35001
ID = 35001
OwnPal = 1
IgnoreHitPause = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

[State -3, AIhelper]
Type = HelPer
Trigger1 = !IsHelPer
Trigger1 = !NumHelPer(35002) && Var(59)
HelPerType = Normal
Name = "AI_Learning"
StateNo = 35002
ID = 35002
OwnPal = 1
IgnoreHitPause = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647


[State -3, AIhelper]
Type = HelPer
Trigger1 = !IsHelPer
Trigger1 = !NumHelPer(999) && Var(59)
HelPerType = Normal
Name = "jilu"
StateNo = 999
ID = 999
OwnPal = 1
IgnoreHitPause = 1
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647

;------------------------------------------------------------------------------------

[State -3, Combo]
Type = VarSet
TriggerAll = !ishelper
Trigger1 = 1
fvar(1) = 0

[State -3, Combo]
type = VarSet
triggerall = !ishelper
trigger1 = stateno = 200 && AnimElemTime(2) > 0
trigger2 = stateno = 205 && AnimElemTime(2) > 0
trigger3 = StateNo = 210 && AnimElemTime(4) > 0
trigger4 = stateno = 215 && AnimElemTime(3) > 0
trigger5 = StateNo = 230 && AnimElemTime(5) > 0
trigger6 = stateno = 235 && AnimElemTime(4) > 0
trigger7 = StateNo = 240 && AnimElemTime(6) > 0
trigger8 = stateno = 245 && AnimElemTime(3) > 0
trigger9 = stateno = 400 && AnimElemTime(2) > 0
trigger10 = stateno = 430 && AnimElemTime(2) > 0
trigger11 = stateno = 410 && AnimElemTime(4) > 0
trigger12 = StateNo = 440 && AnimElemTime(5) > 0
trigger13 = StateNo = 320 && AnimElemTime(2) > 0
trigger14 = StateNo = 310 && AnimElemTime(8) > 0
trigger15 = StateNo = 315 && AnimElemTime(4) > 0
trigger16 = StateNo = 320 && AnimElemTime(2) > 0
fvar(1) = 1

[State -3, Combo]
type = VarSet
triggerall = !ishelper
trigger1 = stateno = 300 && AnimElemTime(5) > 0
fvar(1) = 2
;-----------------------------------------------------------------------------
; ??P2彽幃敾掕??
;-----------------------------------------------------------------------------
[State -3,shield]
Type = VarSet
Trigger1 = EnemyNear,time=1
fvar(31)=0
IgnoreHitPause=1

[State -3,shield]
Type = VarAdd
Trigger1 = EnemyNear,MoveType=A
Trigger1 = EnemyNear,HitDefAttr = SCA,AA,AT
fvar(31)=1
IgnoreHitPause=1
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
; 栚墴惂尷
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -3]
Type = VarSet;null;VarSet
triggerall = movehit
triggerall = EnemyNear(var(58)),gethitvar(hitcount) = 1
Trigger1 = StateNo = 400
Trigger2 = stateno = 430
fvar(30) = 1

[State -3]
Type = Varadd;null;Varadd
triggerall = movehit
triggerall = EnemyNear(var(58)),gethitvar(hitcount) > 1
triggerall = EnemyNear(var(58)),movetype = H
Trigger1 = StateNo = 400
Trigger2 = stateno = 430
fvar(30) = 1

[State -3]
Type =  VarSet;null;VarSet
trigger1 = !movehit
trigger2 = EnemyNear(var(58)),movetype != H
fvar(30) = 0
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
;搳媦妸?揑敾抐
[State -3, VarSet]
type = VarSet
trigger1 = 1
v = 34 
value = 0
ignorehitpause =1 

[State -3, VarSet];throw
type = VarSet
trigger1 = EnemyNear(var(58)),numproj >= 3
trigger2 = EnemyNear(var(58)),numhelper >= 3
trigger3 = EnemyNear(var(58)),statetype = A
trigger4 = EnemyNear(var(58)),movetype = A
trigger4 = EnemyNear(var(58)),numproj >= 3
trigger4 = EnemyNear(var(58)),numhelper >= 3
v = 34
value = 1
ignorehitpause = 1 

;6P婼抺妸?
[State -2, VarSet]
type = VarSet;null;
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),stateno >= 2000
trigger1 = EnemyNear(var(58)),numproj >= 3
trigger2 = EnemyNear(var(58)),numhelper >= 3
v = 34
value = 2
ignorehitpause = 1 


[State -3,dodge 6P]
Type = null;ChangeState
Value = 700
TriggerAll = var(59) > 0
TriggerAll = Random <=var(59)*200
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [99,101]) || StateNo = [120,150)
trigger1 = var(34) = 2
;-----------------------------------------------------------------------------
; 僞僢僌梡惗巰敾暿
;-----------------------------------------------------------------------------
[State -3, 僞僢僌梡惗巰敾暿]
Type = VarSet
TriggerAll = RoundState = 2
Trigger1 = NumEnemy <= 1
Trigger2 = NumEnemy >= 2
Trigger2 = EnemyNear(0),Life > 0
Trigger2 = Ctrl || !NumTarget || NumTarget >= 2
Trigger3 = NumEnemy >= 2
Trigger3 = EnemyNear(0),Life > 0
Trigger3 = Target,StateType = L ||  Facing*(Pos X - Target,Pos X) > 0
Trigger4 = NumEnemy >= 2 && NumTarget = 1
Trigger4 = Enemy(0),Life > 0 && Enemy(1),Life > 0
Trigger4 = EnemyNear(0),ID = Target,ID
Trigger4 = Target,StateType != L
Trigger4 = Facing*(Pos X - Target,Pos X) <= 0
Trigger4 = !Ctrl
var(58) = 0
IgnoreHitPause = 1

[State -3, 僞僢僌梡惗巰敾暿]
Type = VarSet
TriggerAll = RoundState = 2
TriggerAll = NumEnemy >= 2
TriggerAll = !var(58)
Trigger1 = EnemyNear(0),Life <= 0
Trigger2 = NumEnemy >= 2 && NumTarget = 1
Trigger2 = Enemy(0),Life > 0 && Enemy(1),Life > 0
Trigger2 = EnemyNear(0),ID != Target,ID
Trigger2 = Facing*(Pos X - Target,Pos X) <= 0
Trigger2 = Target,StateType != L
Trigger2 = !Ctrl
var(58) = 1
IgnoreHitPause = 1

;-----------------------------------------------------------------------------
[State -3,varset]
Type = varset
trigger1 = NumEnemy = 1
fvar(37) = 0

[State -3,varset]
Type = varset
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),Alive
trigger1 = EnemyNear(1),Alive
fvar(37) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1)
ignorehitpause = 1

[State -3,varset]
Type = varset
trigger1 = NumEnemy = 2
trigger1 = !EnemyNear(0),Alive || !EnemyNear(1),Alive
fvar(37) = IfElse(EnemyNear(0),Alive,0,1)
ignorehitpause = 1
;-----------------------------------------------------------------------------
; 憡庤偺婲偒忋偑傝偺搳偘柍揋傪挷傋傞
;-----------------------------------------------------------------------------
[State -3, VarSet]
Type = VarSet
Trigger1 = EnemyNear(var(58)),StateType = L
V = 53
Value = -1
IgnoreHitPause = 1

[State -3, VarSet]
Type = VarAdd
TriggerAll = var(53) > 0
Trigger1 = EnemyNear(var(58)),StateType != L
V = 53
Value = -1
IgnoreHitPause = 1

[State -3, VarSet]
Type = VarSet
TriggerAll = var(53) = -1
Trigger1 = EnemyNear(var(58)),StateType != L
V = 53
Value = 12
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[State -3, 僷乕僩僫乕晄嵼]
Type = VarSet
triggerall = TeamMode = Simul
trigger1 = !NumPartner
trigger2 = !Partner,Alive
v = 52
value = 0

[State -3, 僷乕僩僫乕屻塹]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = ifelse(facing = 1,Partner,Pos X - Pos X < 0,Partner,Pos X - Pos X > 0)
v = 52
value = 1

[State -3, 僷乕僩僫乕慜塹]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
trigger1 = ifelse(facing = 1,Partner,Pos X - Pos X > 0,Partner,Pos X - Pos X < 0)
v = 52
value = 2

[State -3, 僷乕僩僫乕旐僟儊乕僕]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
triggerall = Partner,MoveType = H
triggerall = ifelse(facing = 1,Partner,Pos X - Pos X > 0,Partner,Pos X - Pos X < 0)
trigger1 = Partner,StateNo = [5000,5100)
trigger2 = Partner,StateNo = [120,159]
v = 52
value = 3

[State -3, 僷乕僩僫乕峌寕拞]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
triggerall = Partner,MoveType = A
triggerall = Partner,MoveType != H
triggerall = EnemyNear(var(58)),MoveType = H
triggerall = ifelse(facing = 1,Partner,Pos X - Pos X > 0,Partner,Pos X - Pos X < 0)
trigger1 = EnemyNear(var(58)),StateNo = [5000,5100)
v = 52
value = 4

[State -3, 僷乕僩僫乕旐僗僥乕僩扗庢]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
triggerall = Partner,MoveType = H
triggerall = ifelse(facing = 1,Partner,Pos X - Pos X > 0,Partner,Pos X - Pos X < 0)
trigger1 = Partner,StateNo != [5000,5500]
trigger1 = Partner,StateNo != [120,159]
v = 52
value = 5

[State -3, 僷乕僩僫乕僗僥乕僩扗庢]
Type = VarSet
triggerall = TeamMode = Simul
triggerall = NumPartner
triggerall = Partner,Alive
triggerall =(Partner,StateNo = [2000,4999]) || Partner,StateNo > 5500
trigger1 = EnemyNear(var(58)),MoveType = H
trigger1 = EnemyNear(var(58)),StateNo != [5000,5500]
trigger1 = EnemyNear(var(58)),StateNo != [120,159]
v = 52
value = 6
;---------------------------------------------------------------------------------------
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
; 僗僥乕僕抂應掕
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -3,僗僥乕僕慜曽抂傑偱偺嫍棧]
Type = VarSet
TriggerAll =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 1
var(54) = floor(Abs(ifelse(facing = 1,Helper(20000+ID),RootDist X,Helper(20001+ID),RootDist X)))
[State -3]
Type = VarSet
TriggerAll =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 2
var(54) = floor(Abs(ifelse(facing = 1,Helper(20001+ID),RootDist X,Helper(20000+ID),RootDist X)))

[State -3,僗僥乕僕屻曽抂傑偱偺嫍棧]
Type = VarSet
TriggerAll =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 1
var(55) = floor(Abs(ifelse(facing = 1,Helper(20001+ID),RootDist X,Helper(20000+ID),RootDist X)))
[State -3]
Type = VarSet
TriggerAll =(NumHelper(20000+ID) && NumHelper(20001+ID))
Trigger1 = TeamSide = 2
var(55) = floor(Abs(ifelse(facing = 1,Helper(20000+ID),RootDist X,Helper(20001+ID),RootDist X)))


;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
; 僞僢僌娭學(揋枴曽埵抲娭學)
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -3,揋偑侾恖]
Type = VarSet
Trigger1 = NumEnemy != 2
Trigger2 = !(EnemyNear(0),Alive && EnemyNear(1),Alive)
v = 56
value = 0

[State -3,揋偑俀恖偐偮慜曽偺傒]
Type = VarSet
TriggerAll = NumEnemy = 2
TriggerAll = EnemyNear(0),Alive
TriggerAll = EnemyNear(1),Alive
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
v = 56
value = 1

[State -3,帺暘丄僷乕僩僫乕丄揋丄揋]
Type = VarSet
TriggerAll = NumEnemy = 2
TriggerAll = NumPartner
TriggerAll = EnemyNear(0),Alive
TriggerAll = EnemyNear(1),Alive
TriggerAll = Partner,Alive
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X > 0,EnemyNear(0),Pos X - Partner,Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
v = 56
value = 2

[State -3,帺暘丄揋丄僷乕僩僫乕丄揋]
Type = VarSet
TriggerAll = NumEnemy = 2
TriggerAll = NumPartner
TriggerAll = EnemyNear(0),Alive
TriggerAll = EnemyNear(1),Alive
TriggerAll = Partner,Alive
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X > 0,EnemyNear(1),Pos X - Partner,Pos X < 0)
v = 56
value = 3

[State -3,帺暘丄揋丄揋丄僷乕僩僫乕]
Type = VarSet
TriggerAll = NumEnemy = 2
TriggerAll = NumPartner
TriggerAll = EnemyNear(0),Alive
TriggerAll = EnemyNear(1),Alive
TriggerAll = Partner,Alive
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X > 0,EnemyNear(0),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X > 0,EnemyNear(1),Pos X - Pos X < 0)
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Partner,Pos X < 0,EnemyNear(0),Pos X - Partner,Pos X > 0)
Trigger1 = ifelse(facing = 1,EnemyNear(1),Pos X - Partner,Pos X < 0,EnemyNear(1),Pos X - Partner,Pos X > 0)
v = 56
value = 4

[State -3,攚屻偵揋桳傝]
Type = VarSet
TriggerAll = NumEnemy = 2
TriggerAll = EnemyNear(0),Alive
TriggerAll = EnemyNear(1),Alive
Trigger1 = ifelse(facing = 1,EnemyNear(0),Pos X - Pos X < 0,EnemyNear(0),Pos X - Pos X > 0)
Trigger2 = ifelse(facing = 1,EnemyNear(1),Pos X - Pos X < 0,EnemyNear(1),Pos X - Pos X > 0)
v = 56
value = 5

;-------------------------------------------------------------------------------------------------------------------
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
; 旐摉恎??
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅





;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
; 斀墳帪娫惂尷
;劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
[State -3,惂尷夝彍忦審]
Type = VarSet
Trigger1 = PrevStateNo = [5000,5270]
Trigger2 = PrevStateNo = [140,160)
Trigger3 = PrevStateNo = [200,430]
Trigger4 = PrevStateNo = [700,730]
Trigger6 = PrevStateNo = 1350
Trigger7 = PrevStateNo = 52000
var(48) = 2

[State -3,仾夝彍]
Type = VarAdd
Trigger1 = var(48) > 0
var(48) = -1

;-----------------------------------------------------------------------------
; AI梡廳椡壛懍搙寁應
;-----------------------------------------------------------------------------
[State -2, yaccel]
type = VarSet
trigger1 = fvar(20) != EnemyNear(var(58)),const(movement.yaccel)
trigger1 = EnemyNear(var(58)),stateno != [5000,5210]
trigger1 = EnemyNear(var(58)),Vel Y != 0
fV = 20
value = EnemyNear(var(58)),const(movement.yaccel)
ignorehitpause = 1

[State -2, yaccel]
type = VarSet
trigger1 = fvar(20) != EnemyNear(var(58)),GetHitVar(yaccel)
trigger1 = EnemyNear(var(58)),stateno = [5000,5210]
trigger1 = EnemyNear(var(58)),Vel Y != 0
fV = 20
value = EnemyNear(var(58)),GetHitVar(yaccel);(懪寕摉偰偨帪偺yaccel抣)
ignorehitpause = 1

;揋偑嬻拞偠傖側偄帪
[State -2, yaccel]
type = VarSet
trigger1 = fvar(20) != 0
trigger1 = EnemyNear(var(58)),Vel Y = 0
fV = 20
value = 0;(懪寕摉偰偨帪偺yaccel抣)
ignorehitpause = 1


[State 当?锹糫
Type = VarSet
Trigger1 = MoveReversed
V = 36
Value = Enemy,PrevStateNo
IgnorehitPause = 1

[State 当?锹糫
Type = Varset
Trigger1 = MoveReversed
V = 37
Value = Enemy,StateNo
IgnorehitPause = 1


[State 当?锹糫
type = ChangeState
value = 120
triggerall = var(59)
triggerall = Statetype != A
TriggerAll = RoundState = 2
triggerall = stateno != [120,159]
triggerall = enemynear,stateno != 0
triggerall = enemynear,movetype != H
trigger1 = enemynear(var(58)),stateno = var(36)
trigger1 = stateno = [200,500]
trigger2 = enemynear(var(58)),stateno = var(37)
trigger2 = stateno = [200,500]

[State 压制]
Type = ChangeState
Value = 1000
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo = [120,159]
triggerall = MoveContact
Trigger1 = StateNo = 320 && time >= 3
;----------------------------------------------------------------------------------------------
[State -3, S ONIYAKI]
type = ChangeState
value = 1150
triggerall = var(59) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(59) * 200
triggerall = Random <= 400
triggerall = StateType != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149]) 
trigger1 = p2bodydist x = [ifelse(backedgebodydist<=10,-10,0+floor(6*(enemynear(var(58)),vel x))),50+floor(6*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-54-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20)),0-floor(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(20))]

[State -3,僽儔僢僋傾僂僩 嬻僉儍儞]
Type = null;ChangeState
Value = 1150
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateType != L
triggerall = P2BodyDist X = [-10+floor(6*(EnemyNear(var(58)),vel X)),40+floor(6*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-50-floor(6*(EnemyNear(var(58)),vel Y)+(6*(6+1)/2)*fvar(20)),0-floor(6*(EnemyNear(var(58)),vel Y)+(6*(6+1)/2)*fvar(20))]
Trigger1 = (fvar(1) = [1,2]) && !MoveContact && MoveType != H
ignorehitpause = 1

