;=====================================================================
;  CMD File For "ADON"                               Made By H" 
;=====================================================================

;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
















	 
;=====================================================================
; Definition of the Commands 
;=====================================================================

;-| Super Motions |--------------------------------------------------- 
[Command]
name = "JaguarBaredAsalt_Lv.1"
command = ~D, DF, F, D, DF, x
time = 25

[Command]
name = "JaguarBaredAsalt_Lv.2"
command = ~D, DF, F, D, DF, y
time = 25

[Command]
name = "JaguarBaredAsalt_Lv.3"
command = ~D, DF, F, D, DF, z
time = 25

[Command]
name = "JaguarBaredAsalt_Lv.1"
command = ~D, DF, F, D, DF, ~x
time = 25

[Command]
name = "JaguarBaredAsalt_Lv.2"
command = ~D, DF, F, D, DF, ~y
time = 25

[Command]
name = "JaguarBaredAsalt_Lv.3"
command = ~D, DF, F, D, DF, ~z
time = 25

[Command]
name = "JaguarBaredAsalt"
command = ~D, DF, F, D, DF, x
time = 25

[Command]
name = "JaguarBaredAsalt"
command = ~D, DF, F, D, DF, y
time = 25

[Command]
name = "JaguarBaredAsalt"
command = ~D, DF, F, D, DF, z
time = 25

[Command]
name = "JaguarBaredAsalt"
command = ~D, DF, F, D, DF, ~x
time = 25

[Command]
name = "JaguarBaredAsalt"
command = ~D, DF, F, D, DF, ~y
time = 25

[Command]
name = "JaguarBaredAsalt"
command = ~D, DF, F, D, DF, ~z
time = 25

[Command]
name = "JaguarRevolver_Lv.1"
command = ~D, DF, F, D, DF, a
time = 25

[Command]
name = "JaguarRevolver_Lv.2"
command = ~D, DF, F, D, DF, b
time = 25

[Command]
name = "JaguarRevolver_Lv.3"
command = ~D, DF, F, D, DF, c
time = 25

[Command]
name = "JaguarRevolver_Lv.1"
command = ~D, DF, F, D, DF, ~a
time = 25

[Command]
name = "JaguarRevolver_Lv.2"
command = ~D, DF, F, D, DF, ~b
time = 25

[Command]
name = "JaguarRevolver_Lv.3"
command = ~D, DF, F, D, DF, ~c
time = 25

[Command]
name = "JaguarRevolver"
command = ~D, DF, F, D, DF, a
time = 25

[Command]
name = "JaguarRevolver"
command = ~D, DF, F, D, DF, b
time = 25

[Command]
name = "JaguarRevolver"
command = ~D, DF, F, D, DF, c
time = 25

[Command]
name = "JaguarRevolver"
command = ~D, DF, F, D, DF, ~a
time = 25

[Command]
name = "JaguarRevolver"
command = ~D, DF, F, D, DF, ~b
time = 25

[Command]
name = "JaguarRevolver"
command = ~D, DF, F, D, DF, ~c
time = 25
 
;-| Special Motions |------------------------------------------------- 
[Command]
name = "RisingJaguar_a"
command = ~F, D, DF, a

[Command]
name = "RisingJaguar_b"
command = ~F, D, DF, b

[Command]
name = "RisingJaguar_c"
command = ~F, D, DF, c

[Command]
name = "RisingJaguar_a"
command = ~F, D, DF, ~a

[Command]
name = "RisingJaguar_b"
command = ~F, D, DF, ~b

[Command]
name = "RisingJaguar_c"
command = ~F, D, DF, ~c

[Command]
name = "Jaguarkick_a"
command = ~D, DF, F, a

[Command]
name = "Jaguarkick_b"
command = ~D, DF, F, b

[Command]
name = "Jaguarkick_c"
command = ~D, DF, F, c

[Command]
name = "Jaguarkick_a"
command = ~D, DF, F, ~a

[Command]
name = "Jaguarkick_b"
command = ~D, DF, F, ~b

[Command]
name = "Jaguarkick_c"
command = ~D, DF, F, ~c

[Command]
name = "Jaguartooth_a"
command = ~F, DF, D, DB, B, a
time = 20

[Command]
name = "Jaguartooth_b"
command = ~F, DF, D, DB, B, b
time = 20

[Command]
name = "Jaguartooth_c"
command = ~F, DF, D, DB, B, c
time = 20

[Command]
name = "Jaguartooth_a"
command = ~F, DF, D, DB, B, ~a
time = 20

[Command]
name = "Jaguartooth_b"
command = ~F, DF, D, DB, B, ~b
time = 20

[Command]
name = "Jaguartooth_c"
command = ~F, DF, D, DB, B, ~c
time = 20
 
;-| Double Tap |------------------------------------------------------ 
[Command]
name = "FF";Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB";Required (do not remove)
command = B, B
time = 10
 
;-| 2/3 Button Combination |------------------------------------------ 
[Command]
name = "recovery_ground"
command = x+y+z
time = 1

[Command]
name = "Pow-MAX"
command = z+c
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a+x
time = 1
 
;-| Dir + Button |---------------------------------------------------- 
[Command]
name = "GC_Attack"
command = /F,y+b
time = 1

[Command]
name = "GC_fwd"
command = /F,x+a
time = 1

[Command]
name = "GC_back"
command = /B,x+a
time = 1

[Command]
name = "fwd_c"
command = /F,c
time = 1

[Command]
name = "fwd_z"
command = /F,z
time = 1

[Command]
name = "back_c"
command = /B,c
time = 1

[Command]
name = "back_z"
command = /B,z
time = 1

[Command]
name = "down_y"
command = /D,y
time = 1

[Command]
name = "down_z"
command = /D,z
time = 1

[Command]
name = "charge1"
command = /c
time = 1

[Command]
name = "charge2"
command = /z
time = 1
 
;-| Single Button |--------------------------------------------------- 
[Command]
name = "x"
command = x
time = 1

[Command]
name = "a"
command = a
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

[Command]
name = "EX"
command = s
time = 1

;----------------------------- 曽岦
[Command]
name = "fwd"
command = F
time = 1

[Command]
name = "downfwd"
command = DF
time = 1

[Command]
name = "down"
command = D
time = 1

[Command]
name = "downback"
command = DB
time = 1

[Command]
name = "back"
command = B
time = 1

[Command]
name = "upback"
command = UB
time = 1

[Command]
name = "up"
command = U
time = 1

[Command]
name = "upfwd"
command = UF
time = 1

[Command]
name = "Not-Neutral"
command = $U
time = 1

[Command]
name = "Not-Neutral"
command = $F
time = 1

[Command]
name = "Not-Neutral"
command = $D
time = 1

[Command]
name = "Not-Neutral"
command = $B
time = 1

;----------------------------- 儗僶僈僠儍
[Command]
name = "random"
command = x
time = 1

[Command]
name = "random"
command = y
time = 1

[Command]
name = "random"
command = z
time = 1

[Command]
name = "random"
command = a
time = 1

[Command]
name = "random"
command = b
time = 1

[Command]
name = "random"
command = c
time = 1

[Command]
name = "random"
command = F
time = 1

[Command]
name = "random"
command = DF
time = 1

[Command]
name = "random"
command = D
time = 1

[Command]
name = "random"
command = DB
time = 1

[Command]
name = "random"
command = B
time = 1

[Command]
name = "random"
command = UB
time = 1

[Command]
name = "random"
command = U
time = 1

[Command]
name = "random"
command = UF
time = 1
 
;-| Hold Button |----------------------------------------------------- 
[Command]
name = "hold_x"
command = /x
time = 1

[Command]
name = "hold_a"
command = /a
time = 1

[Command]
name = "hold_y"
command = /y
time = 1

[Command]
name = "hold_b"
command = /b
time = 1

[Command]
name = "hold_c"
command = /c
time = 1

[Command]
name = "hold_z"
command = /z
time = 1

[Command]
name = "hold_s"
command = /s
time = 1
 
;-| Hold Dir |-------------------------------------------------------- 
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup";Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[Command]
name = "holdupfwd"
command = /UF
time = 1

[Command]
name = "holdupback"
command = /UB
time = 1
  
;=====================================================================
;CPU愱梡CNS 
;=====================================================================
	 
;---------------------------------------------------------------------------
; Crouching 
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0
Ctrl = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
 
;---------------------------------------------------------------------------
; Walk 
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State -1, AI]
Type = ChangeState
triggerall = var(59)
trigger1 = Time = 0
Value = 19
Ctrl = 0
IgnoreHitPause = 1

[State 20, 1]
type = VelSet
triggerall = !var(59)
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
triggerall = !var(59)
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Walk(CPU)
[Statedef 19]
type    = S
physics = N
ctrl = 0
sprpriority = 0

[State 20, 1]
Type = VelSet
triggerall = frontedgebodydist >= 30
triggerall = Time = 0
trigger1 = P2StateType != L && Random = [0,399]
trigger2 = P2StateType = L && P2BodyDist X >= 60
X = Const(Velocity.Walk.Fwd.X)

[State 20, 2]
Type = VelSet
triggerall = Backedgebodydist >= 30
triggerall = Time = 0
trigger1 = P2StateType != L
trigger1 = Random = [400,999]
trigger2 = P2StateType = L
trigger2 = P2BodyDist X <= 40
X = Const(Velocity.Walk.Back.X)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State -1, AI]
Type = ChangeState
trigger1 = P2StateType != L && P2BodyDist X < 0
trigger2 = P2StateType = L && P2BodyDist X = [40,60]
trigger3 = Random > 980
trigger4 = vel x = 0
Value = 0
Ctrl = 1
 