[State -3]
Type = null;ChangeState
Value = 1150
TriggerAll = RoundState = 2
TriggerAll = var(59) > 0
TriggerAll = P2bodydist X = [30+floor(12*(EnemyNear(floor(fvar(37))),vel X)),50+floor(12*(EnemyNear(floor(fvar(37))),vel X))]
TriggerAll = P2bodydist y <= 0-floor(12*(EnemyNear(floor(fvar(37))),vel Y)+(12*12/2)*fvar(20))
TriggerAll = P2bodydist y >= -120-floor(12*(EnemyNear(floor(fvar(37))),vel Y)+(12*12/2)*fvar(20))
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = EnemyNear(var(58)),animtime = [-25,-12]
TriggerAll = EnemyNear(var(58)),vel x >= 0 || EnemyNear(var(58)),BackEdgeBodyDist < 15
TriggerAll = Statetype != A && p2movetype = A
TriggerAll = P2Statetype != L && P2statetype != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
Trigger1 = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 22 || (stateno = 52 && Time >= 3) || (stateno = [99,101])
Trigger2 = (fvar(1) = [1,2])

;嫮昐幃丒婼從偒
[State -3, S ONI]
Type = ChangeState
Value = 1150
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),Life > 0
TriggerAll = Random <= var(59) * 200
TriggerAll = Random <= 600
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5020,5040]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,102]) || (StateNo = [120,149]) || (var(1) = [1,2]) && !movecontact && movetype != H
Trigger1 = P2BodyDist X = [-10+floor(8*(EnemyNear(var(58)),Vel X)),50+floor(8*(EnemyNear(var(58)),Vel X))]
Trigger1 = P2BodyDist Y = [-50-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(20))]

;嫮昐幃丒婼從偒
[State -3, S ONI]
Type = null;ChangeState
Value = 1150
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 && EnemyNear(var(58)),life > 0
TriggerAll = Random <= 25
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
TriggerAll = EnemyNear(var(58)),StateNo != [5710,5715]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])
Trigger1 = P2BodyDist X = [-5,50]

[State -3]
Type = ChangeState
Value = 1150
TriggerAll = RoundState = 2
TriggerAll = var(59) > 0
TriggerAll = P2bodydist X = [-10+floor(18*(EnemyNear(floor(fvar(37))),vel X)),70+floor(18*(EnemyNear(floor(fvar(37))),vel X))]
TriggerAll = P2bodydist y <= -50-floor(18*(EnemyNear(floor(fvar(37))),vel Y)+(18*18/2)*fvar(20))
TriggerAll = P2bodydist y >= -120-floor(18*(EnemyNear(floor(fvar(37))),vel Y)+(18*18/2)*fvar(20))
TriggerAll = EnemyNear(var(58)),Vel x >= 0
TriggerAll = EnemyNear(var(58)),Vel y > 0
TriggerAll = Statetype != A && p2movetype != H
TriggerAll = P2Statetype != L && P2statetype = A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
Trigger1 = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || stateno = 22 || (stateno = 52 && Time >= 3) || (stateno = [99,101])
Trigger2 = (fvar(1) = [1,2])

[State -3]
Type = ChangeState
Value = 1150
TriggerAll = RoundState = 2
TriggerAll = var(59) > 0
TriggerAll = P2bodydist X = [-10+floor(18*(EnemyNear(floor(fvar(37))),vel X)),70+floor(18*(EnemyNear(floor(fvar(37))),vel X))]
TriggerAll = Statetype != A && numtarget && movehit && p2movetype = H
TriggerAll = P2Statetype != L && p2statetype = A
TriggerAll = EnemyNear(var(58)),StateNo != [120,159]
Trigger1 = (fvar(1) = [1,2])

;嬤嫍棧棫偪嫮僷儞僠
[State ??4]
type = ChangeState
value = 1150
triggerall = var(59) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno >= 200
triggerall = p2bodydist X = [-15,40]
triggerall = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])|| (StateNo = [200,450])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time = Helper(999), var(2)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time = Helper(999), var(4)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time = Helper(999), var(6)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time = Helper(999), var(8)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time = Helper(999), var(10) 
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time = Helper(999), var(12)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time = Helper(999), var(14)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time = Helper(999), var(16)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time = Helper(999), var(18)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time = Helper(999), var(20)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time = Helper(999), var(22)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time = Helper(999), var(24)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time = Helper(999), var(26)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time = Helper(999), var(28)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time = Helper(999), var(30)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time = Helper(999), var(32)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time = Helper(999), var(34)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time = Helper(999), var(36)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time = Helper(999), var(38)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time = Helper(999), var(40)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time = Helper(999), var(42)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time = Helper(999), var(44)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time = Helper(999), var(46)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time = Helper(999), var(48)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time = Helper(999), var(50)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time = Helper(999), var(52)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time = Helper(999), var(54)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time = Helper(999), var(56)

;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch13]
type = ChangeState
value = 215
triggerall = var(59) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno >= 200
triggerall = p2bodydist X = [-5,24]
triggerall = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])|| (fvar(1) = [1,2])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 5)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 5)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 5)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 5)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 5)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 5)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 5)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 5)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 5)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 5)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 5)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 5)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 5)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 5)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 5)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 5)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 5)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 5)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 5)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 5)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 5)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 5)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 5)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 5)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 5)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 5)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 5)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 5)

[State ]
type = ChangeState
value = 1910
triggerall = var(59)
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno >= 200
triggerall = p2bodydist X = [-5,40]
triggerall = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])|| (fvar(1) = [1,2])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 3)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 3)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 3)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 3)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 3)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 3)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 3)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 3)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 3)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 3)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 3)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 3)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 3)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 3)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 3)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 3)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 3)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 3)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 3)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 3)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 3)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 3)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 3)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 3)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 3)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 3)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 3)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 3)

[State 蹲12]
type = ChangeState
value = ifelse(random <= 500,400,430)
triggerall = var(59) > 0
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),ctrl = 0
triggerall = enemynear(var(58)),stateno >= 200
triggerall = p2bodydist X = [-8,35]
triggerall = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149])|| (fvar(1) = [1,2])
trigger1 = (enemynear(var(58)), StateNo = Helper(999), var(1)) && enemynear(var(58)), Time < (Helper(999), var(2) - 2)
trigger2 = (enemynear(var(58)), StateNo = Helper(999), var(3)) && enemynear(var(58)), Time < (Helper(999), var(4) - 2)
trigger3 = (enemynear(var(58)), StateNo = Helper(999), var(5)) && enemynear(var(58)), Time < (Helper(999), var(6) - 2)
trigger4 = (enemynear(var(58)), StateNo = Helper(999), var(7)) && enemynear(var(58)), Time < (Helper(999), var(8) - 2)
trigger5 = (enemynear(var(58)), StateNo = Helper(999), var(9)) && enemynear(var(58)), Time < (Helper(999), var(10) - 2)
trigger6 = (enemynear(var(58)), StateNo = Helper(999), var(11)) && enemynear(var(58)), Time < (Helper(999), var(12) - 2)
trigger7 = (enemynear(var(58)), StateNo = Helper(999), var(13)) && enemynear(var(58)), Time < (Helper(999), var(14) - 2)
trigger8 = (enemynear(var(58)), StateNo = Helper(999), var(15)) && enemynear(var(58)), Time < (Helper(999), var(16) - 2)
trigger9 = (enemynear(var(58)), StateNo = Helper(999), var(17)) && enemynear(var(58)), Time < (Helper(999), var(18) - 2)
trigger10 = (enemynear(var(58)), StateNo = Helper(999), var(19)) && enemynear(var(58)), Time < (Helper(999), var(20) - 2)
trigger11 = (enemynear(var(58)), StateNo = Helper(999), var(21)) && enemynear(var(58)), Time < (Helper(999), var(22) - 2)
trigger12 = (enemynear(var(58)), StateNo = Helper(999), var(23)) && enemynear(var(58)), Time < (Helper(999), var(24) - 2)
trigger13 = (enemynear(var(58)), StateNo = Helper(999), var(25)) && enemynear(var(58)), Time < (Helper(999), var(26) - 2)
trigger14 = (enemynear(var(58)), StateNo = Helper(999), var(27)) && enemynear(var(58)), Time < (Helper(999), var(28) - 2)
trigger15 = (enemynear(var(58)), StateNo = Helper(999), var(29)) && enemynear(var(58)), Time < (Helper(999), var(30) - 2)
trigger16 = (enemynear(var(58)), StateNo = Helper(999), var(31)) && enemynear(var(58)), Time < (Helper(999), var(32) - 2)
trigger17 = (enemynear(var(58)), StateNo = Helper(999), var(33)) && enemynear(var(58)), Time < (Helper(999), var(34) - 2)
trigger18 = (enemynear(var(58)), StateNo = Helper(999), var(35)) && enemynear(var(58)), Time < (Helper(999), var(36) - 2)
trigger19 = (enemynear(var(58)), StateNo = Helper(999), var(37)) && enemynear(var(58)), Time < (Helper(999), var(38) - 2)
trigger20 = (enemynear(var(58)), StateNo = Helper(999), var(39)) && enemynear(var(58)), Time < (Helper(999), var(40) - 2)
trigger21 = (enemynear(var(58)), StateNo = Helper(999), var(41)) && enemynear(var(58)), Time < (Helper(999), var(42) - 2)
trigger22 = (enemynear(var(58)), StateNo = Helper(999), var(43)) && enemynear(var(58)), Time < (Helper(999), var(44) - 2)
trigger23 = (enemynear(var(58)), StateNo = Helper(999), var(45)) && enemynear(var(58)), Time < (Helper(999), var(46) - 2)
trigger24 = (enemynear(var(58)), StateNo = Helper(999), var(47)) && enemynear(var(58)), Time < (Helper(999), var(48) - 2)
trigger25 = (enemynear(var(58)), StateNo = Helper(999), var(49)) && enemynear(var(58)), Time < (Helper(999), var(50) - 2)
trigger26 = (enemynear(var(58)), StateNo = Helper(999), var(51)) && enemynear(var(58)), Time < (Helper(999), var(52) - 2)
trigger27 = (enemynear(var(58)), StateNo = Helper(999), var(53)) && enemynear(var(58)), Time < (Helper(999), var(54) - 2)
trigger28 = (enemynear(var(58)), StateNo = Helper(999), var(55)) && enemynear(var(58)), Time < (Helper(999), var(56) - 2)

[State 前AB]
Type = ChangeState
Value = 700
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,Facing != Facing 
TriggerAll = EnemyNear,StateNo = [1000,1999] ;对面攻?刺⑶易刺?>= 200，抓对面硬直
TriggerAll = EnemyNear,StateType != A
TriggerAll = EnemyNear,MoveType = A
TriggerAll =!EnemyNear,HitDefAttr = SCA, NT, ST, HT
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,104]) || (StateNo = [120,149])|| (fvar(1) = [1,2])
Trigger1 = P2BodyDist X = [-5,90]
Trigger1 = EnemyNear,AnimTime < -20; AB的时间（?uperpause的时间）


[State ?謁
type = changestate
value = ifelse(enemynear,statetype = S,430,400)
triggerall = var(59)          ;ai开??
triggerall = roundstate = 2           ;战斗阶段
triggerall = Statetype != A            ;自己不在空中
triggerall = enemynear,statetype != A     ;对方不在空中
triggerall = enemynear,statetype != L    ;对面不在倒地
triggerall = facing != enemy,facing  ;面对?
triggerall = enemynear,ctrl || enemynear,ctrl = 0 && stateno <= 199 || enemynear,ctrl = 0 && prevstateno >= 1000 && enemynear,vel x = 0    ;对面可控制，要么对面不可控，但状态号小于199，要么对面不可控，上?刺糯??000并且没有?耙贫ǚ乐骨僭卵?焕嗟募寄埽?
Triggerall = Ctrl || (StateNo = [20,22]) || (StateNo = [100,103])|| (StateNo = [120,149]);可控?谧呗放懿?
trigger1 = enemynear,MoveType = I             ;对方空闲
trigger1 = p2bodydist X = [-5,35]            ;距?


[State ?謁
type = changestate
value = 430
triggerall = var(59)          ;ai开??
triggerall = roundstate = 2           ;战斗阶段
triggerall = Statetype != A            ;自己不在空中
triggerall = enemynear,statetype != A     ;对方不在空中
triggerall = enemynear,statetype != L    ;对面不在倒地
triggerall = facing != enemy,facing  ;面对?
triggerall = !inguarddist || facing = enemy,facing || (prevstateno = [140,159])    ;不处于防?段Вㄎ藓??┮捶敲娑悦?,要么已经被防?斯セ?
triggerall = enemy,numproj = 0       ;没有弹幕
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || (fvar(1) = [1,2])
trigger1 = enemynear,MoveType = A             ;对方处于攻?刺?
trigger1 = p2bodydist X = [-5,35]            ;距?
trigger1 = enemynear,animtime = [-3,-1]         ;对方动画时间还有3帧到1帧结?

[State AB]
Type = ChangeState
Value = 700
TriggerAll = var(59)
TriggerAll = RoundState = 2 
TriggerAll = StateType != A
TriggerAll = EnemyNear,Ctrl = 0
TriggerAll = EnemyNear,Vel Y <= 0
TriggerAll = EnemyNear,StateType = A || EnemyNear,StateType != A && (EnemyNear,StateNo >= 700 || EnemyNear,AnimTime < -30)
TriggerAll = EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateType != L
TriggerAll =!EnemyNear,HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,Facing != Facing
TriggerAll = Abs(EnemyNear,Pos X - Pos X) < 110
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || (StateNo = [200,430]) 
IgnoreHitPause = 1


[State AB]
Type = ChangeState
Value = 710
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear,StateType != A
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,Vel X <= 0
TriggerAll = EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,MoveType = A
TriggerAll =!EnemyNear,HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear,facing != facing
TriggerAll = fvar(21) = 0;不是已记录的投技
TriggerAll = P2BodyDist X <= 25 && EnemyNear,AnimTime > -5 || P2BodyDist X > 25
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = InGuardDist
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = P2BodyDist X <= 45 && EnemyNear,AnimTime >= -5
Trigger2 = P2BodyDist X <= 55 && EnemyNear,AnimTime >= -16
Trigger3 = P2BodyDist X <= 65 && EnemyNear,AnimTime >= -17
Trigger4 = P2BodyDist X <= 75 && EnemyNear,AnimTime >= -18
Trigger5 = P2BodyDist X <= 85 && EnemyNear,AnimTime >= -19
Trigger6 = P2BodyDist X <= 95 && EnemyNear,AnimTime >= -20


[State ?礭
type = changestate
value = 1150         ;你?底刺?
triggerall = var(59)          ;ai开??
triggerall = random <= var(59) * 200   ;我记得辽子你是有AI等级的，默认5级（?撸?
triggerall = roundstate = 2           ;战斗阶段
triggerall = Statetype != A            ;自己不在空中
triggerall = enemynear,statetype != L    ;对面不在倒地
triggerall = facing != enemy,facing  ;面对?
triggerall = inguarddist  ;处于防?段В┮捶敲娑悦?,要么已经被防?斯セ?
triggerall = enemy,numproj = 0       ;没有弹幕
Trigger1 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || (StateNo = [200,430]) ;可控?谧呗放懿交?咴诠セ?ǹ煽照??
trigger1 = enemynear,MoveType = A             ;对方处于攻?刺?
trigger1 = p2bodydist X = [-5,40]            ;距?


[State ?謁
Type = ChangeState
Value = 1230
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = I || (EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),HitDefAttr != SCA,AA,AT,AP)
TriggerAll = EnemyNear(var(58)),AnimTime = [-12,-9]
TriggerAll = EnemyNear(var(58)),Facing != Facing
TriggerAll =!Enemy,NumProj
TriggerAll =!InGuardDist || (PrevStateNo = [130,155]) || (PrevStateNo = [700,730]) || (PrevStateNo = [5000,5270])
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || (fvar(1) = [1,2]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-10+floor(9*(EnemyNear(var(58)),Vel X)),40+floor(9*(EnemyNear(var(58)),Vel X))]


[State 对防?
Type = ChangeState
Value = 1230
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = P2BodyDist X = [-40+floor(5*(EnemyNear(var(58)),Vel X)),40+floor(5*(EnemyNear(var(58)),Vel X))]
TriggerAll = Statetype != A
TriggerAll = Prevstateno = 1500
TriggerAll = p2movetype = H
TriggerAll = p2stateno = [120,149]
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])|| (fvar(1) = [1,2])

[State 屑风]
Type = ChangeState
Value = 1230
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = InGuardDist || EnemyNear(var(58)),Facing != Facing || (PrevStateNo = [130,155]) || (PrevStateNo = [700,720]) || (PrevStateNo = [5000,5270]) || PrevStateNo = 52000
TriggerAll = stateno = 700 && animtime = 0 
Trigger1 = P2BodyDist X = [-40+floor(5*(EnemyNear(var(58)),Vel X)),40+floor(5*(EnemyNear(var(58)),Vel X))]


[State 屑风]
Type = ChangeState
Value = 1230
TriggerAll = var(59)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -5 || EnemyNear(var(58)),AnimTime >= 5
TriggerAll = InGuardDist || EnemyNear(var(58)),Facing != Facing || (PrevStateNo = [130,155]) || (PrevStateNo = [700,720]) || (PrevStateNo = [5000,5270]) || PrevStateNo = 52000
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || (fvar(1) = [1,2]) && !MoveContact && MoveType != H || var(1) = 2 && (PrevStateNo != [150,152]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-40+floor(5*(EnemyNear(var(58)),Vel X)),40+floor(5*(EnemyNear(var(58)),Vel X))]

[State 屑风]
Type = ChangeState
Value = 1230
TriggerAll = var(59)
TriggerAll = RoundState = 2 
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Ctrl = 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),AnimTime <= -5 || EnemyNear(var(58)),AnimTime >= 5
TriggerAll = InGuardDist || EnemyNear(var(58)),Facing != Facing || (PrevStateNo = [130,155]) || (PrevStateNo = [700,720]) || (PrevStateNo = [5000,5270]) || PrevStateNo = 52000
TriggerAll = (fvar(1) = [1,2]) && (PrevStateNo = [150,152]) && !MoveContact && MoveType != H
Trigger1 = P2BodyDist X = [-40+floor(5*(EnemyNear(var(58)),Vel X)),40+floor(5*(EnemyNear(var(58)),Vel X))]
;---------------------------------------------------------------------
[State -3, S4]
type = ChangeState
value = 1500
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59) * 200
triggerall = Random <= 50
triggerall = statetype = A
;triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149]) || (stateno = [200,699]) 
trigger1 = p2bodydist x = [0,100]

[State -3, S4]
type = ChangeState
value = 1550
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59) * 200
triggerall = Random <= 50
triggerall = statetype = A
;triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149]) || (stateno = [200,699]) 
trigger1 = p2bodydist x = [45,140]

[State -3, S4]
type = ChangeState
value = 1550
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= 999
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),movetype = H
trigger1 = stateno = 1155 && movehit && time >= 18 && time <= 32
;---------------------------------------------------------------------
[State -3,屻揮 AttackDist柍岠捠忢媄夞旔]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = var(56) < 5
TriggerAll = var(55) >= 60 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = StateType != A
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 55 && EnemyNear(var(58)),AnimTime > -5 || Abs(EnemyNear(var(58)),Pos X - Pos X) > 55
TriggerAll = EnemyNear(var(58)),StateNo = [200,700)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time <= 5
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [120,150)) || StateNo = [99,101]
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 75 && EnemyNear(var(58)),AnimTime >= -5
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 85 && EnemyNear(var(58)),AnimTime >= -16 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 95 && EnemyNear(var(58)),AnimTime >= -17
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 105&& EnemyNear(var(58)),AnimTime >= -18 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 115&& EnemyNear(var(58)),AnimTime >= -19
Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 125&& EnemyNear(var(58)),AnimTime >= -20

[State -3,dodge 嬻僉儍儞]
Type = ChangeState
Value = ifelse(var(55)>240&&(EnemyNear(var(58)),StateNo<1000||EnemyNear(var(58)),StateNo>=2000),710,700)
TriggerAll = var(59) > 0
TriggerAll =!var(56) || var(56) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
;TriggerAll = var(55) >= 100 || P2Dist X < 0;|| FrontEdgeBodyDist >= 100
triggerall = movecontact = 0
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) < 50
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo != 5120
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT 
TriggerAll = EnemyNear(var(58)),facing != facing || P2Dist X < 0
trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [120,150)) || StateNo = [99,101]
trigger2 = stateno = 200 && time >= 2
trigger3 = stateno = 205 && time >= 2
trigger4 = stateno = 235 && time >= 5
trigger5 = stateno = 230 && time >= 6
trigger6 = stateno = 215 && time >= 2
trigger7 = stateno = 210; && time >= 13
trigger8 = stateno = 245 && time >= 3
trigger9 = stateno = 240; && time >= 10
trigger10 = stateno = 400 && time >= 1
trigger11 = stateno = 430 && time >= 2
trigger12 = stateno = 410 && time >= 4
trigger13 = stateno = 440 && time >= 7
trigger14 = stateno = 350; && time >= 13
trigger15 = stateno = 340; && time >= 14
trigger16 = stateno = 320 && time >= 3
trigger17 = stateno = 315 ;&& time >= 14
trigger18 = stateno = 310; && time >= 21
;ignorehitpause = 1


[State -3,dodge 僞僢僌 攚屻庢傜傟偨応崌]
Type = ChangeState
Value = ifelse(Abs(EnemyNear(var(58)),Pos X - Pos X) < 60,710,700)
TriggerAll = var(59) > 0
TriggerAll = var(56) = 5
TriggerAll = RoundState = 2
TriggerAll = Random <=var(59)*200
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = movecontact = 0
TriggerAll = EnemyNear(0),BackEdgeBodyDist > 80
TriggerAll = EnemyNear(0),facing != facing
TriggerAll = EnemyNear(1),facing = facing
trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [120,150)) || StateNo = [99,101]
trigger2 = stateno = 200 && time >= 2
trigger3 = stateno = 205 && time >= 2
trigger4 = stateno = 235 && time >= 5
trigger5 = stateno = 230 && time >= 6
trigger6 = stateno = 215 && time >= 2
trigger7 = stateno = 210; && time >= 13
trigger8 = stateno = 245 && time >= 3
trigger9 = stateno = 240; && time >= 10
trigger10 = stateno = 400 && time >= 1
trigger11 = stateno = 430 && time >= 2
trigger12 = stateno = 410 && time >= 4
trigger13 = stateno = 440 && time >= 4
trigger14 = stateno = 350; && time >= 13
trigger15 = stateno = 340; && time >= 14
trigger16 = stateno = 320 && time >= 3
trigger17 = stateno = 315; && time >= 14
trigger18 = stateno = 310; && time >= 21
;ignorehitpause = 1

[State -3,慜揮 愗傝曉偟]
Type  = ChangeState
Value  = 700
TriggerAll = var(59) > 0
TriggerAll =!var(56) || var(56) = 5
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -21
TriggerAll = EnemyNear(var(58)),Time >= -5
TriggerAll = EnemyNear(var(58)),Time >= 5 || var(48)
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = InGuardDist
TriggerAll = ifelse(var(48),Random < EnemyNear(var(58)),Time*20,Random < EnemyNear(var(58)),Time*10)
TriggerAll = Ctrl || (StateNo = [99,101]) || (StateNo = [120,150))
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,100]
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [60,140]
Trigger2 = Enemy,NumProj


[State -3,屻揮 愗傝曉偟]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = var(56) < 5
TriggerAll = var(55) >= 60 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = StateType != A
TriggerAll = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 55 && EnemyNear(var(58)),AnimTime > -5 || Abs(EnemyNear(var(58)),Pos X - Pos X) > 55
TriggerAll =!Enemy,NumProj
TriggerAll = EnemyNear(var(58)),Vel X <= 0
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= -5
TriggerAll = EnemyNear(var(58)),Time >= 5 || var(48)
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = ifelse(var(48),Random < EnemyNear(var(58)),Time*20,Random < EnemyNear(var(58)),Time*10)
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = [120,150)) || StateNo = [99,101]
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 75 && EnemyNear(var(58)),AnimTime >= -5
Trigger2 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 85 && EnemyNear(var(58)),AnimTime >= -16 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 95 && EnemyNear(var(58)),AnimTime >= -17
Trigger3 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 105&& EnemyNear(var(58)),AnimTime >= -18 || Abs(EnemyNear(var(58)),Pos X - Pos X) <= 115&& EnemyNear(var(58)),AnimTime >= -19
Trigger4 = Abs(EnemyNear(var(58)),Pos X - Pos X) <= 125&& EnemyNear(var(58)),AnimTime >= -20

[State -3,屻揮 僞僢僌 攚屻庢傜傟偨応崌]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = var(56) = 5
TriggerAll = var(55) >= 60 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [99,101]) || StateNo = [120,150)
Trigger1 = ifelse(facing = 1,(EnemyNear(0),Pos X - Pos X = [-100,0]),(EnemyNear(0),Pos X - Pos X = [0,100]))
Trigger1 = EnemyNear(0),BackEdgeBodyDist >= 40
Trigger1 = EnemyNear(0),facing = facing
Trigger2 = ifelse(facing = 1,(EnemyNear(1),Pos X - Pos X = [-100,0]),(EnemyNear(1),Pos X - Pos X = [0,100]))
Trigger2 = EnemyNear(1),BackEdgeBodyDist >= 40
Trigger2 = EnemyNear(1),facing = facing


[State -3,僈乕僪僉儍儞僙儖屻揮 僞僢僌 攚屻庢傜傟偨応崌]
Type  = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = var(56) = 5
TriggerAll = var(55) >= 120 && BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 180 || var(59) >= 5
TriggerAll = (stateno = [150,151])
TriggerAll = Power >= 500
TriggerAll = StateType != A
Trigger1 = ifelse(facing = 1,(EnemyNear(0),Pos X - Pos X = [-100,0]),(EnemyNear(0),Pos X - Pos X = [0,100]))
Trigger1 = EnemyNear(0),BackEdgeBodyDist >= 40
Trigger1 = EnemyNear(0),facing = facing
Trigger2 = ifelse(facing = 1,(EnemyNear(1),Pos X - Pos X = [-100,0]),(EnemyNear(1),Pos X - Pos X = [0,100]))
Trigger2 = EnemyNear(1),BackEdgeBodyDist >= 40
Trigger2 = EnemyNear(1),facing = facing


[State -3,屻揮 娫崌偄奜偟]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = var(52) != [2,4]
TriggerAll = var(56) < 5
TriggerAll = var(55) >= 100 && BackEdgeBodyDist >= 20
TriggerAll = Random <= var(59) * 22 || var(59) >= 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || StateNo = [120,150)
Trigger1 = Abs(EnemyNear(var(58)),Pos X - Pos X) = [50,170]
Trigger1 = EnemyNear(var(58)),Vel X >= 0
Trigger1 = Random < 50

[State -3,屻揮 僞僢僌埵抲崌傢偣]
Type = ChangeState
Value = 105
TriggerAll = var(59) > 0
TriggerAll = var(52) = 1
TriggerAll = RoundState = 3
TriggerAll = StateType != A
TriggerAll = Partner,StateType != A
TriggerAll =!Partner,Vel X
TriggerAll = Ctrl || (StateNo = [99,101]) || StateNo = [20,22]
Trigger1 = ifelse(facing = 1,(Partner,Pos X - Pos X = [-120,-60]),(Partner,Pos X - Pos X = [60,120]))

[State -3,屻揮 僞僢僌埵抲崌傢偣]
Type = ChangeState
Value = 330
TriggerAll = var(59) > 0
TriggerAll = var(52) = 1
TriggerAll = RoundState = 3
TriggerAll = StateType = A
TriggerAll = Partner,StateType != A
TriggerAll =!Partner,Vel X
trigger1 = stateno = 105
;---------------------------------------------------------------------

[state ]
type = changestate
value = 58
triggerall = var(59)
triggerall = statetype != A
triggerall = enemynear(var(58)),movetype = H
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
TriggerAll = Ctrl || (StateNo = [99,101]) || StateNo = [20,22]
trigger1 = enemynear(var(58)),stateno = 1236
trigger2 = enemynear(var(58)),stateno = [80000,80500]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;寗撍偒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0
;var(57)
triggerall = RoundState = 2 
triggerall = Random <= var(59)*200
triggerall = Random <= 700
triggerall = statetype != A
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist || (prevstateno = [130,155]) || var(48) || (prevstateno = [700,720])
triggerall = p2bodydist X < 35
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = P2BodyDist X = [0+floor(5*(EnemyNear(var(58)),vel X)),30+floor(5*(EnemyNear(var(58)),vel X))]

;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = null;ChangeState
value = 430
triggerall = var(59) > 0
;var(57)
triggerall = RoundState = 2 
triggerall = Random <= var(59)*200
triggerall = Random <= 660
triggerall = statetype != A
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall =!InGuardDist || (prevstateno = [130,155]) || var(48) || (stateno = [700,720]) && animtime = 0
triggerall = p2bodydist X < 30
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = p2bodydist x = [-20,30]

[State -3,屻揮 AttackDist柍岠捠忢媄夞旔]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 25 && EnemyNear(var(58)),AnimTime > -5 || P2BodyDist X > 25
TriggerAll = EnemyNear(var(58)),StateNo = [200,699]
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time <= 5
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = P2BodyDist X <= 45 && EnemyNear(var(58)),AnimTime >= -5
Trigger2 = P2BodyDist X <= 55 && EnemyNear(var(58)),AnimTime >= -16 || P2BodyDist X <= 65 && EnemyNear(var(58)),AnimTime >= -17
Trigger3 = P2BodyDist X <= 75 && EnemyNear(var(58)),AnimTime >= -18 || P2BodyDist X <= 85 && EnemyNear(var(58)),AnimTime >= -19
Trigger4 = P2BodyDist X <= 95 && EnemyNear(var(58)),AnimTime >= -20

;偟傖偑傒嫮僷儞僠
[State -3]
Type = null;ChangeState
Value = 410
TriggerAll = var(59) > 0
;var(57)
TriggerAll = RoundState = 2 
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -7
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10 || var(48)
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = p2bodydist x = [10+floor(8*(EnemyNear(var(58)),vel x)),50+floor(8*(EnemyNear(var(58)),vel x))]

;嬤嫍棧棫偪庛僉僢僋
[State -3]
Type = ChangeState
Value = 235
TriggerAll = var(59) > 0
;var(57)
TriggerAll = RoundState = 2 
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 25
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10 || var(48)
TriggerAll =!InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])

[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0
;var(57)
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = P2bodyDist X = [-20+floor(5*(EnemyNear(var(58)),vel X)),40+floor(5*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,710]) || prevstateno = 52000
triggerall = EnemyNear(var(58)),ctrl = 0
Trigger1 = Random<= var(59)*200

[State -3, Crouching Light Punch]
type = null;ChangeState
value = ifelse(random <= 400,400,430)
;var(57)
triggerall = var(59) > 0
triggerall = roundstate = 2 
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-20+floor(5*(EnemyNear(var(58)),vel X)),20+floor(5*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-10-floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20)),0-floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*80

[State -3, Stand Light Punch]
type = null;ChangeState
value = 430
triggerall = var(59) > 0
;var(57)
triggerall = roundstate = 2 
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-20+floor(3*(EnemyNear(var(58)),vel X)),34+floor(3*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20)),0-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*80

;偟傖偑傒庛僷儞僠
[State -3]
Type = ChangeState
Value = 400
;var(57)
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10 || var(48)
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) 
Trigger1 = P2BodyDist X = [-5,35]

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 400,400,430)
;var(57)
triggerall = var(59) > 0
triggerall = roundstate = 2 
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-20+floor(3*(EnemyNear(var(58)),vel X)),30+floor(3*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-10-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20)),0-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*180

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,215,400)
;var(57)
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
triggerall = P2BodyDist X = [-30+floor(5*(EnemyNear(var(58)),vel X)),20+floor(5*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20))
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*180

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,400,430)
triggerall = var(59) > 0
;var(57)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y >= 0
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = H
triggerall = numtarget
triggerall = EnemyNear(var(58)),statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*200

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,215,430)
triggerall = var(59) > 0
;var(57)
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,710]) || prevstateno = 52000
triggerall = EnemyNear(var(58)),ctrl = 0
Trigger1 = Random<= var(59)*200

[State -3, Standing Strong Kick]
type = ChangeState
value = ifelse(Random <= 400,400,430)
triggerall = var(59) > 0
triggerall = roundstate = 2
;var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
triggerall = P2BodyDist X = [-20+floor(8*(EnemyNear(var(58)),vel X)),40+floor(8*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-41-floor(8*(EnemyNear(var(58)),vel Y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(58)),vel Y)+(8*(8+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*120

;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59)*200
;var(57)
triggerall = Random <= 720
triggerall = statetype != A
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall =!InGuardDist || EnemyNear(var(58)),facing = facing || (prevstateno = [130,155]) || var(48) || (prevstateno = [700,720]) || prevstateno = 52000
triggerall = p2bodydist X < 30
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = p2bodydist x = [-15,20]

;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59) * 200
triggerall = Random <= 700
triggerall = statetype != A
;var(57)
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist || (prevstateno = [130,155]) || var(48) || (prevstateno = [700,720])
triggerall = p2bodydist X < 40
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = P2BodyDist X = [0+floor(5*(EnemyNear(var(58)),vel X)),40+floor(5*(EnemyNear(var(58)),vel X))]

;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59) * 200
triggerall = Random <= 660
triggerall = statetype != A
;var(57)
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall =!InGuardDist || (prevstateno = [130,155]) || var(48) || (stateno = [700,720]) && animtime = 0
triggerall = p2bodydist X < 30
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = p2bodydist x = [-20,30]

[State -3,屻揮 AttackDist柍岠捠忢媄夞旔]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 25 && EnemyNear(var(58)),AnimTime > -5 || P2BodyDist X > 25
TriggerAll = EnemyNear(var(58)),StateNo = [200,699]
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time <= 5
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = P2BodyDist X <= 45 && EnemyNear(var(58)),AnimTime >= -5
Trigger2 = P2BodyDist X <= 55 && EnemyNear(var(58)),AnimTime >= -16 || P2BodyDist X <= 65 && EnemyNear(var(58)),AnimTime >= -17
Trigger3 = P2BodyDist X <= 75 && EnemyNear(var(58)),AnimTime >= -18 || P2BodyDist X <= 85 && EnemyNear(var(58)),AnimTime >= -19
Trigger4 = P2BodyDist X <= 95 && EnemyNear(var(58)),AnimTime >= -20

;偟傖偑傒嫮僷儞僠
[State -3]
Type = ChangeState
Value = 410
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
;var(57)
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -8
TriggerAll = EnemyNear(var(58)),Time >= -10 || var(48)
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = p2bodydist x = [10+floor(8*(EnemyNear(var(58)),vel x)),50+floor(8*(EnemyNear(var(58)),vel x))]

;嬤嫍棧棫偪庛僉僢僋
[State -3]
Type = ChangeState
Value = 235
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 
TriggerAll = Random <= var(59) * 160
;var(57)
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 40
TriggerAll = EnemyNear(var(58)),MoveType = A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -4
TriggerAll = EnemyNear(var(58)),Time >= -10 || var(48)
TriggerAll =!InGuardDist
Trigger1 = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])