;---------------------------------------------------------------------
; Jump Start 
[Statedef 40]
type    = S
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 4600,10]
type = ChangeState
trigger1 = Time = 0 && var(59)
value = 0
ctrl = 1

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((Var(30)>3||var(43)&&floor(var(51)/10000%10)=1),40,39)

[State 40, 1]
type = NotHitBy
trigger1 = 1
value = SC,AT

[State 40, 2]
type = Turn
trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) && PrevStateNo != 4100
trigger1 = (enemynear,Pos X - Pos X) * facing < 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = PrevStateNo = [700,799]
var(36) = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(32) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
Trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = command = "holdback"
sysvar(1) = -1

;------------------------ 彫僕儍儞僾
[State 40, VarSet(12)]
type = VarSet
triggerall = var(32) = 0
trigger1 = PrevStateNo != 100 && PrevStateNo != 110 && PrevStateNo != 4100 && Command != "holdup" && (var(31) = 0 || var(31) > 0 && sysvar(1) = 0)
var(32) = ifelse((!var(43)&&var(30)<3||var(43)&&floor(var(51)/10000%10)=0),1,2)

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0 && var(32) = 2
x = ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = floor(Const(velocity.jump.y)*.65)

;------------------------ 拞僕儍儞僾
[State 40, VarSet(12)]
type = VarSet
triggerall = var(32) = 0 && Command != "holdup"
trigger1 = PrevStateNo != 100 && PrevStateNo != 110 && PrevStateNo != 4100 && var(31) > 0 && sysvar(1) != 0
trigger2 = (PrevStateNo = 100 || PrevStateNo = 110 || PrevStateNo != 4100) && sysvar(1) = 1
var(32) = ifelse((!var(43)&&var(30)<3||var(43)&&floor(var(51)/10000%10)=0),4,3)

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0 && var(32) = 3
x = ifelse(sysvar(1)=1,const(velocity.runjump.fwd.x),const(velocity.runjump.back.x))
y = floor(Const(velocity.jump.y)*.65)

;------------------------ 戝僕儍儞僾
[State 40, VarSet(32)]
type = VarSet
triggerall = AnimTime = 0 && var(32) = 0
trigger1 = PrevStateNo != 100 && PrevStateNo != 110 && PrevStateNo != 4100 && Command = "holdup" && var(31) > 0
trigger2 = (PrevStateNo = 100 || PrevStateNo = 110 || PrevStateNo = 4100) && sysvar(1) = 1
var(32) = 4

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0 && var(32) = 4
x = ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x)*1.5,const(velocity.jump.back.x)*1.5))
y = ifelse(sysvar(1)=0,const(velocity.jump.y)*1.10,const(velocity.jump.y))

;------------------------ 僲乕儅儖僕儍儞僾
[State 40, VarSet(12)]
type = VarSet
triggerall = AnimTime = 0 && var(32) = 0
trigger1 = PrevStateNo != 100 && PrevStateNo != 110 && PrevStateNo != 4100 && Command = "holdup" && (var(31) = 0 || (var(32)!=4 && var(31)>0 && sysvar(1) = 0))
var(32) = 1

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0 && var(32) = 1
x = ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = Const(velocity.jump.y)

[State 45, PlaySnd]
type = PlaySND
trigger1 = AnimTime = 0
value = 3,ifelse(var(32)>=3,1,0)

[State 3100, AfterImage]
type = AfterImage
triggerall = Var(30) = 1 || Var(30) = 2 && !fvar(8) || (Var(30) = [3,6])
trigger1 = AnimTime = 0 && var(32) >= 3
time = 20
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State 3001, Super]
type = Helper
trigger1 = AnimTime = 0
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------
; 僲乕儅儖僕儍儞僾
[Statedef 60]
type    = S
physics = S
anim = ifelse((Var(30)>3||var(43)&&floor(var(51)/10000%10)=1),39,40)
ctrl = 0
sprpriority = 1
velset = 0,0

[State 40, 1]
type = NotHitBy
trigger1 = 1
value = SC,AT

[State 40, 2]
type = Turn
trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) && PrevStateNo != 4100
trigger1 = (Enemynear,Pos X - Pos X) * facing < 0

[State 40, 1]
type = varSet
trigger1 = Time = 0
trigger1 = PrevStateNo = [700,799]
var(36) = 1

[State 40, 1]
type = varSet
trigger1 = Time = 0
var(32) = 1

[State 40, 1]
type = varSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = varSet
triggerall = var(59)
triggerall = FrontEdgeBodyDist>60
trigger1 = Enemynear,StateType != L
trigger1 = Enemynear,MoveType = H || Random <= 800 || Enemynear,StateType = L
trigger2 = Enemynear,StateNo = 5120
sysvar(1) = 1

[State 40, 3]
type = varSet
triggerall = var(59)
trigger1 = Enemynear,StateType != L
trigger1 = Enemynear,MoveType != H
trigger1 = BackEdgeBodyDist>60
trigger1 = Random <= 200
sysvar(1) = -1

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = Const(velocity.jump.y)

[State 45, PlaySnd]
type = PlaySND
trigger1 = AnimTime = 0
value = 3,0

[State 3001, Super]
type = Helper
trigger1 = AnimTime = 0
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------
; 戝僕儍儞僾
[Statedef 61]
type    = S
physics = S
anim = ifelse((Var(30)>3||var(43)&&floor(var(51)/10000%10)=1),39,40)
ctrl = 0
sprpriority = 1
velset = 0,0

[State 40, 1]
type = NotHitBy
trigger1 = 1
value = SC,AT

[State 40, 2]
type = Turn
trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) && PrevStateNo != 4100
trigger1 = (Enemynear,Pos X - Pos X) * facing < 0

[State 40, 1]
type = varSet
trigger1 = Time = 0
trigger1 = PrevStateNo = [700,799]
var(36) = 1

[State 40, 1]
type = varSet
trigger1 = Time = 0
var(32) = 4

[State 40, 1]
type = varSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = varSet
triggerall = var(59)
trigger1 = Enemynear,StateType != L
trigger1 = Enemynear,MoveType = H || Random <= 800 || Enemynear,StateType = L || P2BodyDist X > 0
trigger2 = Enemynear,StateNo = 5120
trigger3 = var(30)=2&&fvar(8)
sysvar(1) = 1

[State 40, 3]
type = varSet
triggerall = var(59)
trigger1 = Enemynear,StateType != L
trigger1 = Enemynear,MoveType != H
trigger1 = BackEdgeBodyDist>40
trigger1 = Random <= 200
sysvar(1) = -1

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x)*1.5,const(velocity.jump.back.x)*1.5))
y = ifelse(sysvar(1)=0,const(velocity.jump.y)*1.10,const(velocity.jump.y))

[State 45, PlaySnd]
type = PlaySND
trigger1 = AnimTime = 0
value = 3,1

[State 3100, AfterImage]
type = AfterImage
triggerall = var(30) = 1 || var(30) = 2 && !fvar(8) || (var(30) = [3,6])
trigger1 = AnimTime = 0 && var(32) >= 3
time = 20
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State 3001, Super]
type = Helper
trigger1 = AnimTime = 0
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------
; 彫僕儍儞僾
[Statedef 62]
type    = S
physics = S
anim = 39
ctrl = 0
sprpriority = 1
velset = 0,0

[State 40, 1]
type = NotHitBy
trigger1 = 1
value = SC,AT

[State 40, 2]
type = Turn
trigger1 = NumEnemy && Time = 0 && (PrevStateNo != [100,101]) && (PrevStateNo != [110,111]) && PrevStateNo != 4100
trigger1 = (Enemynear,Pos X - Pos X) * facing < 0

[State 40, 1]
type = varSet
trigger1 = Time = 0
trigger1 = PrevStateNo = [700,799]
var(36) = 1

[State 40, 1]
type = varSet
trigger1 = Time = 0
var(32) = 2

[State 40, 1]
type = varSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = varSet
triggerall = var(59)
triggerall = FrontEdgeBodyDist>60
trigger1 = Enemynear,StateType != L
trigger1 = Enemynear,MoveType = H || Random <= 800 || Enemynear,StateType = L
trigger2 = Enemynear,StateNo = 5120
sysvar(1) = 1

[State 40, 3]
type = varSet
triggerall = var(59)
trigger1 = Enemynear,StateType != L
trigger1 = Enemynear,MoveType != H
trigger1 = BackEdgeBodyDist>60
trigger1 = Random <= 200
sysvar(1) = -1

[State 40,VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = floor(Const(velocity.jump.y)*.65)

[State 45, PlaySnd]
type = PlaySND
trigger1 = AnimTime = 0
value = 3,0

[State 3001, Super]
type = Helper
trigger1 = AnimTime = 0
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
 	
;---------------------------------------------------------------------
; GUARD 
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0 && anim != 120
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall=Statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall=Statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) && var(59)=[1,9]
trigger3 = P2BodyDist X<0
trigger3 = Random <= (10-var(59))*40
value = 140
	 
;---------------------------------------------------------------------------
; STAND GUARD (guarding) 
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) && var(59)=[1,9]
trigger3 = P2BodyDist X<0
trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) && var(59)=[1,9]
trigger3 = P2BodyDist X<0
trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = varSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger3 = var(59) && var(59)=[1,9]
trigger3 = P2BodyDist X<0
trigger3 = Random <= (10-var(59))*40
value = 140