[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
TriggerAll = StateType != A
;var(57)
TriggerAll = RoundState = 2
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = P2bodyDist X = [-20+floor(5*(EnemyNear(var(58)),vel X)),40+floor(5*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,710]) || prevstateno = 52000
triggerall = EnemyNear(var(58)),ctrl = 0
Trigger1 = Random<= var(59)*200

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(random <= 400,400,430)
triggerall = var(59) > 0
triggerall = roundstate = 2 
;var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-20+floor(5*(EnemyNear(var(58)),vel X)),20+floor(5*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-10-floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20)),0-floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*80

[State -3, Stand Light Punch]
type = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = roundstate = 2 
;var(57)
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-20+floor(3*(EnemyNear(var(58)),vel X)),34+floor(3*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20)),0-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*80

[State -3, Stand Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0
;var(57)
triggerall = roundstate = 2 
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-12+floor(3*(EnemyNear(var(58)),vel X)),40+floor(3*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20)),0-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*80

;偟傖偑傒庛僷儞僠
[State -3]
Type = ChangeState
Value = 400
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 
TriggerAll = Random <= var(59) * 160
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = A
;var(57)
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -3
TriggerAll = EnemyNear(var(58)),Time >= -10 || var(48)
TriggerAll =!InGuardDist
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) 
Trigger1 = P2BodyDist X = [-5,35]

[State -3, Crouching Light Punch]
type = ChangeState
value = ifelse(Random <= 400,400,430)
triggerall = var(59) > 0
triggerall = roundstate = 2 
triggerall = statetype != A
;var(57)
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (stateno = [120,149])
triggerall = P2BodyDist X = [-20+floor(3*(EnemyNear(var(58)),vel X)),30+floor(3*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-10-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20)),0-floor(3*(EnemyNear(var(58)),vel Y)+(3*(3+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*180

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,215,400)
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
triggerall = P2BodyDist X = [-30+floor(5*(EnemyNear(var(58)),vel X)),20+floor(5*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20))
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),statetype != C
;var(57)
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*180

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,400,430)
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y >= 0
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = H
triggerall = EnemyNear(var(58)),statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*200

[State -3, Crouching Light Kick]
type = ChangeState
value = ifelse(Random <= 400,215,430)
triggerall = var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),statetype != A
triggerall = P2BodyDist X = [-10,30]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
TriggerAll = EnemyNear(var(58)),AnimTime <= -5
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,710]) || prevstateno = 52000
triggerall = EnemyNear(var(58)),ctrl = 0
Trigger1 = Random<= var(59)*200

[State -3, Standing Strong Kick]
type = ChangeState
value = ifelse(Random <= 400,400,430)
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
triggerall = P2BodyDist X = [-20+floor(8*(EnemyNear(var(58)),vel X)),40+floor(8*(EnemyNear(var(58)),vel X))]
triggerall = P2BodyDist Y = [-41-floor(8*(EnemyNear(var(58)),vel Y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(58)),vel Y)+(8*(8+1)/2)*fvar(20))]
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*140

;偟傖偑傒庛僷儞僠
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 720
triggerall = statetype != A
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist || (prevstateno = [130,155]) || var(48) || (prevstateno = [700,720]) || prevstateno = 52000
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = p2bodydist x = [-15,30]

;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 720
triggerall = statetype != A
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno >= 200
triggerall = EnemyNear(var(58)),animtime <= -3
triggerall = enemy,numproj = 0
triggerall =!InGuardDist || EnemyNear(var(58)),facing = facing || (prevstateno = [130,155]) || var(48) || (prevstateno = [700,720]) || prevstateno = 52000
triggerall = p2bodydist X < 30
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || stateno = 1205 || stateno = 1255 || (stateno = [120,149])
trigger1 = p2bodydist x = [-15,25]

[State -3]
type = ChangeState
value = 800
triggerall = var(59) > 0
triggerall = Roundstate = 2
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5000,5050]
triggerall = ctrl || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,159])
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),stateno != 5120
triggerall = p2bodydist x = [-10,10]
triggerall = var(34) = 0
trigger1 = EnemyNear(var(58)),facing != facing
trigger2 = EnemyNear(var(58)),Animtime < -5
trigger2 = EnemyNear(var(58)),facing  = facing

[State -3]
type = ChangeState
value = 800
triggerall = var(59) >0
triggerall = Roundstate = 2
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5000,5050]
triggerall = Stateno = 200 || Stateno = 205 || Stateno = 215 || Stateno = 400 || Stateno = 410 || Stateno = 245 || Stateno = 235
triggerall = !MoveContact && Animtime = 0
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),stateno != 5120
triggerall = p2bodydist x = [-10,10]
triggerall = var(34) = 0
trigger1 = EnemyNear(var(58)),facing != facing
trigger2 = EnemyNear(var(58)),Animtime < -5
trigger2 = EnemyNear(var(58)),facing  = facing

[State -3]
type = ChangeState
value = 830
triggerall = var(59) > 0
triggerall = Roundstate = 2
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5000,5050]
triggerall = ctrl || (stateno = [19,22]) || (stateno = [99,101]) || (stateno = [120,159])
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),stateno != 5120
triggerall = p2bodydist x = [-10,10]
triggerall = var(34) = 0
trigger1 = EnemyNear(var(58)),facing != facing
trigger2 = EnemyNear(var(58)),Animtime < -5
trigger2 = EnemyNear(var(58)),facing  = facing

[State -3]
type = ChangeState
value = 830
triggerall = var(59) >0
triggerall = Roundstate = 2
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5000,5050]
triggerall = Stateno = 200 || Stateno = 205 || Stateno = 215 || Stateno = 400 || Stateno = 410 || Stateno = 245 || Stateno = 235
triggerall = !MoveContact && Animtime = 0
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),stateno != 5120
triggerall = p2bodydist x = [-10,10]
triggerall = var(34) = 0
trigger1 = EnemyNear(var(58)),facing != facing
trigger2 = EnemyNear(var(58)),Animtime < -5
trigger2 = EnemyNear(var(58)),facing  = facing


[State -3, Stand Strong Punch]
type = ChangeState
value = ifelse(Random <= 400,205,215)
triggerall = var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = EnemyNear(var(58)),statetype != L
triggerall = P2BodyDist X = [-15,30]
triggerall = P2BodyDist Y = [-40,0]
triggerall = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149]) || stateno = 1205 || stateno = 1255
TriggerAll = EnemyNear(var(58)),AnimTime <= -6
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || (prevstateno = [700,710]) || prevstateno = 52000
triggerall = EnemyNear(var(58)),ctrl = 0
Trigger1 = Random<= var(59)*200

[State -3, Dash]
type = ChangeState
value = 99
triggerall = var(59) > 0
triggerall = Stateno != 99
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = P2Dist X > 0
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = p2bodydist x > 120 || EnemyNear(var(58)),facing = facing
trigger1 = EnemyNear(var(58)),statetype = A
trigger1 = EnemyNear(var(58)),MoveType = A
trigger1 =!EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
trigger1 = EnemyNear(var(58)),Time >= 60
trigger2 = EnemyNear(var(58)),MoveType != H
trigger2 = EnemyNear(var(58)),StateType = A
trigger2 =!EnemyNear(var(58)),Ctrl
trigger2 = EnemyNear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),MoveType != H
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 =!EnemyNear(var(58)),Ctrl
Trigger3 = EnemyNear(var(58)),facing = facing
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC, NA, SA, HA

;---------------------------------------------------------------------------
;拞抜
;---------------------------------------------------------------------------
;
[State -3,]
type = ChangeState
value = 310
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = ifelse(power >= 2000,1,Random <= 400)
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = I || ((EnemyNear(var(58)),stateno = [120,159]) && random <= 250)
triggerall =!InGuardDist
triggerall = p2bodydist x = [5,50]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = random <= 150 && ifelse(EnemyNear(var(58)),statetype = C,1,random <= 250)
trigger2 = TeamMode = simul
trigger2 = numpartner
trigger2 = partner,alive
trigger2 = partner,movetype = A
trigger2 = random <= 200 && ifelse(EnemyNear(var(58)),statetype = C,1,random <= 250)

[State -3, 慜彫僕儍儞僾(拞抜)]
type = ChangeState
value = 58;37;32
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = I || ((EnemyNear(var(58)),stateno = [120,159]) && random <= 250)
triggerall =!InGuardDist
triggerall = p2bodydist x = [-10,60]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = random <= 150 && ifelse(EnemyNear(var(58)),statetype = C,1,random <= 250)
trigger2 = TeamMode = simul
trigger2 = numpartner
trigger2 = partner,alive
trigger2 = partner,movetype = A
trigger2 = random <= 200 && ifelse(EnemyNear(var(58)),statetype = C,1,random <= 250)

[State -3, 慜拞僕儍儞僾(拞抜)]
type = ChangeState
value = 58;37;39;34
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = StateType != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = I || ((EnemyNear(var(58)),stateno = [120,159]) && random <= 250)
triggerall =!InGuardDist
triggerall = p2bodydist x = [40,100]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = random <= 150 && ifelse(EnemyNear(var(58)),statetype = C,1,random <= 250)
trigger2 = TeamMode = simul
trigger2 = numpartner
trigger2 = partner,alive
trigger2 = partner,movetype = A
trigger2 = random <= 200 && ifelse(EnemyNear(var(58)),statetype = C,1,random <= 250)

;S-----------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[State -3,朶?-S,light punch ]
type=changestate
value=200
triggerall = var(59)>0 && statetype !=A
triggerall = P2BodyDist X = [0,58]
triggerall = P2BodyDist Y = [16,37]
triggerall = enemynear,animtime < -5
;var(57)
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),statetype!=L
triggerall = ctrl
triggerall = enemynear,time <= 4
triggerall = enemynear,stateno=[200,1999]
triggerall = random <=var(59)*40
triggerall = EnemyNear(var(58)),stateno != 5120 || EnemyNear(var(58)),stateno != 5201
trigger1 = EnemyNear(var(58)),stateno<2000 
trigger2 = !enemynear,ctrl&& EnemyNear(var(58)),stateno<2000 
trigger3 =enemynear,time <= 4 
trigger3 =enemynear,StateNo = [20,22]
trigger3 =enemynear,StateNo = [99,101]
trigger3 =enemynear,StateNo = [120,149]
trigger3 =enemynear,StateNo = [130,132]
trigger3 =random <=var(59)*40
trigger4 =enemynear,time <= 4
trigger4=enemynear,movetype = A
Trigger4 =!enemyNear,Ctrl
trigger4 =enemynear,stateno=[200,1999]
trigger4 =random <=var(59)*45
trigger5 =EnemyNear(var(58)),statetype != L
trigger5 =EnemyNear(var(58)),movetype=I||EnemyNear(var(58)),movetype=A
trigger5 =enemynear,time <= 4
trigger5 =random <=var(59)*40
;---------------------------------------------------------------------------
[State -3,朶?-near-S,light punch ]
type=changestate
value=205
triggerall = var(59)>0 && statetype !=A
triggerall = P2BodyDist X = [0,19]
triggerall = P2BodyDist Y = [16,37]
triggerall = enemynear,animtime < -4
;var(57)
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),statetype!=L
triggerall = ctrl
triggerall = enemynear,time <= 4
triggerall = enemynear,stateno=[200,1999]
triggerall = random <=var(59)*30 
trigger1 = EnemyNear(var(58)),stateno<2000
trigger2 = !enemynear,ctrl&& EnemyNear(var(58)),stateno<2000 
trigger3 =enemynear,time <= 4 
trigger3 =enemynear,StateNo = [20,22]
trigger3 =enemynear,StateNo = [99,101]
trigger3 =enemynear,StateNo = [120,149]
trigger3 =enemynear,StateNo = [130,132]
trigger3 =random <=var(59)*30
trigger4 =enemynear,time <= 4
trigger4=enemynear,movetype = A
Trigger4 =!enemyNear,Ctrl
trigger4 =enemynear,stateno=[200,1999]
trigger4 =random <=var(59)*35
trigger5 =EnemyNear(var(58)),statetype != L
trigger5 =EnemyNear(var(58)),movetype=I||EnemyNear(var(58)),movetype=A
trigger5 =enemynear,time <= 4
trigger5 =random <=var(59)*30
;---------------------------------------------------------------------------
[State -3,朶?-C,light punch ]
type=changestate
value=400
triggerall = var(59)>0 && statetype !=A
triggerall = P2BodyDist X = [0,55]
triggerall = P2BodyDist Y = [0,29]
;var(57)
triggerall = enemynear,animtime < -5
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),statetype!=L
triggerall = ctrl
triggerall = enemynear,time <= 4
triggerall = enemynear,stateno=[200,1999]
triggerall = random <=var(59)*50
trigger1 = enemynear,movetype=I
trigger2 = !enemynear,ctrl&& EnemyNear(var(58)),stateno<2000 
trigger3 =enemynear,time <= 4 
trigger3 =enemynear,StateNo = [20,22]
trigger3 =enemynear,StateNo = [99,101]
trigger3 =enemynear,StateNo = [120,149]
trigger3 =enemynear,StateNo = [130,132]
trigger3 =random <=var(59)*50
trigger4 =enemynear,time <= 4
trigger4=enemynear,movetype = A
Trigger4 =!enemyNear,Ctrl
trigger4 =enemynear,stateno=[200,1999]
trigger4 =random <=var(59)*55
trigger5 =EnemyNear(var(58)),statetype != L
trigger5 =EnemyNear(var(58)),movetype=I||EnemyNear(var(58)),movetype=A
trigger5 =enemynear,time <= 4
trigger5 =random <=var(59)*50
;---------------------------------------------------------------------------
[State -3,朶?-C,light kick]
type=changestate
value=430
triggerall = var(59)>0 && statetype !=A
triggerall = P2BodyDist X = [0,48]
triggerall = enemynear,animtime < -5
;var(57)
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),statetype!=L
triggerall = ctrl
triggerall = enemynear,time <= 4
triggerall = enemynear,stateno=[200,1999] 
triggerall = random <=var(59)*45
trigger1 = enemynear,movetype=I
trigger2 = !enemynear,ctrl&& EnemyNear(var(58)),stateno<2000 
trigger3 =enemynear,time <= 4 
trigger3 =enemynear,StateNo = [20,22]
trigger3 =enemynear,StateNo = [99,101]
trigger3 =enemynear,StateNo = [120,149]
trigger3 =enemynear,StateNo = [130,132]
trigger3 =random <=var(59)*45
trigger4 =enemynear,time <= 4
trigger4=enemynear,movetype = A
Trigger4 =!enemyNear,Ctrl
trigger4 =enemynear,stateno=[200,1999]
trigger4 =random <=var(59)*50
trigger5 =EnemyNear(var(58)),statetype != L
trigger5 =EnemyNear(var(58)),movetype=I||EnemyNear(var(58)),movetype=A
trigger5 =enemynear,time <= 4
trigger5 =random <=var(59)*45
;E---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[State -3, Recover near ground]
type = ChangeState
value = 5201;52000
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = alive = 1
triggerall = canrecover 
trigger1 = stateno = 5050 || stateno = 5071
trigger1 = pos y > -45
trigger1 = pos y <= -15+4*var(59)
trigger1 = vel y > 0 && vel y < 9
	trigger1 = random < 200*var(59)
trigger2 = enemynear,movetype = A
trigger2 = enemynear,hitdefattr = sca,aa,ap,at
trigger2 = movetype = H 
trigger2 = fvar(31) <= 4
  trigger2 = random < 60*(var(59))

[State -3, Recover in mid air]
type = ChangeState
value = 5210
triggerall = var(59) > 0
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = stateno = 5050
;trigger1 = p2bodydist Y >= 50
  trigger1 = random < 16*(var(59))
trigger2 = enemynear,movetype = A
trigger2 = enemynear,hitdefattr = sca,aa,ap,at
trigger2 = movetype = H 
trigger2 = fvar(31) <= 4
  trigger2 = random < 20*(var(59))

;庴恎
[State -3, UKEMI]
Type = ChangeState
value = 5201;52000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = Random <= 1000
TriggerAll = alive = 1
Trigger1 = StateNo = 5050 || StateNo = 5071
Trigger1 = Anim != 5052 && Anim != 5062
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= -20

[State -3,庴恎]
Type = ChangeState
value = 5201;52000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = CanRecover; || EnemyNear(var(58)),MoveType = A
TriggerAll = StateNo = 5050
TriggerAll = pos y > -30
TriggerAll = vel y > 0 && vel y < 9
Trigger1 = Random < 500
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),Time < 15

[State -3,僟僂儞夞旔]
Type = ChangeState
value = 5201;52000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 3
TriggerAll = Alive
TriggerAll = Vel Y > 0 && Vel Y < 9
TriggerAll = Pos Y > -30
Trigger1 = StateNo = 5050
;---------------------------------------------------------------------------

;愗斀
;S---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------


;-------------------------------------------------------------------------------------------------------------

[State -3, normal-grab]
type  = ChangeState
value = 800
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = Random <=var(59)*20
triggerall = statetype = S
triggerall = ctrl
triggerall = var(34) = 0
trigger1   = P2BodyDist X = [-15,15)
trigger1   = EnemyNear(var(58)),statetype != A
trigger1   = EnemyNear(var(58)),statetype != L
trigger1   = EnemyNear(var(58)),movetype != H

[State -3,normal-grab 婲偒峌傔懳嶔]
type = Changestate
value = 800
triggerall = Roundstate = 2 && statetype != A && (ctrl || (stateno = [99,101]))
triggerall = var(59)>0
Triggerall = PrevStateNo = 5120
;var(57)
TriggerAll = EnemyNear(var(58)),MoveType = A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !(EnemyNear(var(58)),prevstateno = 5120 && EnemyNear(var(58)),time < 12)
triggerall = EnemyNear(var(58)),stateno != [120,159]
triggerall = EnemyNear(var(58)),stateno != 40
triggerall = var(34) = 0
trigger1 = p2bodydist X = [-15,15]
trigger1 = time <= 1
	trigger1 = random < var(59)*70

[State -3, 搳偘]
type = ChangeState
value = 800
triggerall = Roundstate = 2 && statetype != A
TriggerAll = var(59)>0
triggerall = ctrl
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !(EnemyNear(var(58)),prevstateno = 5120 && EnemyNear(var(58)),time < 12)
triggerall = EnemyNear(var(58)),stateno != [120,159]
triggerall = EnemyNear(var(58)),stateno != 40
triggerall = var(34) = 0
triggerall = p2bodydist X = [-15,15]
	trigger1 = var(59)*20
trigger1 = prevstateno = 700
	trigger2 = var(59)*45

[State -3, normal-grab]
type  = ChangeState
value = 830
triggerall = var(59) > 0
triggerall = roundstate = 2
triggerall = Random <=var(59)*70
triggerall = statetype = S
triggerall = ctrl
triggerall = var(34) = 0
trigger1   = P2BodyDist X = [-10,10)
trigger1   = EnemyNear(var(58)),statetype != A
trigger1   = EnemyNear(var(58)),statetype != L
trigger1   = EnemyNear(var(58)),movetype != H

[State -3,normal-grab 婲偒峌傔懳嶔]
type = ChangeState
value = 830
triggerall = Roundstate = 2 && statetype != A && (ctrl || (stateno = [99,101]))
triggerall = var(59)>0
Triggerall = PrevStateNo = 5120
;var(57)
TriggerAll = EnemyNear(var(58)),MoveType = A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !(EnemyNear(var(58)),prevstateno = 5120 && EnemyNear(var(58)),time < 12)
triggerall = EnemyNear(var(58)),stateno != [120,159]
triggerall = EnemyNear(var(58)),stateno != 40
triggerall = var(34) = 0
trigger1 = p2bodydist X = [-10,10]
trigger1 = time <= 1
	trigger1 = random <=var(59)*70

[State -3, 搳偘]
type = ChangeState
value = 830
triggerall = Roundstate = 2 && statetype != A
TriggerAll = var(59)>0
triggerall = ctrl
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = !(EnemyNear(var(58)),prevstateno = 5120 && EnemyNear(var(58)),time < 12)
triggerall = EnemyNear(var(58)),stateno != [120,159]
triggerall = EnemyNear(var(58)),stateno != 40
triggerall = var(34) = 0
triggerall = p2bodydist X = [-10,10]
	trigger1 = random < var(59)*20
trigger1 = prevstateno = 700
	trigger2 = var(59)*55

;慜揮
[State -3, FRoll]
type = ChangeState
value = 700
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = enemynear(var(58)),time >= 0
triggerall = Random <= var(59) * 200
triggerall = Random <= 600
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),StateNo >= 200
triggerall =!enemynear(var(58)),HitDefAttr = SCA, AT
triggerall = enemynear(var(58)),facing != facing
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [99,101]) || (stateno = [120,149]) 
trigger1 = p2bodydist x = [-10,150]
trigger1 = enemynear(var(58)),animtime <= -30

[State -3,夞傝崬傒丄慜 挻斀墳愱梡]
Type  = ChangeState
Value  = 700
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SC, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -29
TriggerAll = InGuardDist
TriggerAll = Ctrl || (stateno = [99,101]) || (StateNo = [120,149])  
Trigger1 = Enemy,Numproj
Trigger1 = P2BodyDist X = [30,110]
Trigger2 = P2BodyDist X = [30,70]

;屻揮
[State -3]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = EnemyNear(var(58)),StateNo < 1000
TriggerAll = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),Ctrl
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (StateNo = [120,149])  
Trigger1 = P2BodyDist X = [20,140]
Trigger1 = Random < 50

[State -3,夞傝崬傒丄慜 愗傝曉偟]
Type  = ChangeState
Value  = 700
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),Vel X >= 0
TriggerAll = EnemyNear(var(58)),StateNo >= 200
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SC, NT, ST, HT
TriggerAll = EnemyNear(var(58)),AnimTime <= -29
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!EnemyNear(var(58)),Ctrl
TriggerAll = InGuardDist
TriggerAll = Ctrl || (stateno = [99,101]) || (StateNo = [120,149])  
Trigger1 = P2BodyDist X = [30,70]
Trigger2 = P2BodyDist X = [30,110]
Trigger2 = Enemy,Numproj

[State -3,夞傝崬傒丄屻 愗傝曉偟]
Type = ChangeState
Value = 710
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59) * 200
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll =!Enemy,Numproj
TriggerAll = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll =!EnemyNear(var(58)),HitDefAttr = SC, NT, ST, HT
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = InGuardDist
TriggerAll = Ctrl || (stateno = [120,149])  || var(56) > 8 && (stateno = [99,101])
Trigger1 =(P2BodyDist X = [-5,50]) &&  EnemyNear(var(58)),AnimTime > -3
Trigger2 =(P2BodyDist X = [30,70]) &&  EnemyNear(var(58)),AnimTime > -29

[State -3,僶僢僋僗僥僢僾 搳偘奜偟]
Type = ChangeState
Value = 105
TriggerAll = var(59) > 0
TriggerAll = Random <= var(59) * 128
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll = Ctrl || (stateno = [120,149]) 
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = EnemyNear(var(58)),Vel Y >= 0
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA,NT,ST,HT


[State -1, 奜幃丒撧棊棊偲偟]
type = ChangeState
value = 330
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = var(52) != 2 && var(52) != 3
trigger1 = enemynear(var(58)),StateType != A
trigger1 = stateno != 55 && (time = [16+((enemynear(var(58)),StateType = C)*4),24]) || stateno = 55 && (time = [12+((enemynear(var(58)),StateType = C)*4),20])
trigger1 = p2dist X = [-40,0+floor(7*(EnemyNear(var(58)),vel X)+floor(7*vel X))]
trigger2 = enemynear(var(58)),StateType = A
trigger2 = p2bodydist x = [-10,40+floor(7*(EnemyNear(var(58)),vel X)+floor(7*vel X))]
trigger2 = enemynear(var(58)),Pos Y - Pos Y = [-40,40]

;僕儍儞僾庛僷儞僠
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 400
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = p2bodydist x = [-10,30]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-60,20]
trigger1 = enemynear(var(58)),StateType = A
trigger1 = enemynear(var(58)),MoveType != H


[State -3, ]
type = ChangeState
value = 330
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 400
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = p2bodydist x = [-20,28+floor(7*(EnemyNear(Var(58)),vel X)+floor(7*vel X))]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = var(52) != 2 && var(52) != 3
trigger1 = enemynear(var(58)),statetype != A
trigger1 = stateno != 55 && Vel Y >= 0 && Pos Y >= -50-floor(7*vel Y) || stateno = 55 && Time >= 14
trigger2 = enemynear(var(58)),statetype = A
trigger2 = enemynear(var(58)),movetype != H
trigger2 = enemynear(var(58)),Pos Y - Pos Y = [-40,40]

;僕儍儞僾庛僉僢僋
[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 400
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = vel X != 0
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 = Vel Y >= 0
trigger1 = p2dist x = [-40+floor(7*vel X),-5+floor(7*vel X)]

;悅捈僕儍儞僾嫮僉僢僋
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 400
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl || stateno = 55 || (stateno = [120,149])
trigger1 =!(Vel X != 0 || prevstateno = 55)
trigger1 = p2bodydist x = [-10,56+floor(12*(EnemyNear(var(58)),vel X)+floor(12*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-80,20]
trigger2 = (Vel X != 0 || prevstateno = 55)
trigger2 = p2bodydist x = [-10,61+floor(10*(EnemyNear(var(58)),vel X)+floor(10*vel X))]
trigger2 = enemynear(var(58)),Pos Y - Pos Y = [-80,20]


[State -3, 拞僕儍儞僾(懳搳偘梡)]
type = ChangeState
value = 58;37;34
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = Random <= var(59) * 200
triggerall = Random <= 250
triggerall = StateType != A
triggerall =!Enemy,NumProj
triggerall = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [99,101]) || stateno = 1120 || stateno = 1160 || (stateno = [120,149]) 
trigger1 = p2bodydist x = [-20,100]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),HitDefAttr = SC, NT, ST, HT

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;杊屼(僈乕僪摍)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪

[State -3]
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = NumHelPer(35001) > 0
TriggerAll = var(59) > 0
TriggerAll = Ctrl && StateType = A && StateNo != 5120
TriggerAll = EnemyNear(var(58)),stateno != HelPer(35000),Var(6)
TriggerAll = EnemyNear(var(58)),stateno != HelPer(35001),Var(6)
TriggerAll = HelPer(35000),Var(2) = 0
TriggerAll = HelPer(35000),InGuardDist || HelPer(35001),InGuardDist
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && EnemyNear(var(58)),movetype = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = (InGuardDist && HelPer(35002),InGuardDist) || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy(0),NumProj > 0 || Enemy(1),NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = InGuardDist
Trigger6 = InGuardDist
Trigger6 = HelPer(35000),Var(53)

[State -3]
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = NumHelPer(35001) > 0
TriggerAll = var(59) > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || stateno = 0|| stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52 && Time >= 3)|| stateno = 22 || stateno = 99 || stateno = 100
TriggerAll = Helper(35000),Var(2) = 0
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && EnemyNear(var(58)),movetype = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy(0),NumProj > 0 || Enemy(1),NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = InGuardDist
Trigger6 = InGuardDist
Trigger6 = HelPer(35000),Var(53)

;僟僂儞夞旔(嬻拞)
[State -3, HITFall_AIRRECOVER]
type = ChangeState
value = 5210
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 800
triggerall = StateNo = 5050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Vel Y > 0
trigger1 = Pos Y < -20 && Pos Y > -80
trigger1 = p2bodydist x = [-60,60]
trigger1 = P2Bodydist Y = [-40,40]
trigger1 = enemynear(var(58)),MoveType = A
trigger1 = enemynear(var(58)),Time < 15

;庴恎
[State -3, UKEMI]
type = ChangeState
value = 5201;52000
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 1000
triggerall = alive = 1
trigger1 = StateNo = 5050 || StateNo = 5071
trigger1 = anim != 5052 && anim != 5062
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30

;僈乕僪僉儍儞僙儖慜揮
[State -3, GCFRoll]
type = ChangeState
value = 700
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = power >= 500
triggerall = Random <= var(59) * 200
triggerall = StateType != A
triggerall = (stateno = 150 || stateno = 152) && HitShakeOver
trigger1 = p2bodydist x = [0,50]
trigger1 = enemynear(var(58)),StateNo >= 200
trigger1 = enemynear(var(58)),statetype != A
trigger1 = enemynear(var(58)),MoveType = A
trigger1 = enemynear(var(58)),AnimTime <= -30

;搳偘
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = (var(52) = 0 && Random <= 250) || var(52) >= 1 && Random <= 600
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [30,49]
triggerall = enemynear(var(58)),stateno != 105
triggerall = enemynear(var(58)),stateno != [150,155]
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = backedgedist > 120
triggerall = p2bodydist x = [-10,11]
trigger1 = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 8 || (stateno = [120,149])

[State -1, Throw]
type = ChangeState
value = 830
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = (var(52) = 0 && Random <= 250) || var(52) >= 1 && Random <= 600
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [30,49]
triggerall = enemynear(var(58)),stateno != 105
triggerall = enemynear(var(58)),stateno != [150,155]
triggerall = enemynear(var(58)),stateno != [5100,5299]
triggerall = enemynear(var(58)),stateno != 5700
triggerall = enemynear(var(58)),stateno != [5710,5715]
triggerall = backedgedist > 120
triggerall = p2bodydist x = [-10,11]
trigger1 = ctrl || (stateno = [20,22]) || stateno = 100 && time >= 8 || (stateno = [120,149])

;---------------------------------------------------------------------------
;埵抲庢傝
;---------------------------------------------------------------------------
;僟僢僔儏 婲偒峌傔埵抲庢傝
[State -3, Dash]
Type = ChangeState
value = 99;100
triggerall = Stateno != 99
triggerall = var(59) > 0
triggerall = Random <= var(59) * 200
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = p2bodydist x >= 90
triggerall = p2bodydist x <= 40
triggerall = ctrl || (stateno = [20,22]) || stateno = 52 || (stateno = [120,149]) 
trigger1 = enemynear(var(58)),StateType = A
trigger1 = enemynear(var(58)),StateNo = [5000,5100]
trigger2 = enemynear(var(58)),StateType = L

[State -3, 僟僢僔儏 婲偒峌傔埵抲庢傝(彫懌婲偒峌傔梡)]
Type = ChangeState
value = 99;100
triggerall = Stateno != 99
triggerall = var(59) > 0
triggerall = Random <= var(59) * 200
triggerall = RoundState = 2
triggerall = StateType != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = p2bodydist x >= 20
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = (enemynear(var(58)),stateno = 5120 || enemynear(var(58)),stateno = 5693)
trigger1 = enemynear(var(58)),animtime >= -10


;曕偒(婲偒峌傔埵抲庢傝)
[State -3, Walk]
type = ChangeState
value = 22
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = stateno != 22
triggerall = ctrl || (stateno = [20,22]) || stateno = 52
triggerall = statetype != A
triggerall =!inguarddist
triggerall =!enemy,numproj
triggerall = ctrl || (stateno = [20,22]) || (stateno = [120,149])
trigger1 = enemynear(var(58)),StateType = L
trigger1 = p2bodydist x >= 240
trigger1 = Random <= 200
trigger2 = p2bodydist x = [160,240]
trigger2 = Random <= 100
trigger3 = p2bodydist x = [80,160]
trigger3 = Random <= 50
trigger4 = var(52) = 1 && p2bodydist x >= 40

[State -3, 悅捈彫僕儍儞僾]
Type = ChangeState
value = 59;39
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= 575/var(59)
triggerall = StateType != A
triggerall = ctrl || (stateno = [20,22])
triggerall = enemynear(var(58)),movetype != H
triggerall = !enemy,numproj 
triggerall = enemynear(var(58)),StateNo!=[5000,5120]
triggerall = enemynear(var(58)),StateType != L
triggerall = ctrl || (stateno = [20,22])
triggerall = P2BodyDist X = [0,35]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = Random <= 200

[State -3, 慜彫僕儍儞僾]
Type = ChangeState
value = 58;37;32
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= 575/var(59)
triggerall = StateType != A
triggerall = enemynear(var(58)),movetype != H
triggerall = !enemy,numproj 
triggerall = enemynear(var(58)),StateNo!=[5000,5120]
triggerall = enemynear(var(58)),StateType != L
triggerall = ctrl || (stateno = [20,22])
trigger1 = P2BodyDist X = [-5,60]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = Random <= 200

[State -3,慜拞僕儍儞僾]
Type = ChangeState
value = 58;37;39;34
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= 575/var(59)
triggerall = StateType != A
triggerall = enemynear(var(58)),movetype != H
triggerall = !enemy,numproj 
triggerall = !inguarddist
triggerall = enemynear(var(58)),StateNo!=[5000,5120]
triggerall = enemynear(var(58)),StateType != L
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = P2BodyDist X = [40,120]
trigger1 = enemynear(var(58)),statetype != A
trigger1 = Random <= 250

;僶僢僋僗僥僢僾
[State -3, Back Step]
type = ChangeState
value = 105
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = random <= var(59) * 180
triggerall = statetype != A
triggerall = BackEdgeBodyDist > 60
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = P2BodyDist X = [80,140]
trigger1 = enemynear(var(58)),movetype = I
trigger1 = enemynear(var(58)),statetype != A
trigger1 = EnemyNear(var(58)),facing != facing
trigger1 =!Enemy,NumProj
trigger1 = Random <= 50

;曕偒
[State -3, Walk]
type = ChangeState
value = 21
triggerall = var(59)  > 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = enemynear(var(58)),StateNo != [5120,5299]
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),StateType != A
triggerall = stateno != 21
triggerall = ctrl || (stateno = [20,22])
trigger1 = P2BodyDist X <= 140
trigger1 =!InGuardDist || enemynear(var(58)),facing = facing
trigger2 = P2BodyDist X > 180

;僶僢僋僗僥僢僾
[State -3]
Type = ChangeState
Value = 105
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = Ctrl || (StateNo = [120,149]) 
Trigger1 = P2BodyDist X < 80 || FrontEdgeBodyDist < 80
Trigger1 = EnemyNear(var(58)),StateNo = [5200,5299]
trigger1 =!Enemy,NumProj

;僶僢僋僗僥僢僾
[State -3]
Type = ChangeState
Value = 105
TriggerAll = var(59) > 0
TriggerAll = Random <= var(59) * 120
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),facing != facing
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || (stateno = [120,149]) 
Trigger1 = P2BodyDist X = [100,140]
Trigger1 = Random < 30



[State -3, FRoll]
type = ChangeState
value = 700
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = enemynear(var(58)),MoveType != H
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = P2bodydist X >= 125
trigger1 = (Enemy,NumHelper > 0&&Enemy,NumHelper > Helper(32000),var(1))||Enemy,Numproj != 0
;trigger1 = Random <= 600
trigger2 = (enemynear(var(58)),AnimTime <= -35 && !enemynear(var(58)),Ctrl)
trigger2 = (Enemy,NumHelper > 0&&Enemy,NumHelper > Helper(32000),var(1))||Enemy,Numproj != 0
;trigger2 = Random <= 600

;偟傖偑傒庛僷儞僠
[State -3, Crouching Light Kick]
type  = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = random <= var(59) * 180
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype = L
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,159]
triggerall = enemynear(var(58)),movetype != A
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = P2BodyDist X = [-5,22]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = random <= 250
trigger1 = ifelse(enemynear(var(58)),statetype = S,1,random <= 500)