 
;---------------------------------------------------------------------------
; GUARD (end) 
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall=Statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall=Statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S
 
;---------------------------------------------------------------------------
; SGUARDHIT (shaking) 
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(!var(59),(command = "holddown"),(Statetype = C))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall=Statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall=Statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(!var(59),(command = "holddown"),(Statetype = C))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall=Statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall=Statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
 
;---------------------------------------------------------------------------
;SGUARDHIT2 (knocked back) 
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State -1, 1]
type = varSet
trigger1 = Time = 0
var(37) = 0

[State 151, 1]
type = HitVelSet
trigger1 = PrevStateNo!=4400
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = PrevStateNo=4400
trigger1 = Time = 0
x = 0

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitvar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitvar(ctrltime)-(PrevStateNo=4400)*3
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = PrevStateNo!=4400
triggerall=Statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = PrevStateNo!=4400
triggerall=Statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = PrevStateNo=4400
trigger1 = Time = GetHitvar(ctrltime)-(PrevStateNo=4400)*3
trigger2 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State -1, 1]
type = varSet
trigger1 = Time = 0
var(37) = 0

[State 153, 1]
type = HitVelSet
trigger1 = PrevStateNo!=4402
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = PrevStateNo=4402
trigger1 = Time = 0
x = 0

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitvar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitvar(ctrltime)-(PrevStateNo=4402)*3
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = PrevStateNo!=4402
triggerall=Statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType!=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = PrevStateNo!=4402
triggerall=Statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = Enemynear,StateType=A
trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = PrevStateNo=4402
trigger1 = Time = GetHitvar(ctrltime)-(PrevStateNo=4402)*3
trigger2 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitvar(ctrltime)
value = 1

[State 155, 4]
type = varSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52
  
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground) 
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitvar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, var] ;Save fall velocity
type = varSet
trigger1 = Time = 0
sysvar(0) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5050, 5]
type = ChangeState
triggerall = !var(59)
triggerall = var(30) = 2 || var(30) = 5 || var(30) = 6
triggerall = PrevStateNo = 5050
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery_ground"
value = 5201

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitvar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(0) > 5) + (sysvar(0) > 14)
pos = 0, 0
under = sysvar(0) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(0) > 5) + (sysvar(0) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
 
;-----------------------------------------------------------------
; 儔儞 
[Statedef 100]
type    = S
movetype = I
physics = N
ctrl = 0
VelSet = 0,0

[State 100,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100,VelSet]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = Const(velocity.run.fwd.x)

[State 100,ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger2 = !var(59)
trigger2 = Command != "holdfwd"
trigger1 = var(59)
trigger1 = RoundState != 2||inguarddist||P2BodyDist X<=10||P2BodyDist X<=90&&P2BodyDist Y>=-120&&Enemynear,MoveType!=H
value = 101
ctrl = 1


[State 100,ChangeState]
type = ChangeState
trigger1 = !var(59)
trigger1 = Command = "holdupfwd"
value = 40

[State 100,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3, 2
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3, 3
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 3, 4
channel = 5

[State 100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
 
;-------------------------------------------------------------------
; 僎乕僕棴傔摦嶌 
[Statedef 4100]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4100
velset = 0, 0

[State 4100,varadd]
type = varadd
trigger1 = Time < 20
fvar(37) = .25

[State 4100,varadd]
type = varadd
trigger1 = Time >= 20
fvar(37) = 1

[State 4100, Super]
type = Helper
trigger1 = Time = 0 && NumHelper(8500) = 0
persistent = 0
id = 8500
name = "Power"
pos = 0,0
postype = P1
stateno = 8500
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,ChangeState(CPU)]
type = ChangeState
TriggerAll = var(59)
Trigger1 = InGuardDist
Trigger2 = EnemyNear,MoveType != H
Trigger2 = P2BodyDist X = [-100,100]
Trigger2 = P2BodyDist Y >= -160-EnemyNear,vel y*8
value = 4101
ctrl = 0

[State 4100,ChangeState]
type = ChangeState
Trigger1 = !var(59)
trigger1 = Command != "charge1" || Command != "charge2"
trigger2 = fvar(37) >= 100
value = 4101
ctrl = 0
 
;-------------------------------------------------------------------
; AI婲摦僿儖僷乕 
[Statedef 10000]
anim=20000
ctrl=0

[State 10000,娫堘偄偱杮懱偑棃偨傜棫偪傊堏峴]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,僾儗僀儎乕敾掕]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,棫偭偨傜徚幐]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,套皋ON]
type=varset
triggerall=var(0)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
  
;=====================================================================
; State Entry for Commands 
;=====================================================================
[Statedef -1]
	 
;=====================================================================
; 僉儍儞僙儖愝掕 
;=====================================================================

;---------------------------------------------------------------------
[State -1,僉儍儞僙儖愝掕儕僙僢僩]
type       = varset
trigger1   = var(22)
var(22)    = 0

;---------------------------------------------------------------------
[State -1,Lv.2僗僷僐儞僉儍儞僙儖]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = Var(30) = 1 && var(36) = 1
triggerall = MoveHit || var(18) = 1
trigger1   = StateNo = 3010
trigger2   = StateNo = 3150 && AnimElem = 5,< 0
trigger3   = StateNo = 3160 && AnimElem = 3,< 0
trigger4   = StateNo = 3170
trigger5   = StateNo = 3020
trigger6   = StateNo = 3060
var(22)    = -1
ignorehitpause = 1

;------------------------
[State -1,僗僷僐儞僉儍儞僙儖乮EX僌儖乕償乯]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = MoveHit
TriggerAll = var(43)&&floor(var(50)/100000%10)=1 || var(30)=3&&floor(var(52)/100%10)=1 || var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1
trigger1   = (StateNo = [1000,1999])|| StateNo = 4505
var(22)    = -2
ignorehitpause = 1

;------------------------
[State -1,嬻怳傝僉儍儞僙儖]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = !movecontact
triggerall = time < 4 || var(47)
trigger1   = (StateNo = [200,799])
var(22)    = 1
ignorehitpause = 1

;------------------------
[State -1,昁嶦媄僉儍儞僙儖]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = MoveContact
trigger1   = StateNo = 200 || StateNo = 210 || StateNo = 230 || StateNo = 240
trigger2   = StateNo = 400 || StateNo = 410 || StateNo = 430
trigger3   = StateNo = 220 && PrevStateNo = 4010
trigger4   = StateNo = 52
trigger5   = (StateNo = [200,699]) && var(43)&&floor(var(50)/1000000%10)=1
var(22)    = 2
ignorehitpause = 1

;------------------------
[State -1,SC丒挻昁僉儍儞僙儖]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = MoveContact
trigger1   = StateNo = 200 || StateNo = 210 || StateNo = 230 || StateNo = 240
trigger2   = StateNo = 400 || StateNo = 410 || StateNo = 430
trigger3   = StateNo = 4020
trigger4   = StateNo = 52
var(22)    = 3
ignorehitpause = 1

;------------------------
[State -1,僆儕僕僫儖僐儞儃乮昁嶦媄乯]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = var(47)
triggerall = StateNo != [1000,1029]
triggerall = StateNo != [1100,1129]
triggerall = StateNo != [1200,1249]
trigger1   = MoveContact && (StateNo = [1000,1999])
var(22)    = 4
ignorehitpause = 1

;------------------------
[State -1,僆儕僕僫儖僐儞儃乮捠忢媄乯]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = var(47)
trigger1   = StateNo = [200,799]
var(22)    = 5
ignorehitpause = 1
 
;=====================================================================
; 僗乕僷乕僐儞儃or挻昁嶦媄敪摦忦審 
;=====================================================================
[State -1,Lv.3敪摦忦審OFF]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/100%10) = 1
trigger1   = var(30)=1 && Power < 3000
trigger2   = var(30)=3 && Power < 3000
trigger3   = var(30)=4 && (Fvar(8) ^^ (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && (Power >= 1000 ^^ Fvar(8))
trigger5   = var(30)=6 && !Fvar(8)
var(40)    = -100
ignorehitpause = 1

[State -1,Lv.3敪摦忦審ON]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/100%10) = 0
trigger1   = var(30)=1 && Power >= 3000
trigger2   = var(30)=3 && Power >= 3000
trigger3   = var(30)=4 && (Fvar(8) && (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && Power >= 1000 && Fvar(8)
trigger5   = var(30)=6 && Fvar(8)
var(40)    = 100
ignorehitpause = 1

[State -1,Lv.2敪摦忦審OFF]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/10%10) = 1
trigger1   = var(30)=1 && Power < 2000
var(40)    = -10
ignorehitpause = 1

[State -1,Lv.2敪摦忦審ON]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/10%10) = 0
trigger1   = var(30)=1 && Power >= 2000
var(40)    = 10
ignorehitpause = 1

[State -1,Lv.1敪摦忦審OFF]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)%10) = 1
trigger1   = var(30)=1 && Power < 1000
trigger2   = var(30)=2 && !Fvar(8) && Power < 1500
trigger3   = var(30)=4 && (!Fvar(8) && (100*life/const(data.life))>30 || Fvar(8) && (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && (!Fvar(8) && Power < 1000 || Fvar(8) && Power >= 1000)
var(40)    = -1
ignorehitpause = 1