[State -3, Crouching Light Punch]
type  = ChangeState
value = ifelse(random<=500,400,410)
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = random <= var(59) * 180
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),statetype != A
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
Triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = p2bodydist X = [5,25]

;僕儍儞僾庛僷儞僠
[State -3, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = random <= var(59) * 180
triggerall = random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl
trigger1 = P2BodyDist X = [-10,30]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-40,40]
trigger1 = enemynear(var(58)),StateType = A
trigger1 = enemynear(var(58)),MoveType != H


[State -3, ]
type = ChangeState
value = 330
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = random <= var(59) * 180
triggerall = random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl
trigger1 = Vel Y > 0
trigger1 = ifelse((enemynear(var(58)),BackEdgeBodyDist <= 10),(p2bodydist X = [-30,40]),(p2bodydist X = [0,40]))
trigger1 = enemynear(var(58)),statetype != A ;嬻懳抧
trigger2 = Vel X >= 0
trigger2 = P2BodyDist X = [-10,40]
trigger2 = enemynear(var(58)),Pos Y - Pos Y = [-30,40]
trigger2 = enemynear(var(58)),StateType = A;嬻懳嬻
trigger2 = enemynear(var(58)),MoveType != H

[State -3, 330]
type = ChangeState
value = 330       
triggerall = var(59) > 0
triggerall = statetype = A 
triggerall = stateno = 105
trigger1 = vel y >= 0

;嬻拞嫮僉僢僋
[State -3, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = random <= var(59) * 180
triggerall = random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = ctrl
trigger1 = P2BodyDist X = [-10,49+floor(10*(EnemyNear(Var(58)),vel X)+floor(10*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-80,20]
trigger1 = enemynear(var(58)),StateType = A
trigger2 = vel X = 0
trigger2 = Vel Y > 0
trigger2 = P2BodyDist X = [-10,49+floor(10*(EnemyNear(Var(58)),vel X)+floor(10*vel X))]
trigger2 = enemynear(var(58)),statetype != A

;僕儍儞僾庛僉僢僋
[State -3, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = random <= var(59) * 180
triggerall = random <= 600
triggerall = statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = enemynear(var(58)),stateno != [5020,5040]
triggerall = ctrl
trigger1 = P2BodyDist X = [-10,56+floor(10*(EnemyNear(Var(58)),vel X)+floor(10*vel X))]
trigger1 = enemynear(var(58)),Pos Y - Pos Y = [-80,20]
trigger1 = enemynear(var(58)),StateType = A

;偟傖偑傒嫮僷儞僠
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = random <= var(59) * 180
triggerall = statetype != A
triggerall = enemynear(var(58)),StateType = A
Triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = p2bodydist x = [10+floor(8*(enemynear(var(58)),vel x)),50+floor(8*(enemynear(var(58)),vel x))]
trigger1 = p2bodydist y = [-50-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(enemynear(var(58)),vel y)+(8*(8+1)/2)*fvar(20))]


[State -3, Crouching Light Punch]
Type = ChangeState
Value = 430
TriggerAll = var(59) > 0
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Ctrl || (StateNo = [20,22]) || (stateno = [99,101]) || (StateNo = [120,149])
TriggerAll = P2bodyDist X = [-20+floor(5*(EnemyNear(var(58)),vel X)),34+floor(5*(EnemyNear(var(58)),vel X))]
TriggerAll = P2bodyDist Y = [-10-floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20)),0-floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20))]
Trigger1 = Random <= var(59) * 180

[State -3, Crouching Light Kick]
Type = ChangeState
Value = 430
TriggerAll = var(59) > 0
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Ctrl || (StateNo = [20,22]) || (stateno = [99,101]) || (StateNo = [120,149])
TriggerAll = P2bodyDist X = [-20+floor(5*(EnemyNear(var(58)),vel X)),40+floor(5*(EnemyNear(var(58)),vel X))]
TriggerAll = P2bodyDist Y >= 0--floor(5*(EnemyNear(var(58)),vel Y)+(5*(5+1)/2)*fvar(20))
Trigger1 = Random <= var(59) * 200

[State -3, Crouching Light Kick]
Type = ChangeState
Value = ifelse(Random <= 400,400,430)
TriggerAll = var(59) > 0
TriggerAll = roundstate = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (stateno = [99,101]) || (StateNo = [120,149])
TriggerAll = P2bodyDist X = [-20,40]
TriggerAll = !InGuardDist
Trigger1 = Random <= var(59) * 200


;偟傖偑傒庛僉僢僋
[State -3, Crouching Light Kick]
type  = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = RoundState = 2  
triggerall = random <= var(59) * 180
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),stateno = [120,159]
triggerall = enemynear(var(58)),movetype != A
triggerall =!InGuardDist || enemynear(var(58)),facing = facing
triggerall = P2BodyDist X = [-5,20]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || stateno = 115 || (stateno = [120,149])
trigger1 = random <= 250
trigger1 = ifelse(enemynear(var(58)),statetype = S,1,random <= 500)

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;婲偒峌傔
;---------------------------------------------------------------------------

[State -3, 婲偒峌傔慖戰]
type = VarSet
triggerall = var(59) > 0
triggerall = var(44) = 0
triggerall = roundstate = 2
triggerall = EnemyNear(var(58)),statetype = L && EnemyNear(var(58)),movetype != A
triggerall = EnemyNear(var(58)),ctrl = 0
triggerall = EnemyNear(var(58)),stateno != 5120 || EnemyNear(var(58)),animtime < -4
trigger1 = statetype != L && movetype != H
trigger1 = p2bodydist X <= 150
var(44) = 1 + (random % 4)

[State -3, 儕僙僢僩]
type = varset
triggerall = var(44) != 0
trigger1 = roundstate != 2 || movetype = H || movetype = A || statetype = L
var(44) = 0

[State -3];??橮???
type = varset
triggerall = var(44) != 0
trigger1 = var(44) = 1 && EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = 0
trigger2 = var(44) = 2 && EnemyNear(var(58)),stateno = 5120
trigger2 = EnemyNear(var(58)),animtime > -6
trigger2 = !((stateno = [30,39]) || statetype = A)
trigger3 = var(44) = 3 && EnemyNear(var(58)),stateno = 5120
trigger3 = EnemyNear(var(58)),animtime > -5
trigger4 = var(44) = 4 && EnemyNear(var(58)),stateno = 5120
var(44) = 10

[State -3, 偟傖偑傒庛僉僢僋 壓抜婲偒峌傔]
type = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = var(44) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,40]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = -1

;?涢?????
[State -3, GOUHU]
type = ChangeState
value = 400
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = Random <= 400
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,20]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = [-18,-12]

[State -3, 彫僕儍儞僾 拞抜婲偒峌傔]
Type = ChangeState
value = 58;37;32
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,60]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = [-18,-12]

[State -3, 拞僕儍儞僾 拞抜婲偒峌傔]
type = ChangeState
value = 58;37;39;34
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,100]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [100,101]) || (stateno = [120,149]) 
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = [-18,-12]

[State -3, 僕儍儞僾嫮僷儞僠 婲偒峌傔]
type = ChangeState
value = 610
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = ctrl
trigger1 = Vel Y > 0

[State -3, 僶僢僋僗僥僢僾乛僴僀僕儍儞僾 婲偒峌傔曻婞]
Type = ChangeState
Value = ifelse(BackEdgeBodyDist <= 20,36,105)
TriggerAll = var(59) > 0
TriggerAll = var(44) = 3
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [100,101]) || (StateNo = [120,149])
Trigger1 = EnemyNear(var(58)),StateType = L && P2bodyDist X <= 80 && !Inguarddist
Trigger1 = EnemyNear(var(58)),StateNo != 5120
Trigger2 = EnemyNear(var(58)),StateNo = 5120
Trigger2 = EnemyNear(var(58)),AnimTime >= -10


[State -3, Crouch Light Punch]
type = ChangeState
value = ifelse(random<=500,400,430)
triggerall = var(59) > 0
triggerall = var(44) = 1
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,40]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = -1

[State -3, 彫僕儍儞僾 拞抜婲偒峌傔]
Type = ChangeState
value = 58;37;32
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,60]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = [-18,-12]

[State -3, 拞僕儍儞僾 拞抜婲偒峌傔]
type = ChangeState
value = 58;37;39;34
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2BodyDist X = [-20,100]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = EnemyNear(var(58)),stateno = 5120
trigger1 = EnemyNear(var(58)),animtime = [-18,-12]

[State -3, 僕儍儞僾嫮僷儞僠 婲偒峌傔]
type = ChangeState
value = 610
triggerall = var(59) > 0
triggerall = var(44) = 2
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = ctrl
trigger1 = Vel Y > 0

[State -3, 僶僢僋僗僥僢僾乛僴僀僕儍儞僾 婲偒峌傔曻婞]
type = null;ChangeState
value = 36
triggerall = var(59)  > 0
triggerall = var(44) = 3
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = BackEdgeBodyDist <= 20
trigger1 = EnemyNear(var(58)),statetype = L && p2bodydist X <= 80 && !Inguarddist
trigger1 = EnemyNear(var(58)),stateno != 5120
trigger2 = EnemyNear(var(58)),stateno = 5120
trigger2 = EnemyNear(var(58)),animtime >= -10

[State -3, 僶僢僋僗僥僢僾乛僴僀僕儍儞僾 婲偒峌傔曻婞]
type = ChangeState
value = 99;100
triggerall = Stateno != 99
triggerall = var(59)  > 0
triggerall = var(44) = 3
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
triggerall = BackEdgeBodyDist > 20
triggerall = p2bodydist X >= 40
trigger1 = EnemyNear(var(58)),statetype = L && p2bodydist X <= 80 && !Inguarddist
trigger1 = EnemyNear(var(58)),stateno != 5120
trigger2 = EnemyNear(var(58)),stateno = 5120
trigger2 = EnemyNear(var(58)),animtime >= -10

;---------------------------------------------------------------------------
;懳嬻
;---------------------------------------------------------------------------


;嬤嫍棧棫偪嫮僷儞僠
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59)*50
triggerall = StateType != A
triggerall = EnemyNear(var(58)),StateType = A
Triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5020,5040]
triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = p2bodydist X <= 35
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [0+floor(6*(EnemyNear(var(58)),vel x)),39+floor(6*(EnemyNear(var(58)),vel x))]
trigger1 = p2bodydist y = [-45-floor(6*(EnemyNear(var(58)),vel y)+(6*(6+1)/2)),0-floor(6*(EnemyNear(var(58)),vel y)+(6*(6+1)/2))]

;偟傖偑傒嫮僷儞僠
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59)*40
triggerall = statetype != A
triggerall = EnemyNear(var(58)),StateType = A
Triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5020,5040]
triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [-10+floor(8*(EnemyNear(var(58)),vel x)),23+floor(8*(EnemyNear(var(58)),vel x))]
trigger1 = p2bodydist y = [-100-floor(8*(EnemyNear(var(58)),vel y)+(8*(8+1)/2)),0-floor(8*(EnemyNear(var(58)),vel y)+(8*(8+1)/2))]

;嬤嫍棧棫偪庛僷儞僠乛墦嫍棧棫偪庛僷儞僠
[State -3, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist X <= 21,205,200)
triggerall = var(59) > 0
triggerall = RoundState = 2 
triggerall = Random <= var(59)*55
triggerall = statetype != A
triggerall = EnemyNear(var(58)),StateType = A
Triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),movetype != H
triggerall = EnemyNear(var(58)),stateno != [5020,5040]
triggerall = EnemyNear(var(58)),facing != facing
triggerall =!InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = p2bodydist x = [-10+floor(4*(EnemyNear(var(58)),vel x)),45+floor(8*(EnemyNear(var(58)),vel x))]
trigger1 = p2bodydist y = [-75-floor(4*(EnemyNear(var(58)),vel y)+(4*(4+1)/2)),0-floor(4*(EnemyNear(var(58)),vel y)+(4*(4+1)/2))]

;---------------------------------------------------------------------------
;壓抜
;---------------------------------------------------------------------------
;嬤嫍棧棫偪庛僉僢僋
[State -3, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = I || ((EnemyNear(var(58)),stateno = [120,159]) && Random <= 250)
triggerall = EnemyNear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist || EnemyNear(var(58)),facing = facing
triggerall = p2bodydist X <= 21
triggerall = p2bodydist x = [-5,30]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = Random <= 100 && ifelse(EnemyNear(var(58)),statetype = S,1,Random <= 250)

;偟傖偑傒庛僉僢僋
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0
triggerall = RoundState = 2
triggerall = Random <= var(59) * 200
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = I || ((EnemyNear(var(58)),stateno = [120,159]) && random <= 250)
triggerall = EnemyNear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist || EnemyNear(var(58)),facing = facing
triggerall = p2bodydist x = [-10,20]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = Random <= 250

;偟傖偑傒嫮僉僢僋
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0
triggerall = Random <= var(59) * 200
triggerall = roundstate=2
triggerall = statetype != A
triggerall = EnemyNear(var(58)),statetype != A
triggerall = EnemyNear(var(58)),statetype != L
triggerall = EnemyNear(var(58)),movetype = I || ((EnemyNear(var(58)),stateno = [120,159]) && Random <= 250)
triggerall = EnemyNear(var(58)),stateno != [5710,5715]
triggerall =!InGuardDist
triggerall = p2bodydist x = [30,65]
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
trigger1 = Random <= 25 && ifelse(EnemyNear(var(58)),statetype = S,1,Random <= 250)
;---------------------------------------------------------------------------
;婲偒峌傔-E
;---------------------------------------------------------------------------

;GUARD-S
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3, Guard]
Type = ChangeState
Value = ifelse(StateNo = 100,101,120)
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateNo != [120,159]
TriggerAll = Ctrl || StateNo = 0 || (StateNo = [10,12]) || (StateNo = [20,22]) || StateNo = 100 && Time >= 8 || var(2) = 1
Trigger1 = InGuardDist
Trigger1 = Random <= (200 + (var(59) * 160)) && Random <= 600 
Trigger2 = InGuardDist
Trigger2 = P2BodyDist X > 90 || EnemyNear(var(58)),Time > 50
Trigger2 = Random <= var(59) * 200
Trigger3 = InGuardDist
Trigger3 = EnemyNear(var(58)),NumHelper > 0 || Enemy,NumProj > 0
Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger4 =!EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
Trigger4 = (StateNo != [99,101]) || (StateNo = [99,101]) && P2Dist Y > -45 || NumEnemy >= 2
Trigger4 = P2BodyDist X < 0
Trigger4 = P2Dist X > 0 || P2Dist X < 0
Trigger5 = InGuardDist
Trigger5 = NumEnemy > 1
Trigger5 = Enemy(0),NumHelper+Enemy(1),NumHelper > 0 || Enemy(0),NumProj+Enemy(1),NumProj > 0

;---------------------------------------------------------------------------
;--------------------------------------------------------------------------

[State -3,Guard]
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = NumHelPer(35001) > 0
TriggerAll = var(59) > 0
TriggerAll = Ctrl && StateType = A && StateNo != 5120
TriggerAll = EnemyNear(var(58)),stateno != HelPer(35000),Var(6)
TriggerAll = EnemyNear(var(58)),stateno != HelPer(35001),Var(6)
TriggerAll = HelPer(35000),Var(2) = 0
TriggerAll = HelPer(35000),InGuardDist || HelPer(35001),InGuardDist
TriggerAll = IfElse(Facing*(EnemyNear(var(58)),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
Trigger1 = InGuardDist || (Facing*(EnemyNear(var(58)),Facing)*P2Dist X >0 && EnemyNear(var(58)),movetype = A)
Trigger1 = EnemyNear(var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = (InGuardDist && HelPer(35002),InGuardDist) || Facing*(EnemyNear(var(58)),Facing)*P2Dist X >0
Trigger2 = Enemy(0),NumProj > 0 || Enemy(1),NumProj > 0
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(var(58)),Vel X > 0
Trigger4 = EnemyNear(var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = InGuardDist
Trigger6 = InGuardDist
Trigger6 = HelPer(35000),Var(53)

[State -3,Guard]
Type = ChangeState
Value = 120
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = NumHelPer(35001) > 0
TriggerAll = var(59) > 0
TriggerAll = StateType != A
TriggerAll = Ctrl || stateno = 19 || stateno = 20 || stateno = 21 || (stateno = 52 && Time >= 3) || stateno = 100
TriggerAll = Helper(35000),Var(2) = 0
TriggerAll = IfElse(Facing*(EnemyNear(var(58)),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
Trigger1 = InGuardDist || (Facing*(EnemyNear(var(58)),Facing)*P2Dist X >0 && EnemyNear(var(58)),movetype = A)
Trigger1 = EnemyNear(var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(var(58)),Facing)*P2Dist X >0
Trigger2 = Enemy(0),NumProj > 0 || Enemy(1),NumProj > 0
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(var(58)),Vel X > 0
Trigger4 = EnemyNear(var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = HelPer(35002),Var(9) > 1
Trigger5 = InGuardDist
Trigger6 = InGuardDist
Trigger6 = HelPer(35000),Var(53)
;E---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
[State -3,jump limit release]
type = null;ChangeState
value = 0
triggerall = var(59)>0
triggerall = statetype != A 
triggerall = roundstate = 2
triggerall = enemynear,hitdefattr != SC,AT 
trigger1 = stateno = 40
ctrl = 1  
IgnoreHitPause = 1 

;------------------------------------------------------------------------------------
;墯

;------------------------------------------------------------------------------------