[State -1,Lv.1敪摦忦審ON]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)%10) = 0
trigger1   = var(30)=1 && Power >= 1000
trigger2   = var(30)=2 && (Fvar(8) || Power >= 1500)
trigger3   = var(30)=4 && (Fvar(8) ^^ (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && (Fvar(8) ^^ Power >= 1000)
var(40)    = 1
ignorehitpause = 1
 
;=====================================================================
; 儕僶乕僒儖 
;=====================================================================

;---------------------------------------------------------------------
[State -1,僕儍僈乕僶儕乕僪傾僒儖僩]
type     = varset
trigger1 = !var(0) && Command="JaguarBaredAsalt"
var(0)   = IfElse((Command="JaguarBaredAsalt_Lv.3"),1300,IfElse((Command="JaguarBaredAsalt_Lv.2"),1200,1100))

[State -1,僕儍僈乕儕儃儖僶乕]
type     = varset
trigger1 = !var(0) && Command="JaguarRevolver"
var(0)   = IfElse((Command="JaguarRevolver_Lv.3"),2300,IfElse((Command="JaguarRevolver_Lv.2"),2200,2100))

[State -1,儔僀僕儞僌僕儍僈乕]
type     = varset
trigger1 = !var(0) && (Command="RisingJaguar_a"||Command="RisingJaguar_b"||Command="RisingJaguar_c")
var(0)   = IfElse((Command="RisingJaguar_c"),23,IfElse((Command="RisingJaguar_b"),22,21))

[State -1,僕儍僈乕僉僢僋]
type     = varset
trigger1 = !var(0) && (Command="Jaguarkick_a"||Command="Jaguarkick_b"||Command="Jaguarkick_c")
var(0)   = IfElse((Command="Jaguarkick_c"),13,IfElse((Command="Jaguarkick_b"),12,11))

[State -1,僕儍僈乕僩僁乕僗]
type     = varset
trigger1 = !var(0) && (Command="Jaguartooth_a"||Command="Jaguartooth_b"||Command="Jaguartooth_c")
var(0)   = IfElse((Command="Jaguartooth_c"),33,IfElse((Command="Jaguartooth_b"),32,31))

;---------------------------------------------------------------------
[State -1]
type     = varset
trigger1 = var(0) && !var(1)
var(1)   = 10

[State -1]
type     = varadd
trigger1 = var(1) > 0
var(1)   = -1

[State -1]
type     = varset
trigger1 = var(0) && !var(1)
var(0)   = 0
 
;=====================================================================
; AI摦嶌 
;=====================================================================

;---------------------------------------------------------------------
[State -1, AI婲摦梡僿儖僷乕]
type=helper
trigger1=!NumHelper(10000)
trigger1=roundstate=2
trigger1=alive
trigger1=var(59)=0
trigger1=PrevStateNo=5900||PrevStateNo=190
trigger1=ctrl&&stateno=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -1, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type=changestate
trigger1= ishelper(10000)
trigger1= stateno!=10000
value=10000

;------------------------------
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 59
value = var(58)

[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) >= 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0


;---------------------------------------------------------------------
[State -1,搳偘棎敪杊巭]
type = varset
triggerall = var(59)
trigger1 = StateNo= 800
trigger2 = StateNo= 850
trigger3 = StateNo= 3100
var(57) = 180
ignorehitpause = 1

[State -1,棎敪杊巭]
type = varadd
trigger1 = var(57) > 0
var(57) = -1
ignorehitpause = 1

;---------------------------------------------------------------------
[State -1,旔偗棎敪杊巭]
type = varset
triggerall = var(59)
trigger1 = StateNo= 4000
trigger2 = StateNo= 4010
var(56) = 180
ignorehitpause = 1

[State -1,棎敪杊巭]
type = varadd
trigger1 = var(56) > 0
var(56) = -1
ignorehitpause = 1

;---------------------------------------------------------------------
[State -1,旘傃摴嬶棎敪杊巭]
type = varset
triggerall = var(55)
trigger1 = StateNo= [1000,1099]
var(55) = 270
ignorehitpause = 1

[State -1,棎敪杊巭]
type = varadd
trigger1 = var(55) > 0
var(55) = -1
ignorehitpause = 1
	 
;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
; CPU愱梡 
;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
	 
;---------------------------------------------------------------------
; 僕儍僗僩僨傿僼僃儞僗 
[State -2, Just Defended1]
type       = VarAdd
triggerall = !var(59)
trigger1   = var(37) > 0
var(37)    = 1
ignorehitpause = 1

[State -2, Just Defended2]
type       = VarSet
triggerall = !var(59)
triggerall = var(37) = 0 && stateno != [140,159]
trigger1   = command = "back" && command != "down" || command = "downback"
var(37)    = 1

[State -2, Just Defended4]
type       = VarSet
triggerall = !var(59)
triggerall = command != "holdback"
trigger1   = var(37) = [1,7]
trigger2   = var(37) > 13
var(37)    = ifelse((var(37) = [1,7]),8,0)

[State -2, Just Defended5]
type       = ChangeState
triggerall = Var(30) = 6 || var(43)&&floor(var(50)/100%10)=1
triggerall = RoundState = 2 && statetype != A && stateno = 150
trigger1   = !var(59)
trigger1   = var(37) = [1,7]
trigger2   = var(59) && random <= var(59)*50 || var(59)=11
trigger2   = time = 0
value      = 4400
ignorehitpause = 1

[State -2, Just Defended6]
type       = ChangeState
triggerall = Var(30) = 6 || var(43)&&floor(var(50)/100%10)=1
triggerall = RoundState = 2 && statetype != A && stateno = 152
trigger1   = !var(59)
trigger1   = var(37) = [1,7]
trigger2   = var(59) && random <= var(59)*50 || var(59)=11
trigger2   = time = 0
value      = 4402
ignorehitpause = 1

[State -2, Just Defended7]
type       = ChangeState
triggerall = Var(30) = 6 || var(43)&&floor(var(50)/100%10)=1
triggerall = RoundState = 2 && statetype = A && stateno = 154
trigger1   = !var(59)
trigger1   = var(37) = [1,7]
trigger2   = var(59) && random <= var(59)*50 || var(59)=11
trigger2   = time = 0
value      = 4404
ignorehitpause = 1
 
;---------------------------------------------------------------------
; 僽儘僢僉儞僌 
[State -1, Blocking1]
type       = helper
triggerall = !var(59)
trigger1   = !var(44) && !NumHelper(4310)
trigger1   = var(30) = 3 || var(43)&&floor(var(50)/10%10)=1
trigger1   = Var(32) != 2 && Ctrl && command = "fwd"
stateno    = 4310
id         = 4310

[State -1, Blocking2]
type       = helper
triggerall = !var(59)
trigger1   = !var(44) && !NumHelper(4311) && statetype != A
trigger1   = var(30) = 3 || var(43)&&floor(var(50)/10%10)=1
trigger1   = Ctrl && command = "downfwd"
stateno    = 4311
id         = 4311

[State -3, Blocking]
type = HitOverride
triggerall = Var(30) = 3 || var(43)&&floor(var(50)/10%10)=1
triggerall = RoundState = 2
triggerall = !var(44)
triggerall = statetype != A
trigger1   = !var(59)
trigger1 = Ctrl
trigger1 = NumHelper(4310)
trigger2   = var(59) && random <= var(59)*50 || var(59)=11
trigger2   = Ctrl
attr = SA, AA, AP
stateno = 4300
time = 1
slot = 0

[State -3, Blocking]
type = HitOverride
triggerall = Var(30) = 3 || var(43)&&floor(var(50)/10%10)=1
triggerall = RoundState = 2
triggerall = !var(44)
triggerall = statetype != A
trigger1   = !var(59)
trigger1 = Ctrl
trigger1 = NumHelper(4311)
trigger2   = var(59) && random <= var(59)*50 || var(59)=11
trigger2   = Ctrl
attr = C, AA, AP
stateno = 4301
time = 1
slot = 1

[State -3, Blocking]
type = HitOverride
triggerall = Var(30) = 3 || var(43)&&floor(var(50)/10%10)=1
triggerall = RoundState = 2
triggerall = !var(44)
triggerall = statetype = A
trigger1   = !var(59)
trigger1   = NumHelper(4310)
trigger1   = Ctrl
trigger2   = var(59) && random <= var(59)*50 || var(59)=11
trigger2   = Ctrl
attr = SCA, AA, AP
stateno = 4302
time = 1
slot = 2

[State -1, Blocking6]
type     = ChangeState
trigger1 = var(35) = 2 && statetype != A && Ctrl
value    = 4301

[State -1, Blocking7]
type     = ChangeState
trigger1 = var(35) = 1 && statetype != A && Ctrl
value    = 4300

[State -1, Blocking8]
type     = ChangeState
trigger1 = var(35) = 1 && statetype = A && Ctrl
value    = 4302

[State -1, Blocking7]
type     = NotHitBy
trigger1 = var(44) = 1
value    = SCA
Time     = 1

[State -1, Blocking8]
type     = VarSet
trigger1 = StateNo != [4300,4399]
var(44)  = 0
ignorehitpause = 1

[State -2, Just Defended]
type     = VarSet
trigger1 = Ctrl!
var(35)  = 0
  
;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
; 愗傝懼偊偟 
;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

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕乮庛乯]
type       = ChangeState
value      = 1100
triggerall = var(59)
triggerall = Random<=var(59)*60 || var(59)>9
triggerall = RoundState=2 && StateType!=A && (Ctrl || StateNo=19)
triggerall = Enemynear,MoveType=A
triggerall = Enemynear,AnimTime <= -5 || var(59)<7
triggerall = Enemynear,Time >= 30 || (Time=0 && var(59)>9) || var(59)>10
triggerall = (P2BodyDist X=[15,50]) && (P2bodydist Y = [-80,0])
trigger1   = Enemynear,Time>=50
trigger2   = (PrevStateNo=[5000,5270])
trigger3   = (PrevStateNo=[120,159])

;---------------------------------------------------------------------
[State -1,夞傝崬傒]
type       = ChangeState
value      = 4000
triggerall = var(59) && !var(56)
triggerall = Random<=var(59)*60 || var(59)>9
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=19) && InGuardDist
triggerall = !Enemynear,HitDefAttr = SCA,NT,ST,HT
triggerall = Enemynear,Time>=30 || (Time=0 && var(59)>9) || var(59)>10 || Enemynear,Ctrl
triggerall = P2BodyDist X>185 || (Enemynear,AnimTime<=-26 && !Enemynear,Ctrl)
triggerall = (var(30)=1 || var(30)=2 || var(30)=5)
trigger1   = Enemynear,Time>=50 || var(59)>9
trigger2   = (PrevStateNo = [5000,5270])
trigger3   = (PrevStateNo = [120,159])
trigger4   = Enemynear,Ctrl

;---------------------------------------------------------------------
[State -1,旔偗]
type       = ChangeState
value      = 4010
triggerall = var(59) && !var(56)
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=19 || StateNo=100) && var(30)=4
triggerall = Enemynear,movetype = A && !Enemynear,HitDefAttr = SCA,NT,ST,HT
triggerall = P2BodyDist Y >= -90
trigger1   = Random<=var(59)*15 && inguarddist && (P2BodyDist X = [-5,90])
trigger1   = (!enemy,numproj && Enemynear,AnimTime<=-10) || (enemy,numproj && Enemynear,AnimTime<=-29)
trigger2   = Random<=var(59)*3 && P2BodyDist X = [60,120]
trigger2   = Enemynear,movetype != H && !enemy,numproj

;---------------------------------------------------------------------
[State -1,僶僢僋僟僢僔儏]
type       = ChangeState
value      = 105
triggerall = var(59)
triggerall = Random<=var(59)*60 || var(59)>9
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=19 ||StateNo = 100)
triggerall = (Enemynear,StateNo=[200,699]) || Enemynear,HitDefAttr=SCA,AT
triggerall = Enemynear,vel x<3 && Enemynear,MoveType=A
triggerall = Enemynear,Time>=30 || (Time=0 && var(59)>9) || var(59)>10
triggerall = P2BodyDist X=[-5,90]
trigger1   = Enemynear,Time>=50 || var(59)>10
trigger2   = (PrevStateNo=[5000,5270])
trigger3   = (PrevStateNo=[120,159])

 
;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 
;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

;---------------------------------------------------------------------
[State -1,棫偪僈乕僪]
type       = ChangeState
value      = 120
triggerall = var(59)
triggerall = RoundState=2 && StateType != A && ((Ctrl || StateNo=1 || StateNo=19) || var(22)=1)
triggerall = (StateNo!=[120,155]) && InGuardDist && !var(47)
trigger1   = Random<=var(59)*60 || var(59)>9
trigger2   = Random<=var(59)*150
trigger2   = P2BodyDist X>90 || Enemynear,Time>50

;---------------------------------------------------------------------
[State -1,僈乕僪僉儍儞僙儖]
type       = ChangeState
value      = 4500
triggerall = var(59) && Random<=var(59)*20
triggerall = floor(var(40)%10)=1
triggerall = (var(30)=[1,2]) || (var(30)=[4,5])
triggerall = RoundState=2 && StateType != A
triggerall = Enemynear,AnimTime<=-5 || var(59)<7
triggerall = Enemynear,HitDefAttr = SCA,HA
triggerall = backedgebodydist <= 20
triggerall = (P2BodyDist X = [-5,60]) && (P2BodyDist Y = [-30,0])
trigger1   = (StateNo=150 || StateNo=152)
 
;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
; 抧忋婲偒峌傔 
;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

;---------------------------------------------------------------------
[State -1,僲乕儅儖僕儍儞僾]
type       = ChangeState
value      = 60
triggerall = var(59) && Random <= ifelse(var(59)*50>500,500,var(59)*50)
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
triggerall = Enemynear,StateType = L && Enemynear,StateNo = 5120
trigger1   = Enemynear,AnimTime = -30 && (P2BodyDist X = [0,40])

;---------------------------------------------------------------------
[State -1,彫僕儍儞僾]
type       = ChangeState
value      = 62
triggerall = var(59) && Random <= ifelse(var(59)*50>500,500,var(59)*50)
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101) && var(30) > 2
triggerall = Enemynear,StateType = L && Enemynear,StateNo = 5120
trigger1   = Enemynear,AnimTime = -20 && (P2BodyDist X = [0,100])

;---------------------------------------------------------------------
[State -1,偟傖偑傒庛僉僢僋]
type       = ChangeState
value      = 430
triggerall = var(59)
triggerall = Random <= var(59)*100
triggerall = StateType != A && (Ctrl || StateNo=1 || StateNo=19)
triggerall = Enemynear,StateType = L && Enemynear,StateNo = 5120
trigger1   = Enemynear,AnimTime = -5 && (P2BodyDist X = [0,50])
	 
;---------------------------------------------------------------------
;抧忋栚墴偟 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,偟傖偑傒庛僉僢僋]
type       = ChangeState
value      = 430
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=11 || StateNo=19) && !inguarddist && !var(47)
triggerall = Enemynear,StateType != L && Enemynear,MoveType = H && (Enemynear,StateNo != [120,159])
triggerall = (P2bodydist X = [-5,40]) && P2bodydist Y = 0
trigger1   = PrevStateNo = 52 || PrevStateNo = 430 || PrevStateNo = 1250

;---------------------------------------------------------------------
[State -1,棫偪庛僉僢僋]
type       = ChangeState
value      = 230
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=11 || StateNo=19) && !inguarddist && !var(47)
triggerall = Enemynear,StateType != L && Enemynear,MoveType = H && (Enemynear,StateNo != [120,159])
triggerall = (P2bodydist X = [-5,40]) && (P2bodydist Y = [-30,0])
trigger1   = PrevStateNo = 230

;---------------------------------------------------------------------
[State -1,僕儍僈乕儕儃儖僶乕丒Lv.1乮僆儕僐儞乯]
type       = ChangeState
value      = 3000
triggerall = var(59) && Random <= var(59)*100
triggerall = floor(var(40)%10)=1 && var(47) && fvar(37) <= 500
triggerall = RoundState=2 && StateType != A
triggerall = Enemynear,Alive && Enemynear,MoveType=H
triggerall = (P2BodyDist X=[-30,50]) && (P2bodydist Y = [-150,-80])
trigger1   = PrevStateNo = 1130 && (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
 
;---------------------------------------------------------------------
;抧忋寗晅偒 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,偟傖偑傒拞僷儞僠]
type       = ChangeState
value      = 410
triggerall = var(59) && Random<=var(59)*100 && !var(47)
triggerall = RoundState = 2 && StateType != A && !inguarddist
triggerall = Enemynear,StateType != L && Enemynear,MoveType = I
triggerall = Enemynear,AnimTime <= -2
triggerall = (P2bodydist X = [0,60]) && (P2bodydist Y = [-60,0])
triggerall = (Ctrl || StateNo=1 || StateNo=19)|| StateNo = 100
trigger1   = Enemynear,StateType = A && !Enemynear,Ctrl
trigger2   = (Enemynear,StateNo = [200,649])

;---------------------------------------------------------------------
[State -1,偟傖偑傒拞僷儞僠乮僆儕僐儞乯]
type       = ChangeState
value      = 450
triggerall = var(59) && Random<=var(59)*100 && var(47)
triggerall = RoundState = 2 && StateType != A && !inguarddist
triggerall = Enemynear,StateType != L && Enemynear,MoveType = I
triggerall = Enemynear,AnimTime <= -5
triggerall = (P2bodydist X = [0,60]) && P2bodydist Y = 0
triggerall = (Ctrl || StateNo=1 || StateNo=19)|| StateNo = 100
trigger1   = Enemynear,StateType = A && !Enemynear,Ctrl
trigger2   = (Enemynear,StateNo = [200,649])
 
;---------------------------------------------------------------------
;抧忋宷偓 
;---------------------------------------------------------------------
;---------------------------------------------------------------------
[State -1,僕儍僈乕僶儕乕僪傾僒儖僩乮LV.3乯]
type       = ChangeState
value      = 3002
triggerall = var(59)&&Random<=var(59)*100
triggerall = floor(var(40)/100%10)=1 && var(30)!=2
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,Alive && Enemynear,MoveType=H
triggerall = (P2BodyDist X=[35,100]) && (P2bodydist Y = [-60,0])
trigger1   = MoveHit && StateNo = 430