;yazhi S---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3,yazhi 2b]
Type = ChangeState
Value = 430
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59)*180
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
;Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H && !inguarddist
Triggerall = P2BodyDist X = [-10,60]
TriggerAll = EnemyNear(var(58)),StateNo = [120,159]
triggerall = moveguarded
Trigger1 = StateNo = 430 && AnimElem = 2,> 0 && random <= 500
trigger2 = stateno = 235 && AnimElem = 4,>= 4 && random <= 500
Trigger3 = StateNo = 400 && AnimElem = 2,> 0 && random <= 500
trigger4 = stateno = 200 && AnimElem = 2,>= 3 && random <= 500
trigger4 = EnemyNear(var(58)),StateType != C
trigger5 = stateno = 205 && AnimElem = 2,>= 3 && random <= 500

[State -3,yazhi 5b-close]
Type = ChangeState
Value = 235
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
;Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H && !inguarddist
triggerall = p2bodydist x = [-10,70]
TriggerAll = EnemyNear(var(58)),StateNo = [120,159]
triggerall = moveguarded
Trigger1 = StateNo = 430 && AnimElem = 2,> 0 && random <= 500
trigger2 = stateno = 235 && AnimElem = 4,>= 4 && random <= 500
Trigger3 = StateNo = 400 && AnimElem = 2,> 0 && random <= 500
trigger4 = stateno = 200 && AnimElem = 2,>= 3 && random <= 500
trigger4 = EnemyNear(var(58)),StateType != C
trigger5 = stateno = 205 && AnimElem = 2,>= 3 && random <= 500

[State -3,yazhi 3d]
Type = ChangeState
Value = 320
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
;Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H && !inguarddist
TriggerAll = EnemyNear(var(58)),StateNo = [120,159]
TriggerAll = moveguarded
Trigger1 = StateNo = 430 && AnimElem = 2,> 0 && random <= 500
trigger2 = stateno = 235 && AnimElem = 4,>= 4 && random <= 500
Trigger3 = StateNo = 400 && AnimElem = 2,> 0 && random <= 500
trigger4 = stateno = 200 && AnimElem = 2,>= 3 && random <= 500
trigger4 = EnemyNear(var(58)),StateType != C
trigger5 = stateno = 205 && AnimElem = 2,>= 3 && random <= 500
trigger6 = stateno = 215 && random <= 500
trigger7 = stateno = 245 && random <= 500
trigger8 = stateno = 410 && random <= 500
trigger9 = stateno = 440 && random <= 500

[State -3,yazhi jump-normal]
Type = ChangeState
value = 58;37
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
;TriggerAll = EnemyNear(var(58)),MoveType = H && !inguarddist
;TriggerAll = EnemyNear(var(58)),StateNo = [120,159]
triggerall = Moveguarded
Trigger1 = StateNo = 320 && animelem = 2,=1
trigger1 = random <= 1000
trigger1 = fvar(32) = 0
Trigger2 = StateNo = 430 && random <= 100
trigger3 = stateno = 235 && random <= 100
Trigger4 = StateNo = 400 && random <= 100
trigger4 = EnemyNear(var(58)),StateType != C
trigger5 = stateno = 200 && random <= 100
trigger6 = stateno = 205 && random <= 100

;yazhi E---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;182 continue S---------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
[State -3,ao 182 continue1 ]
Type = ChangeState
value = 2300
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2351 && animelemtime(3) = 16 && random < 650

[State -3,ao 182 continue2 ]
Type = ChangeState
value = 2800
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 3000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2351 && animelemtime(3) = 16 && random < 650

;182 continue E---------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------

;wu shi continue S---------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
[State -3,ao wu shi continue1 ]
Type = ChangeState
value = 2855
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2201 && movehit && time = 86 && random < 500

[State -3,ao wu shi continue2 ]
Type = ChangeState
value = 3410
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2201 && movehit && time = 86 && random < 650

[State -3,ao wu shi continue3 ]
Type = ChangeState
value = 6510
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2201 && movehit && time = 86 && random < 650

[State -3,ao wu shi continue4 ]
Type = ChangeState
value = 2800
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 3000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2201 && movehit && time = 86 && random < 650
;wu shi continue E---------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------


;ao S---------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
[State -3,ao orochinagi]
Type = ChangeState
value = 2000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 1000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H

triggerall = var(26) != 2
TriggerAll = (stateno != [4750,4751]) && stateno != 2351
trigger1 = 1155 && movehit && time <= 5
trigger1 = EnemyNear(var(58)),life<= 250 && random <= 800 || EnemyNear(var(58)),life >= 250 && random <= 150
[State -3,ao orochinagi]
Type = ChangeState
value = 2201
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 1000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H

triggerall = var(26) != 2
TriggerAll = (stateno != [4750,4751]) && stateno != 2351
trigger1 = 1155 && movehit && time <= 5
trigger1 = EnemyNear(var(58)),life<= 250 && random <= 800 || EnemyNear(var(58)),life >= 250 && random <= 150
[State -3, 柍幃]
type = ChangeState
value = 2201
triggerall = var(59) > 0
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = enemynear(var(58)),time >= 0
triggerall = Random <= var(59) * 200
triggerall = Random <= 350
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),MoveType = A
triggerall = enemynear(var(58)),StateNo >= 200
triggerall = enemynear(var(58)),facing != facing
triggerall = InGuardDist
triggerall = ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149]) || (fvar(1) = [1,2]) && !movecontact && movetype != H
trigger1 = p2bodydist x = [-5,100]
trigger1 = enemynear(var(58)),animtime <= -10

[State -3,柍幃 愗傝曉偟]
Type = ChangeState
Value = 2201
TriggerAll = var(59)
TriggerAll = RoundState = 2 && enemynear(var(58)),life > 0 && fvar(22) = 0
TriggerAll = Random <= var(59) * 200
TriggerAll = power >= 1000
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [0,50]
TriggerAll = EnemyNear(var(58)),AnimTime < -1
TriggerAll = EnemyNear(var(58)),Time >= 40-var(59)*10 || var(48)
TriggerAll = EnemyNear(var(58)),Time >= 50-var(59)*10 || var(48)
TriggerAll = Ctrl || (stateno = [20,22]) || (stateno = [99,101]) || (stateno = [120,149])
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateNo >= 200
Trigger2 = Enemy,HitDefAttr = SC,AT || EnemyNear(var(58)),HitDefAttr = SC,AT
Trigger2 = Enemy,Vel X > 0 || EnemyNear(var(58)),Vel X > 0

[State -3, S ONIYAKI]
type = ChangeState
value = ifelse(power >= 1000,ifelse(random <= 200,2201,2201),2000)
triggerall = var(59) > 0
triggerall = random <= 100 || p2life <= 300
triggerall = power >= 1000
triggerall = RoundState = 2 && enemynear(var(58)),life > 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype = A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype = H
triggerall = frontedgedist < 60 || random <= 50
triggerall = p2bodydist x = [-25,50]
triggerall = var(26) != 2
trigger1 = stateno = 1155 && time <= 5 && movehit

;恄恛
[State -3]
type = ChangeState
value = 3000
triggerall = stateno != 4750
triggerall = var(59) > 0
triggerall = power >= 2000
triggerall = Roundstate = 2
triggerall = enemynear(var(58)),Movetype = A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || (fvar(1) = [1,2]) && !MoveContact && MoveType != H 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist x = [-10,25]
triggerall = enemynear(var(58)),stateno != [31,50]
triggerall = random < 850
trigger1 = EnemyNear(floor(fvar(37))),facing != facing
trigger1 = EnemyNear(floor(fvar(37))),time
trigger1 = EnemyNear(floor(fvar(37))),Ctrl = 0
trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AA,AP,AT

;恄恛
[State -3]
type = ChangeState
value = 4750
triggerall = stateno != 3000
triggerall = var(59) > 0
triggerall = power >= 2000
triggerall = Roundstate = 2
triggerall = enemynear(var(58)),Movetype = A
TriggerAll = Ctrl || (StateNo = [20,22]) || (StateNo = [99,101]) || (StateNo = [120,149]) || (fvar(1) = [1,2]) && !MoveContact && MoveType != H 
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = p2bodydist x = [-10,25]
triggerall = enemynear(var(58)),stateno != [31,50]
triggerall = random < 850
trigger1 = EnemyNear(floor(fvar(37))),facing != facing
trigger1 = EnemyNear(floor(fvar(37))),time
trigger1 = EnemyNear(floor(fvar(37))),Ctrl = 0
trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AA,AP,AT

[State -3,ao 3410-re dong-gai]
Type = ChangeState
value = 3410
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [0,166]) && (var(28) != [167,1000])
trigger2 = stateno = 2201 && movehit && time = 86 && (var(28)= [0,166]) && (var(28) != [167,1000])

[State -3,ao 3000-shen chen]
Type = ChangeState
value = 3000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

;trigger1 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [167,332]) && (var(28) != [0,166]) && (var(28) != [333,1000])
trigger1 = stateno = 2201 && movehit && time = 86 && (var(28)= [167,332]) && (var(28) != [0,166]) && (var(28) != [333,1000])

[State -3,ao 4750-shen chen-gai]
Type = ChangeState
value = 4750
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

;trigger1 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [333,498]) && (var(28) != [0,332]) && (var(28) != [499,1000])
trigger1 = stateno = 2201 && movehit && time = 86 && (var(28)= [333,498]) && (var(28) != [0,332]) && (var(28) != [499,1000])

[State -3,ao 6510-da she ti-gai]
Type = ChangeState
value = 6510
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2351 && animelemtime(3) = 10  && (var(28)= [499,664]) && (var(28) != [0,498]) && (var(28) != [665,1000])
trigger2 = stateno = 2201 && movehit && time = 86  && (var(28)= [499,664]) && (var(28) != [0,498]) && (var(28) != [665,1000])

[State -3,ao 2800-shi quan]
Type = ChangeState
value = 2800
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 3000

TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [0,500]) && (var(28) != [501,1000])
trigger2 = stateno = 2201 && movehit && time = 86 && (var(28)= [0,500]) && (var(28) != [501,1000])
trigger3 = stateno = 2010 && time > 0 && animtime = 0 && (var(28)= [0,500]) && (var(28) != [501,1000])

[State -3,ao 2100-99 182-gai]
Type = ChangeState
value = 2100
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 3000

TriggerAll = statetype != A
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Triggerall = EnemyNear(var(58)),MoveType = H

trigger1 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [501,1000]) && (var(28) != [0,500])
trigger2 = stateno = 2201 && movehit && time = 86 && (var(28)= [501,1000]) && (var(28) != [0,500])
trigger3 = stateno = 2010 && time > 0 && animtime = 0 && (var(28)= [501,1000]) && (var(28) != [0,500])


;ao E-------------------------------------------------------------------------
;-------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------


;combo-N S---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3,combo 2a]
Type = ChangeState
Value = 400
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59)*180 
TriggerAll = fvar(30) <= 6
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = p2bodydist x = [-10,40]
triggerall = movehit
Trigger1 = StateNo = 400 && AnimElem = 2,> 0 && random <= 200
Trigger2 = StateNo = 430 && AnimElem = 2,> 0 && random <= 200
trigger3 = stateno = 200 && AnimElem = 2,>= 3 && random <= 200
trigger3 = EnemyNear(var(58)),StateType != C
trigger4 = stateno = 205 && AnimElem = 2,>= 3 && random <= 200
trigger5 = stateno = 235 && AnimElem = 4,>= 4 && random <= 200

[State -3,combo 2b]
Type = ChangeState
Value = 430
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = Random <= var(59)*180
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = fvar(30) <= 6
Triggerall = P2BodyDist X = [-10,50]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = movehit
Trigger1 = StateNo = 400 && AnimElem = 2,> 0 && random <= 200
Trigger2 = StateNo = 430 && AnimElem = 2,> 0 && random <= 200
trigger3 = stateno = 200 && AnimElem = 2,>= 3 && random <= 200
trigger3 = EnemyNear(var(58)),StateType != C
trigger4 = stateno = 205 && AnimElem = 2,>= 3 && random <= 200
trigger5 = stateno = 235 && AnimElem = 4,>= 4 && random <= 200

[State -3,combo 5b-close]
Type = ChangeState
Value = 235
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
triggerall = p2bodydist x = [-10,40]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = movehit
Trigger1 = StateNo = 400 && AnimElem = 2,> 0 && random <= 200
Trigger2 = StateNo = 430 && AnimElem = 2,> 0 && random <= 200
trigger3 = stateno = 200 && AnimElem = 2,>= 3 && random <= 200
trigger3 = EnemyNear(var(58)),StateType != C
trigger4 = stateno = 205 && AnimElem = 2,>= 3 && random <= 200
trigger5 = stateno = 235 && AnimElem = 4,>= 4 && random <= 200

[State -3,combo 5a-far]
Type = ChangeState
Value = 200
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
triggerall = p2bodydist x >= 30 && p2bodydist x < 40
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = movehit
Trigger1 = StateNo = 400 && AnimElem = 2,> 0 && random <= 999
Trigger2 = StateNo = 430 && AnimElem = 2,> 0 && random <= 999
trigger3 = stateno = 200 && AnimElem = 2,>= 3 && random <= 999
trigger3 = EnemyNear(var(58)),StateType != C
trigger4 = stateno = 205 && AnimElem = 2,>= 3 && random <= 999
trigger5 = stateno = 235 && AnimElem = 4,>= 4 && random <= 999

[State -3,combo 5c-close]
Type = ChangeState
Value = 215
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
triggerall = p2bodydist x = [-10,40]
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = movehit
Trigger1 = StateNo = 400
trigger1 = (random <= 200 && fvar(30) < 10 && EnemyNear(var(58)),gethitvar(hitcount) > 5) || fvar(30) = 10
Trigger2 = StateNo = 430
trigger2 = (random <= 200 && fvar(30) < 10 && EnemyNear(var(58)),gethitvar(hitcount) > 5) || fvar(30) = 10
trigger3 = stateno = 200 && AnimElem = 2,>= 3 && random <= 200
trigger3 = EnemyNear(var(58)),StateType != C
trigger4 = stateno = 205 && AnimElem = 2,>= 3 && random <= 200
trigger5 = stateno = 235 && AnimElem = 4,>= 4 && random <= 200

[State -3,combo 3d]
Type = ChangeState
Value = 320
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
Trigger1 = StateNo = 400
        trigger1 = ((random <= 500 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70) && fvar(30) < 5 && EnemyNear(var(58)),gethitvar(hitcount) > 2) || fvar(30) = 5
Trigger2 = StateNo = 430
        trigger2 = ((random <= 500 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70) && fvar(30) < 5 && EnemyNear(var(58)),gethitvar(hitcount) > 2) || fvar(30) = 5
Trigger3 = StateNo = 215
        trigger3 = (random <= 500 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70)
        trigger3 = fvar(32) = 0
Trigger4 = StateNo = 200
trigger4 = EnemyNear(var(58)),StateType != C
        ;trigger4 = (random <= var(59) * 200 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70)
trigger5 = stateno = 210
        ;trigger6 = (random <= var(59) * 200 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70)
trigger6 = stateno = 245
        ;trigger7 = (random <= var(59) * 160 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70)
trigger7 = stateno = 240
        ;trigger8 = (random <= var(59) * 200 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70)
trigger8 = stateno = 410
        ;trigger9 = (random <= var(59) * 160 && p2bodydist x < 70)||(random <= 999 && p2bodydist x >= 70)

;combo-N E---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;combo-S-0 S---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3,combo1 duyao1]
Type = ChangeState
Value = 1700
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 215
         trigger1 = random <= 600
trigger2 = stateno = 320
         trigger2 = random <= 850
trigger3 = stateno = 310
;trigger3 = stateno = 1605

[State -3,combo1 duyao2]
Type = ChangeState
Value = 1710
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1700

[State -3,combo1 guishao]
Type = ChangeState
Value = 1150
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1710

[State -3,combo1 H-litie]
Type = ChangeState
Value = 1350
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1155 && time <= 5 && var(29) != 1
trigger2 = stateno = 1700

[State 0, VarSet]
type = VarSet
triggerall = var(29) = 1
trigger1 = stateno = 12000 
trigger2 = EnemyNear(var(58)),MoveType != H
v = 29
value = 0

[State -3,combo1 huangyao]
Type = ChangeState
Value = 1600
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1350

;旕斉拞
[State -3,combo1 75-1]
Type = ChangeState
Value = 1250
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = enemynear(var(58)),backedgebodydist < 10 || enemynear(var(58)),frontedgebodydist < 10
TriggerAll = EnemyNear(var(58)),StateType != L
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1605
trigger2 = stateno = 1350

;斉拞
[State -3,combo1 huangyao]
Type = ChangeState
Value = 1610
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(26) != [1,5]
TriggerAll = power >= 2000
TriggerAll = enemynear(var(58)),backedgebodydist > 10 || enemynear(var(58)),frontedgebodydist > 10
TriggerAll = EnemyNear(var(58)),stateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1605

[State -3,combo1 huangyao]
Type = ChangeState
Value = 1630
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power >= 2000
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1610

[State -3,combo1 huangyao]
Type = ChangeState
Value = 1650
TriggerAll = var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1630

[State -3,combo1 banzhong qinyueyang]
Type = ChangeState
Value = 1610
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(26) != [1,5]
TriggerAll = power <= 2000
TriggerAll = enemynear(var(58)),backedgebodydist > 10 || enemynear(var(58)),frontedgebodydist > 10
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1605

[State -3,combo1 banzhong qinyueyang]
Type = ChangeState
Value = 1300
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(26) != [1,5]
TriggerAll = power <= 2000
TriggerAll = enemynear(var(58)),backedgebodydist > 10 || enemynear(var(58)),frontedgebodydist > 10
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1610 