;---------------------------------------------------------------------
[State -1,僕儍僈乕僶儕乕僪傾僒儖僩乮LV.1乯]
type       = ChangeState
value      =  3000
triggerall = var(59)&&Random<=var(59)*100 && var(30)!=3 && var(30)!=6
triggerall = !var(47)
triggerall = floor(var(40)%10)=1 && !InGuardDist
triggerall = RoundState = 2 && StateType != A
triggerall = Enemynear,Alive && Enemynear,MoveType=H
triggerall = (P2BodyDist X=[35,100]) && (P2bodydist Y = [-60,0])
trigger1   = MoveHit && StateNo = 430

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕]
type       = ChangeState
value      = 1100
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && !inguarddist && !var(47)
triggerall = Enemynear,StateType != L && Enemynear,StateType != C&& Enemynear,MoveType = H
triggerall = (P2BodyDist X=[35,100]) && P2bodydist Y = 0
trigger1   = MoveContact && StateNo = 430

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋丒庛]
type       = ChangeState
value      = 1000
triggerall = var(59) && Random <= var(59)*50
triggerall = RoundState = 2 && StateType != A && !inguarddist && !var(47)
triggerall = Enemynear,StateType != L && Enemynear,MoveType = H
triggerall = (P2BodyDist X=[35,100]) && P2bodydist Y = 0
trigger1   = MoveContact && StateNo = 230
trigger2   = MoveContact && StateNo = 430 && Enemynear,StateType = C
trigger3   = MoveContact && StateNo = 410 && Enemynear,StateType = C

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋丒嫮]
type       = ChangeState
value      = 1020
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && !inguarddist && !var(47)
triggerall = Enemynear,StateType != L && Enemynear,MoveType = H
triggerall = (P2BodyDist X=[35,100]) && P2bodydist Y = 0
trigger1   = MoveContact && StateNo = 230
trigger2   = MoveContact && StateNo = 410

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋乮僆儕僐儞乯]
type       = ChangeState
value      = 1000
triggerall = var(59) && Random<=var(59)*100
triggerall = RoundState = 2 && StateType != A && var(47)
triggerall = Enemynear,Alive && Enemynear,MoveType=H
triggerall = (P2BodyDist X=[-30,50]) && (P2bodydist Y = [-100,-10])
trigger1   = StateNo = 1030 && var(18) = 1

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕丒嫮乮僆儕僐儞乯]
type       = ChangeState
value      = 1120
triggerall = var(59) && Random<=var(59)*100
triggerall = RoundState = 2 && StateType != A && var(47) && fvar(37) > 500
triggerall = Enemynear,Alive && Enemynear,MoveType=H
triggerall = (P2BodyDist X=[-30,70]) && (P2bodydist Y = [-150,-10])
trigger1   = StateNo = 1130 && var(18) = 1

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕丒拞乮僆儕僐儞乯]
type       = ChangeState
value      = 1110
triggerall = var(59) && Random<=var(59)*100
triggerall = RoundState = 2 && StateType != A && var(47) && fvar(37) > 500
triggerall = Enemynear,Alive && Enemynear,MoveType=H
triggerall = (P2BodyDist X=[-30,70]) && (P2bodydist Y = [-10,50])
trigger1   = StateNo = 1030 && var(18) = 1
  
;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
;嬻拞婲偒峌傔(嵓媆旘傃) 
;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

;---------------------------------------------------------------------
[State -1,僕儍儞僾拞僉僢僋]
type       = ChangeState
value      = 640
triggerall = var(59)
triggerall = StateType=A && Ctrl
triggerall = Enemynear,StateType=L && Enemynear,StateNo=5120
triggerall = (P2BodyDist X=[-40,-6]) || (P2BodyDist X=[30,70])
trigger1   = Pos Y >=-60
trigger1   = PrevStateNo = 60

;---------------------------------------------------------------------
[State -1,僕儍儞僾拞僷儞僠]
type       = ChangeState
value      = 610
triggerall = var(59)
triggerall = StateType=A && Ctrl
triggerall = Enemynear,StateType=L && Enemynear,StateNo=5120
triggerall = (P2BodyDist X=[-5,30])
trigger1   = vel y>0 && Pos Y >=-40
trigger1   = PrevStateNo = 62
	 
;---------------------------------------------------------------------
;嬻拞栚墴偟 
;---------------------------------------------------------------------
 
;---------------------------------------------------------------------
;嬻拞寗晅偒 
;---------------------------------------------------------------------
 
;---------------------------------------------------------------------
;嬻拞宷偓 
;---------------------------------------------------------------------
  
;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
;傇偭傁 
;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
;抧忋堏摦 
;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

;---------------------------------------------------------------------
[State -1,儔儞丒僟僢僔儏]
type       = ChangeState
value      = 100+(var(30) = [1,3])*10
triggerall = var(59) && Random <= 15-(var(30) = [1,3])*13
triggerall = roundstate = 2 && StateType != A && !inguarddist
triggerall = Ctrl
trigger1   = Enemynear,StateType != L && Enemynear,MoveType = I && P2BodyDist X >=  30 && var(30) <= 3
trigger2   = Enemynear,StateType != L && Enemynear,MoveType = I && P2BodyDist X >= 100 && var(30) >  3
trigger3   = (var(30) = [4,6]) && NumProjid(1000)

;---------------------------------------------------------------------
[State -1,僕儍儞僾]
type       = ChangeState
value      = 60+(P2BodyDist X >= 100)+(var(30)>2&&P2BodyDist X >= 50)
triggerall = !var(17)
triggerall = var(59) && Random <= 15
triggerall = roundstate = 2 && StateType != A && !inguarddist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,MoveType != A
trigger1   = (Ctrl || StateNo=19)

;---------------------------------------------------------------------
[State -1,曕偒]
type       = ChangeState
value      = 19
triggerall = var(59)
triggerall = roundstate = 2 && StateType != A && !inguarddist
triggerall = Enemynear,StateType != L
triggerall = (Ctrl || StateNo=19)
triggerall = StateNo!=19 && StateNo!=20
triggerall = p2BodyDist X >= -5
trigger1   = var(17) && var(15) > 20 && P2BodyDist X >= 40
trigger2   = (Random <= 30 || P2BodyDist X >= 150) && Enemynear,MoveType = I
	 
;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
;抧忋棫偪夞傝媄怳傝 
;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

;---------------------------------------------------------------------
[State -1,僆儕僐儞敪摦]
type       = ChangeState
value      = 4200
triggerall = var(59) && Random<=var(59)*100
triggerall = var(30)=2 && Power>=3000 && fvar(8)!
triggerall = RoundState=2 && statetype!=A && (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
triggerall = !Enemynear,numproj
triggerall = Enemynear,life > 150 || (100*life/const(data.life))<=15
trigger1   = Enemynear,movetype = A && inguarddist
trigger1   = (P2BodyDist X = [-5,40]) && P2Bodydist Y >= 0
trigger1   = Enemynear,animtime <= -10
trigger2   = Enemynear,statetype != A && (Enemynear,stateno = [5000,5039]) && !inguarddist
trigger2   = Enemynear,animtime <= -10
trigger3   = Enemynear,statetype = A && (Enemynear,ctrl || Enemynear,movetype = A)
trigger3   = Enemynear,vel X >= 0
trigger3   = P2BodyDist X = [-10+floor(15*(Enemynear,vel X)),20+floor(15*(Enemynear,vel X))]
trigger3   = P2BodyDist Y = [-40-floor(15*(Enemynear,vel Y)),-10-floor(15*(Enemynear,vel Y))]

;---------------------------------------------------------------------
[State -1,偟傖偑傒嫮僉僢僋乮僆儕僐儞乯]
type       = ChangeState
value      = 450
triggerall = var(59) && Random <= var(59)*100 && var(47)
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType != A
triggerall = Enemynear,Ctrl || (Enemynear,StateNo=[0,199]) || Enemynear,MoveType = A
triggerall = (P2bodydist X = [-5,60]) && !P2BodyDist Y
trigger1   = (Ctrl || StateNo=1|| StateNo=19 || StateNo = 100)

;---------------------------------------------------------------------
[State -1,僷儚乕MAX敪摦]
type       = ChangeState
value      = 4150
triggerall = var(59)
triggerall = RoundState = 2 && statetype != A && (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101) && !InGuardDist
triggerall = var(30)=5 && Power >= 2000 && !fvar(8)
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,MoveType != A
triggerall = P2Life > 0 && !Enemynear,numproj && Enemynear,vel X <= 0
trigger1   = Random <= var(59)*25  && (P2BodyDist X != [120,180])
trigger2   = Random <= var(59)*50  && P2BodyDist X >= 180
trigger3   = Random <= var(59)*100 && Enemynear,statetype = L

;---------------------------------------------------------------------
[State -1,僟僂儞夞旔]
type       = ChangeState
value      = 5201
triggerall = var(59) && random <= var(59)*50
triggerall = RoundState = 2 && alive
triggerall = CanRecover
trigger1   = StateNo = 5100

;---------------------------------------------------------------------
[State -1,挧敪]
type       = ChangeState
value      = 195
triggerall = var(59) && Random <= var(59)
triggerall = roundstate = 2 && StateType != A && !inguarddist
triggerall = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
triggerall = Life >= (Enemynear,Life)*3 && (100*life/const(data.life)) >= 75
triggerall = !enemy,numproj
trigger1   = Enemynear,movetype != A && Enemynear,vel X <= 0
trigger1   = P2BodyDist X >= 200
trigger2   = Enemynear,statetype = L && Enemynear,stateno != 5120
trigger2   = P2BodyDist X >= 120
trigger3   = var(17) && var(15) > 20
	 
;---------------------------------------------------------------------
; 搳偘丒搳偘懳嶔 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉儍儕乕]
type       = ChangeState
value      = 800
triggerall = var(59) && (random = [0,0+var(59)*25]) || var(59)=11
triggerall = !var(47) && !var(57)
triggerall = RoundState = 2 && StateType != A
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType != A
triggerall = (P2BodyDist X = [0,40]) && !P2BodyDist Y
triggerall = PrevStateNo != 800 && PrevStateNo != 850
trigger1   = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僕儍僈乕僗儔儉]
type       = ChangeState
value      = 850
triggerall = var(59) && (random = [0,0+var(59)*50]) || var(59)=11
triggerall = !var(47) && !var(57)
triggerall = RoundState = 2 && StateType != A
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType != A
triggerall = (P2BodyDist X = [0,40]) && !P2BodyDist Y
triggerall = PrevStateNo != 800 && PrevStateNo != 850
trigger1   = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,棫偪庛僷儞僠]
Type       = ChangeState
value      = 200
triggerall = var(59) && Random <= var(59)*50
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType != A
triggerall = Enemynear,Ctrl||(Enemynear,StateNo=[0,199])||Enemynear,MoveType = A
triggerall = (P2BodyDist X=[15,50]) && (P2bodydist Y = [-35,0])
triggerall = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
trigger1   = !(Enemynear,MoveType = A && Enemynear,stateno = [3000,3999])
 
;---------------------------------------------------------------------
; 懳嬻 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,嬤嫍棧嫮僉僢僋]
type       = ChangeState
value      = 255
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType=A
triggerall = (P2BodyDist X=[-5,15]) && (P2bodydist Y = [-70,0])
trigger1   = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕丒庛]
type       = ChangeState
value      = 1100
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType=A
triggerall = (P2BodyDist X=[15,50]) && (P2bodydist Y = [-80,0])
trigger1   = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
 
;---------------------------------------------------------------------
; 壓抜 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,偟傖偑傒庛僉僢僋]
type       = ChangeState
value      = 430
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H
triggerall = (Enemynear,stateno!=[5120,5201]) && (Enemynear,prevstateno != [5120,5210])
triggerall = P2bodydist X = [-5,40]
triggerall = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
trigger1   = Enemynear,MoveType = I || (Enemynear,MoveType = A && Enemynear,stateno != [3000,3999])
trigger1   = prevstateno != 430
trigger2   = (Enemynear,StateNo != [120,159])
 
;---------------------------------------------------------------------
; 拞抜 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,僕儍僈乕僋儔儞僠]
type       = ChangeState
value      = 300
triggerall = var(59) && random <= var(59)*50
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType=C
triggerall = (P2BodyDist X = [0,50]) && P2bodydist Y = 0
trigger1   = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僕儍僈乕僩僁乕僗]
type       = ChangeState
value      = 1200
triggerall = var(59) && random <= var(59)*75
triggerall = RoundState = 2 && StateType != A && !InGuardDist
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H && Enemynear,StateType=C
triggerall = P2bodydist Y = 0
trigger1   = (Ctrl || StateNo=19 || StateNo=100 && animelemtime(2) >1 || StateNo=101)
 
;---------------------------------------------------------------------
; 嬻拞 
;---------------------------------------------------------------------
   
;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
;嬻拞堏摦 
;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
	 
;---------------------------------------------------------------------
;嬻拞棫偪夞傝媄怳傝 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1, 僕儍儞僾拞僉僢僋]
Type = ChangeState
value = 640
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType=A && !InGuardDist && vel y>0
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H
triggerall = (P2BodyDist X=[-40,-6]) && P2BodyDist Y<=40 || (P2BodyDist X=[30,70]) && P2BodyDist Y<=65
triggerall = (Enemynear,StateNo != [120,159])||Enemynear,StateType!=A
trigger1 = Ctrl

;---------------------------------------------------------------------
[State -1, 僕儍儞僾拞僷儞僠]
Type = ChangeState
value = 610
triggerall = var(59) && Random <= var(59)*100
triggerall = RoundState = 2 && StateType=A && !InGuardDist && vel y>0 && Pos Y<=-40
triggerall = Enemynear,StateType != L && Enemynear,MoveType != H
triggerall = (P2BodyDist X=[-5,30]) && P2BodyDist Y<=55
triggerall = (Enemynear,StateNo != [120,159])||Enemynear,StateType!=A
trigger1 = Ctrl

;---------------------------------------------------------------------
[State -1, 嬻拞庴偗恎]
type = ChangeState
triggerall = var(59) && Random <= var(59)*35
triggerall = RoundState = 2 && stateno = 5050
triggerall = alive && CanRecover && inguarddist
trigger1 = Vel Y > -1 && Pos Y <= -48
value = 5210
   
;=====================================================================
; 僾儗僀儎乕憖嶌 
;=====================================================================


	 
;=====================================================================
; Super Arts 
;=====================================================================

;---------------------------------------------------------------------
[State -1,僕儍僈乕僶儕乕僪傾僒儖僩乮LV.3乯]
type       = ChangeState
value      =  3002
triggerall = !var(59)
triggerall = StateType != A && floor(var(40)/100%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = (var(30)=[0,1]) && Command = "JaguarBaredAsalt_Lv.3" || (var(30)=[2,6]) && Command = "JaguarBaredAsalt"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=1300 || (var(30)=[2,6]) && Var(0)=[1100,1300]

;---------------------------------------------------------------------
[State -1,僕儍僈乕僶儕乕僪傾僒儖僩乮LV.2乯]
type       = ChangeState
value      =  3001
triggerall = !var(59)
triggerall = StateType != A && floor(var(40)/10%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "JaguarBaredAsalt_Lv.3" && floor(var(40)/100%10)=0 || Command = "JaguarBaredAsalt_Lv.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=1300 && floor(var(40)/100%10)=0 || Var(0)=1200

;---------------------------------------------------------------------
[State -1,僕儍僈乕僶儕乕僪傾僒儖僩乮LV.1乯]
type       = ChangeState
value      =  3000
triggerall = !var(59)
triggerall = StateType != A && floor(var(40)%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "JaguarBaredAsalt_Lv.3" && floor(var(40)/100%10)=0 || Command = "JaguarBaredAsalt_Lv.2" && floor(var(40)/10%10)=0 || Command = "JaguarBaredAsalt_Lv.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=1300 && floor(var(40)/100%10)=0 || Var(0)=1200 && floor(var(40)/10%10)=0 || Var(0)=1100

;---------------------------------------------------------------------
[State -1,僕儍僈乕儕儃儖僶乕乮LV.3乯]
type       = ChangeState
value      =  3120
triggerall = !var(59)
triggerall = StateType != A && floor(var(40)/100%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = (var(30)=[0,1]) && Command = "JaguarRevolver_Lv.3" || (var(30)=[2,6]) && Command = "JaguarRevolver"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=2300 || (var(30)=[2,6]) && Var(0)=[2100,2300]

;---------------------------------------------------------------------
[State -1,僕儍僈乕儕儃儖僶乕乮LV.2乯]
type       = ChangeState
value      =  3110
triggerall = !var(59)
triggerall = StateType != A && floor(var(40)/10%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "JaguarRevolver_Lv.3" && floor(var(40)/100%10)=0 || Command = "JaguarRevolver_Lv.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=2300 && floor(var(40)/100%10)=0 || Var(0)=2200

;---------------------------------------------------------------------
[State -1,僕儍僈乕儕儃儖僶乕乮LV.1乯]
type       = ChangeState
value      =  3100
triggerall = !var(59)
triggerall = StateType != A && floor(var(40)%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "JaguarRevolver_Lv.3" && floor(var(40)/100%10)=0 || Command = "JaguarRevolver_Lv.2" && floor(var(40)/10%10)=0 || Command = "JaguarRevolver_Lv.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=2300 && floor(var(40)/100%10)=0 || Var(0)=2200 && floor(var(40)/10%10)=0 || Var(0)=2100
 
;=====================================================================
; Special Arts 
;=====================================================================

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕丒庛]
type       = ChangeState
value      = 1100
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "RisingJaguar_a"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=31

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕丒拞]
type       = ChangeState
value      = 1110
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "RisingJaguar_b"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=32

;---------------------------------------------------------------------
[State -1,儔僀僕儞僌僕儍僈乕丒嫮]
type       = ChangeState
value      = 1120
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "RisingJaguar_c"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=33
;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋丒庛]
type       = ChangeState
value      = 1000
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "Jaguarkick_a"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=21

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋丒拞]
type       = ChangeState
value      = 1010
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "Jaguarkick_b"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=22

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋丒嫮]
type       = ChangeState
value      = 1020
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "Jaguarkick_c"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=23

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉僢僋丒嬻拞]
type       = ChangeState
value      = 1050
triggerall = !var(59)
triggerall = Command = "Jaguarkick_a" || Command = "Jaguarkick_b" || Command = "Jaguarkick_c"
triggerall = StateType = A && Pos Y < -35
trigger1   = Ctrl || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1

;---------------------------------------------------------------------
[State -1,僕儍僈乕僩僁乕僗]
type       = ChangeState
value      = 1200
triggerall = !var(59)
triggerall = StateType != A
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "Jaguartooth_a" || Command = "Jaguartooth_b" || Command = "Jaguartooth_c"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=[31,33]