[State -3,combo1 banzhong qinyueyang]
Type = ChangeState 
Value = 1920
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(26) != [1,5]
TriggerAll = power <= 2000
TriggerAll = enemynear(var(58)),backedgebodydist > 10 || enemynear(var(58)),frontedgebodydist > 10
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1310

[State -3,combo1 banzhong qinyueyang]
Type = ChangeState 
Value = 1150
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(26) != [1,5]
TriggerAll = power <= 2000
TriggerAll = enemynear(var(58)),backedgebodydist > 10 || enemynear(var(58)),frontedgebodydist > 10
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1921&& time = 72

[State -3,combo1 banzhong qinyueyang]
Type = ChangeState 
Value = 12000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = var(26) != [1,5]
TriggerAll = power <= 2000
TriggerAll = enemynear(var(58)),backedgebodydist > 10 || enemynear(var(58)),frontedgebodydist > 10
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1155 && time <= 5 

[State -3,combo1 75-2]
Type = ChangeState
Value = 1255
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = movehit
trigger1 = stateno = 1250 && time = 33

[State 0, VarSet]
type = VarSet
trigger1 = stateno = [1250,1255]
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),MoveType = H
v = 26
value = 1

[State 0, VarSet]
type = VarSet
triggerall = var(26) >= 1
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),MoveType != H
v = 26
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1810 && movehit
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),MoveType = H
v = 26
value = 2

[State -3,combo1 stuck]
Type = ChangeState
Value = 0
TriggerAll = var(59) > 0
TriggerAll = var(26) = [1,3]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 1160 && time > 0 && animtime = 0
Trigger2 = stateno = 1310 && time > 0 && animtime = 0
ctrl = 0

[State -3,combo1 Air-longche]
Type = ChangeState
Value = 1810
TriggerAll = var(59) > 0
TriggerAll = var(26) = 1
triggerall = P2BodyDist X = [0+floor(11*(EnemyNear(var(58)),Vel X)),80+floor(11*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-120-floor(11*(EnemyNear(var(58)),Vel Y)+(11*(11+1)/2)*fvar(20)),-15-floor(11*(EnemyNear(var(58)),Vel Y)+(11*(11+1)/2)*fvar(20))]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 0

[State -3,combo1 Air-huangyao]
Type = ChangeState
Value = 1600
TriggerAll = var(59) > 0
TriggerAll = var(26) = 2
triggerall = P2BodyDist X = [0+floor(14*(EnemyNear(var(58)),Vel X)),120+floor(14*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-80-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(20)),0-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(20))]
TriggerAll = RoundState = 2
triggerall = EnemyNear(var(58)),facing = facing || EnemyNear(var(58)),facing != facing
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 0

[State -3,combo1 Air-qinyueyang]
Type = ChangeState
Value = 12000
TriggerAll = var(59) > 0
triggerall = P2BodyDist X = [0+floor(14*(EnemyNear(var(58)),Vel X)),120+floor(14*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-80-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(20)),0-floor(14*(EnemyNear(var(58)),Vel Y)+(14*(14+1)/2)*fvar(20))]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1640 && movehit

[State -3,combo1 Air-guishao]
Type = ChangeState
Value = 1150
TriggerAll = var(59) > 0
TriggerAll = var(26) = 2
triggerall = P2BodyDist X = [0+floor(8*(EnemyNear(var(58)),Vel X)),80+floor(8*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-55-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(20)),0-floor(8*(EnemyNear(var(58)),Vel Y)+(8*(8+1)/2)*fvar(20))]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1605 && time > 0 && animtime = 0

[State -3,combo1 Air-L-litie]
Type = ChangeState
Value = 1300
TriggerAll = var(59) > 0
TriggerAll = var(26) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1155 && time <= 5 && movehit

[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1310 && movehit
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),MoveType = H
trigger1 = var(26) = 2
v = 26
value = 3

[State -3,combo1 Air-huangyao]
Type = ChangeState
Value = 1600
TriggerAll = var(59) > 0
TriggerAll = var(26) = 3
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1310 && movehit

[State -3,combo1 duyao1]
Type = ChangeState
Value = 1700
TriggerAll = var(59) > 0
TriggerAll = var(26) = 3
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1605 && animelem = 10,= 3

[State -3,combo1 duyao2]
Type = ChangeState
Value = 1710
TriggerAll = var(59) > 0
TriggerAll = var(26) = 3
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1700 && movehit ;AnimElemtime(13) >= 5 && AnimElemtime(15) < 0

[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1710 && movehit
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),MoveType = H
trigger1 = var(26) = 3
v = 26
value = 4

[State -3,combo1 Air-L-litie]
Type = ChangeState
Value = 1300
TriggerAll = var(59) > 0
TriggerAll = var(26) = 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1710 && movehit

[State -3,combo1 Air-huangyao]
Type = ChangeState
Value = 1600
TriggerAll = var(59) > 0
TriggerAll = var(26) = 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1310 && movehit

[State -3,combo1 Air-huangyao]
Type = ChangeState
Value = 1620
TriggerAll = var(59) > 0
TriggerAll = var(26) = 4
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1605 && AnimElemtime(12) = 3

[State -3,combo1 Air-huangyao]
Type = ChangeState
Value = 1640
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1620 && movehit

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 28
range = 0,1000

[State -3,combo1 qinyueyang]
Type = ChangeState
Value = 12000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
triggerall = power < 1000 && (var(28) = [0,1000]) || power >= 1000 && (var(28) = [0,200]) &&  EnemyNear(var(58)),life <= 160
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1640 && movehit

[State -3,combo1 orochinagi]
Type = ChangeState
Value = 2000
TriggerAll = var(59) > 0
triggerall = (power = [1000,1999]) && random < 999
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = (stateno != [4750,4751]) && stateno != 2351
Trigger1 = stateno = 1225 && time = 35

[State -3,combo1 end1-S]
Type = ChangeState
Value = 2350
TriggerAll = var(59) > 0
triggerall = power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]

trigger1 = stateno = 1640 && movehit
trigger1 = var(28)= [0,400]

[State -3,combo1 end1]
Type = ChangeState
Value = 2300
TriggerAll = var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [665,830]) && (var(28) != [0,664]) && (var(28) != [831,1000])
trigger2 = stateno = 2201 && movehit && time = 86 && (var(28)= [665,830]) && (var(28) != [0,664]) && (var(28) != [831,1000])

[State -3,combo1 end1]
Type = ChangeState
Value = 2000
TriggerAll = var(59) > 0
triggerall = (power = [1000,1999]) && random < 999 || power >= 2000 && random < 500
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
TriggerAll = (stateno != [4750,4751])

trigger1 = stateno = 2351 && animelemtime(3) = 16

[State -3,combo1 end2-S]
Type = ChangeState
Value = 2201
TriggerAll = var(59) > 0
triggerall = power >= 1000 && (var(28) = [401,800])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]

trigger1 = stateno = 1640 && movehit

[State -3,combo1 end2]
Type = ChangeState
Value = 2855
TriggerAll = var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 2201 && movehit && time = 86  && (var(28)= [831,1000]) && (var(28) != [0,830])
;trigger2 = stateno = 2351 && animelemtime(3) = 10 && (var(28)= [831,1000]) && (var(28) != [0,830])

[State -3,combo1 end3-S]
Type = ChangeState
Value = 1410
TriggerAll = var(59) > 0
triggerall = (power = [1000,1999]) && (var(28) = [801,1000]) || (power >= 2000 && (var(28) = [901,1000]))
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]

trigger1 = stateno = 1640 && movehit

[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1410
v = 26
value = 6

[State 0, VarSet]
type = VarSet
trigger1 = var(26) = 6
trigger1 = stateno = 1801 && movehit
v = 26
value = 2

[State -3,combo1 stuck]
Type = ChangeState
Value = 0
TriggerAll = var(59) > 0
TriggerAll = var(26) = 6
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 13301 && time > 0 && animtime = 0
ctrl = 0

[State -3,combo1 Air-longche]
Type = ChangeState
Value = 1801
TriggerAll = var(59) > 0
TriggerAll = var(26) = 6
triggerall = P2BodyDist X = [0+floor(12*(EnemyNear(var(58)),Vel X)),70+floor(12*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-45-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20)),-15-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20))]
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 0

[State 0, VarSet]
type = VarSet
triggerall = var(27) >= 1
Trigger1 = EnemyNear(var(58)),MoveType != H
v = 27
value = 0

[State -3,combo1 stuck]
Type = ChangeState
Value = 0
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 1160 && time > 0 && animtime = 0
Trigger1 = var(27) = 1
Trigger2 = stateno = 1650 && time > 0 && animtime = 0
Trigger2 = var(27) = 2
ctrl = 0

[State -3,combo1 stuck-release]
Type = ctrlset
Value = 1
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2 && Roundno != 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 0 && var(27) = 0

[State -3,combo1 99-182]
Type = ChangeState
Value = 2100
TriggerAll = var(59) > 0
triggerall = power >= 3000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = P2BodyDist X = [0,50]
TriggerAll = P2BodyDist Y = [-120,-65]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = var(28) = [0,500]
trigger1 = ctrl || stateno = 0
trigger1 = var(27) = 1

[State -3,combo1 luocha]
Type = ChangeState
Value = 4750
TriggerAll = var(59) > 0
triggerall = power >= 2000
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = P2BodyDist X = [0,50]
TriggerAll = P2BodyDist Y = [-80,0]
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = var(28) = [500,1000]
trigger1 = ctrl || stateno = 0
trigger1 = var(27) = 1

[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1225 && animtime = 0
Trigger1 = EnemyNear(var(58)),StateType = A
Trigger1 = EnemyNear(var(58)),MoveType = H
trigger1 = var(26) >= 0
v = 26
value = 5

[State -3,combo1 stuck]
Type = ChangeState
Value = 0
TriggerAll = var(59) > 0
TriggerAll = var(26) = 5
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
Trigger1 = stateno = 1225 && time > 0 && animtime = 0
ctrl = 0

[State -3,combo1 1350]
Type = ChangeState
Value = 1350
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [0+floor(12*(EnemyNear(var(58)),Vel X)),70+floor(12*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-45-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20)),-15-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20))]
trigger1 = stateno = 0 && (var(28) = [0,500]) && var(26) = 5
Trigger2 = stateno = 0 && (var(28) = [0,500]) && var(27) = 2

[State -3,combo1 12000]
Type = ChangeState
Value = 12000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [0+floor(12*(EnemyNear(var(58)),Vel X)),70+floor(12*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-45-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20)),-15-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20))]
triggerall = var(30) = [0,1]
trigger1 = stateno = 0 && (var(28) = [500,1000]) && var(26) = 5
Trigger2 = stateno = 0 && (var(28) = [500,1000]) && var(27) = 2

[State -3,combo1 H-longche]
Type = ChangeState
Value = 1801
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType != A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
triggerall = P2BodyDist X = [0+floor(12*(EnemyNear(var(58)),Vel X)),70+floor(12*(EnemyNear(var(58)),Vel X))]
TriggerAll = P2BodyDist Y = [-45-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20)),-15-floor(12*(EnemyNear(var(58)),Vel Y)+(12*(12+1)/2)*fvar(20))]
trigger1 = stateno = 0 && (var(28) = [500,1000]) && var(26) = 5
Trigger2 = stateno = 0 && (var(28) = [500,1000]) && var(27) = 2

[State -3,combo1 H-longche]
Type = ChangeState
Value = 1802
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1801 && AnimElemtime(17) >= 0 && AnimElemtime(19) < 0

[State -3,combo1 H-longche]
Type = ChangeState
Value = 1205
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1802 && AnimElemtime(4) >= 0 && AnimElemtime(7) < 0

[State -3,combo1 H-red kick]
Type = ChangeState
Value = 1550
TriggerAll = var(59) > 0
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1205 && movehit

[State -3,combo1 H-red kick]
Type = ChangeState
Value = 2600
TriggerAll = var(59) > 0
triggerall = power >= 1000
TriggerAll = RoundState = 2
TriggerAll = StateType = A
Triggerall = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),StateNo != [5100,5299]
trigger1 = stateno = 1550 && movehit

[State -3,combo1 3]
Type = null;ChangeState
Value = 2800
TriggerAll = var(59) > 0
TriggerAll = RoundState = 3
TriggerAll = StateType != A
triggerall = stateno != 2800 && stateno != 17000
triggerall = prevstateno != 2800
trigger1 = ctrl
trigger1 = var(28) = [0,500]
trigger2 = stateno = 17000 && time > 0 && animtime = 0

[State -3,combo1 3]
Type = null;ChangeState
Value = 17000
TriggerAll = var(59) > 0
TriggerAll = RoundState = 3
TriggerAll = StateType != A
triggerall = stateno != 17000 && stateno != 2800
triggerall = prevstateno != 17000
trigger1 = ctrl
trigger1 = var(28) = [500,1000]
trigger2 = stateno = 2800 && time > 0 && animtime = 0

;combo-S-0 E---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -3,tiaoxin]
type = ChangeState
value = 195
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = P2Life < Life
triggerall = roundstate = 3
trigger1 = random <= 1000*var(59)
trigger2 = random <= 1000*var(59)
trigger3 = random <= 1000*var(59)
trigger4 = random <= 1000*var(59)
trigger5 = random <= 1000*var(59)
trigger6 = random <= 1000*var(59)
trigger7 = random <= 1000*var(59)
trigger8 = random <= 1000*var(59)
trigger9 = random <= 1000*var(59)
trigger10 = random <= 1000*var(59)
trigger11 = random <= 1000*var(59)
trigger12 = random <= 1000*var(59)
trigger13 = random <= 1000*var(59)
trigger14 = random <= 1000*var(59)
trigger15 = random <= 1000*var(59)
trigger16 = random <= 1000*var(59)
trigger17 = random <= 1000*var(59)
trigger18 = random <= 1000*var(59)
trigger19 = random <= 1000*var(59)
trigger20 = random <= 1000*var(59)
trigger21 = random <= 1000*var(59)
trigger22 = random <= 1000*var(59)
trigger23 = random <= 1000*var(59)
trigger24 = random <= 1000*var(59)
trigger25 = random <= 1000*var(59)
trigger26 = random <= 1000*var(59)
trigger27 = random <= 1000*var(59)
trigger28 = random <= 1000*var(59)
trigger29 = random <= 1000*var(59)
trigger30 = random <= 1000*var(59)
trigger31 = random <= 1000*var(59)
trigger32 = random <= 1000*var(59)
trigger33 = random <= 1000*var(59)
trigger34 = random <= 1000*var(59)
trigger35 = random <= 1000*var(59)
trigger36 = random <= 1000*var(59)
trigger37 = random <= 1000*var(59)
trigger38 = random <= 1000*var(59)
trigger39 = random <= 1000*var(59)
trigger40 = random <= 1000*var(59)
trigger41 = random <= 1000*var(59)
trigger42 = random <= 1000*var(59)
trigger43 = random <= 1000*var(59)
trigger44 = random <= 1000*var(59)
trigger45 = random <= 1000*var(59)
trigger46 = random <= 1000*var(59)
trigger47 = random <= 1000*var(59)
trigger48 = random <= 1000*var(59)
trigger49 = random <= 1000*var(59)
trigger50 = random <= 1000*var(59)
trigger51 = random <= 1000*var(59)
trigger52 = random <= 1000*var(59)
trigger53 = random <= 1000*var(59)
trigger54 = random <= 1000*var(59)
trigger55 = random <= 1000*var(59)
trigger56 = random <= 1000*var(59)
trigger57 = random <= 1000*var(59)
trigger58 = random <= 1000*var(59)
trigger59 = random <= 1000*var(59)
trigger60 = random <= 1000*var(59)
trigger61 = random <= 1000*var(59)
trigger62 = random <= 1000*var(59)
trigger63 = random <= 1000*var(59)
trigger64 = random <= 1000*var(59)
trigger65 = random <= 1000*var(59)
trigger66 = random <= 1000*var(59)
trigger67 = random <= 1000*var(59)
trigger68 = random <= 1000*var(59)
trigger69 = random <= 1000*var(59)
trigger70 = random <= 1000*var(59)
trigger71 = random <= 1000*var(59)
trigger72 = random <= 1000*var(59)
trigger73 = random <= 1000*var(59)
trigger74 = random <= 1000*var(59)
trigger75 = random <= 1000*var(59)
trigger76 = random <= 1000*var(59)
trigger77 = random <= 1000*var(59)
trigger78 = random <= 1000*var(59)
trigger79 = random <= 1000*var(59)
trigger80 = random <= 1000*var(59)
trigger81 = random <= 1000*var(59)
trigger82 = random <= 1000*var(59)
trigger83 = random <= 1000*var(59)
trigger84 = random <= 1000*var(59)
trigger85 = random <= 1000*var(59)
trigger86 = random <= 1000*var(59)
trigger87 = random <= 1000*var(59)
trigger88 = random <= 1000*var(59)
trigger89 = random <= 1000*var(59)
trigger90 = random <= 1000*var(59)
trigger91 = random <= 1000*var(59)
trigger92 = random <= 1000*var(59)
trigger93 = random <= 1000*var(59)
trigger94 = random <= 1000*var(59)
trigger95 = random <= 1000*var(59)
trigger96 = random <= 1000*var(59)
trigger97 = random <= 1000*var(59)
trigger98 = stateno = 2800 && time > 0 && animtime = 0
trigger99 = stateno = 17000 && time > 0 && animtime = 0

[State -3,tiaoxin]
type = ChangeState
value = 195
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = P2Life < Life
triggerall = roundstate = 3
triggerall = random <= 1000*var(59)
trigger1 = stateno = 2800 && time > 0 && animtime = 0
trigger2 = stateno = 17000 && time > 0 && animtime = 0