;---------------------------------------------------------------------
[State -1,僒僂僓儞僪僕儍僈乕]
type       = ChangeState
value      = 1300+var(14)*10
triggerall = !var(59)
triggerall = StateType != A
triggerall = Command = "x" || Command = "y" || Command = "z"
triggerall   = var(12) >= 4 && var(13)=[1,9]
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=200 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
 
;=====================================================================
; Basic Animation 
;=====================================================================

;---------------------------------------------------------------------
[State -1,僗僥僢僾]
type       = ChangeState
value      = 110
triggerall = !Var(59)
triggerall = Command = "FF" && StateType = S && Ctrl
trigger1   = (var(30) = 1 || var(30) = 2 || var(30) = 3) && !var(43)
trigger2   = var(43)&&floor(var(51)%10)=1

;---------------------------------------------------------------------
[State -1,儔儞]
type       = ChangeState
value      = 100
triggerall = !Var(59)
triggerall = Command = "FF" && StateType = S && Ctrl && StateNo != 100
trigger1   = (var(30) = 4 || var(30) = 5 || var(30) = 6) && !var(43)
trigger2   = var(43)&&floor(var(51)%10)=2

;---------------------------------------------------------------------
[State -1,僶僢僋僗僥僢僾]
type       = ChangeState
value      = 105
triggerall = !Var(59)
trigger1   = Command = "BB" && StateType = S && Ctrl
 
;=====================================================================
; Basic Throws 
;=====================================================================

;---------------------------------------------------------------------
[State -1,僕儍僈乕僉儍儕乕乮俹捠忢搳偘乯]
type       = ChangeState
value      = 800
triggerall = !var(59)
triggerall = StateNo != 100 && StateType = S && (Ctrl ||var(22) = 5)
triggerall = P2MoveType != H && !P2StateType = A
trigger1   = Command = "fwd_z" && P2BodyDist X < 26
trigger2   = Command = "back_z" && P2BodyDist X < 26

;---------------------------------------------------------------------
[State -1,僕儍僈乕僗儔儉乮俲捠忢搳偘乯]
type       = ChangeState
value      = 850
triggerall = !var(59)
triggerall = StateNo != 100 && StateType = S && (Ctrl ||var(22) = 5)
triggerall = P2MoveType != H && !P2StateType = A
trigger1   = Command = "fwd_c" && P2BodyDist X < 26
trigger2   = Command = "back_c" && P2BodyDist X < 26
 
;---------------------------------------------------------------------
; Special Attacks , Moves and so on. 
;---------------------------------------------------------------------

;---------------------------------------------------------------------------
;僟僂儞夞旔
[State -1]
type = ChangeState
value = 5201
triggerall = !var(59)
triggerall = Alive && fvar(21) = 0
triggerall = StateNo = 5050 || StateNo = 5071
triggerall = Vel Y > 0 && Pos Y >= 10
triggerall = command = "recovery"
trigger1   = var(30)=2 || var(30)=5 || var(30)=6
trigger2   = var(43)&&floor(var(51)/100000%10)=1
persistent = 0

;---------------------------------------------------------------------
[State -1,夞傝崬傒]
type       = ChangeState
value      = 4000
triggerall = !var(59)
triggerall = Command = "recovery"  && StateType != A && ((Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger1   = (var(30)=1 || var(30)=2 || var(30)=5) && !var(43)
trigger2   = var(43)&&floor(var(51)/10%10)=1
trigger3   = var(43)&&floor(var(51)/10%10)=3 && Command = "holdfwd"

;---------------------------------------------------------------------
[State -1,旔偗]
type       = ChangeState
value      = 4010
triggerall = !var(59)
triggerall = Command = "recovery"  && StateType != A && (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)
trigger1   = var(30)=4 && !var(43)
trigger2   = var(43)&&floor(var(51)/10%10)=2
trigger3   = var(43)&&floor(var(51)/10%10)=3

;---------------------------------------------------------------------
[State -1,僇僂儞僞乕峌寕乮僷儞僠乯]
type       = ChangeState
value      = 220
triggerall = !var(59)
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1   = StateNo = 4010
trigger1   = AnimElem = 3,>1

[State -1,僇僂儞僞乕峌寕乮僉僢僋乯]
type       = ChangeState
value      = 4020
triggerall = !var(59)
triggerall = Command = "a" || Command = "b" || Command = "c"
trigger1   = StateNo = 4010
trigger1   = Time = [14,23]

;---------------------------------------------------------------------
[State -1,僷儚乕棴傔摦嶌]
type       = ChangeState
value      = 4100
TriggerAll = !Var(59)
TriggerAll = command = "charge1" && command = "charge2" && fvar(8)!
TriggerAll = statetype!= A && (var(30)=6 && fvar(37) <72 || var(30)=4 && fvar(37) <100 || var(30)!=4 && Power < 3000)
TriggerAll   = var(30)=4 || var(43)&&floor(var(50)/10000000%10)=1
Trigger1   = (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僷儚乕MAX敪摦]
type       = ChangeState
value      = 4150
TriggerAll = !Var(59)
TriggerAll = command = "Pow-MAX"
TriggerAll = statetype!= A && (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = var(30)=5 && Power >= 1000 && fvar(8)!
Trigger2   = var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1

[State -1,僋僀僢僋MAX敪摦]
type       = ChangeState
value      = 4160
TriggerAll = !Var(59)
TriggerAll = command = "Pow-MAX"
triggerall = var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1
trigger1   = statetype != A && MoveContact
trigger1   = (StateNo = [200,799]) || var(22)=-2 || (StateNo = 150 || StateNo = 152)
ignorehitpause = 1

;---------------------------------------------------------------------
[State -1,僆儕僐儞敪摦乮抧忋乯]
type       = ChangeState
value      = 4200
triggerall = !var(59)
triggerall = command = "Pow-MAX"
triggerall = statetype != A && var(30)=2 && Power >= 3000 && fvar(8)!
trigger1   = (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)

[State -1,僆儕僐儞敪摦乮嬻拞乯]
type       = ChangeState
value      = 4210
triggerall = !var(59)
triggerall = command = "Pow-MAX"
triggerall = statetype = A && var(30)=2 && Power >= 3000 && fvar(8)!
trigger1   = (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僈乕僪僉儍儞僙儖峌寕]
type       = ChangeState
value      = 4500
triggerall = !var(59)
triggerall = Command = "GC_Attack"
triggerall = (StateNo = 150 || StateNo = 152) && StateType != A
trigger1   = (var(30)=1 && Power>=1000) || (var(30)=2 && (Power>=1500||Fvar(8))) || (var(30)=4 && Fvar(8)) || (var(30)=5 && (Power>=1000||Fvar(8)))
trigger2   = var(43)&&floor(var(51)/100%10)=1
trigger2   = (var(30)=3 && Power>=3000) || (var(30)=6 && Fvar(8))

;---------------------------------------------------------------------
[State -1,僈乕僪僉儍儞僙儖堏摦]
type       = ChangeState
value      = IfElse((Command = "GC_back"),4520,4510)
triggerall = !var(59)
triggerall = Command = "GC_fwd" || Command = "GC_back"
triggerall = (StateNo = 150 || StateNo = 152) && StateType != A
trigger1   = (var(30)=1 && Power>=1000) || (var(30)=2 && (Power>=1500||Fvar(8))) || (var(30)=4 && Fvar(8)) || (var(30)=5 && (Power>=1000||Fvar(8)))
trigger2   = var(43)&&floor(var(51)/1000%10)=1
trigger2   = (var(30)=3 && Power>=3000) || (var(30)=6 && Fvar(8))
 
;=====================================================================
; Dir + Button 
;=====================================================================

;---------------------------------------------------------------------
[State -1,僕儍僈乕僋儔儞僠]
type       = ChangeState
value      = 300
triggerall = !var(59)
triggerall = Command = "y" && Command = "holdfwd"
trigger1   = StateType = S && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=220 || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440
 
;=====================================================================
; Taunts 
;=====================================================================

;---------------------------------------------------------------------
[State -1,挧敪]
type       = ChangeState
value      = 195
triggerall = !var(59)
triggerall = command = "start"
trigger1   = StateType = S
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
 
;=====================================================================
; Basic Arts 
;=====================================================================

;---------------------------------------------------------------------
[State -1,棫偪庛僷儞僠]
type       = ChangeState
value      = 200
triggerall = !var(59)
triggerall = Command = "x" && Command != "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = StateNo = 200 && AnimElem = 3,>=0

;---------------------------------------------------------------------
[State -1,棫偪拞僷儞僠]
type       = ChangeState
value      = 210
triggerall = !var(59)
triggerall = Command = "y" && Command != "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=230 || StateNo=400 || StateNo=430

;---------------------------------------------------------------------
[State -1,棫偪嫮僷儞僠]
type       = ChangeState
value      = 220
triggerall = !var(59)
triggerall = Command = "z" && Command != "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,棫偪庛僉僢僋]
type       = ChangeState
value      = 230
triggerall = !var(59)
triggerall = Command = "a" && Command != "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=400
trigger3   = StateNo = 200 && AnimElem = 3,>=0

;---------------------------------------------------------------------
[State -1,棫偪拞僉僢僋]
type       = ChangeState
value      = 240
triggerall = !var(59)
triggerall = Command = "b" && Command != "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=230 || StateNo=400 || StateNo=410 || StateNo=430

;---------------------------------------------------------------------
[State -1,棫偪嫮僉僢僋]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 15,255,250)
triggerall = !var(59)
triggerall = Command = "c" && Command != "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=220 || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,偟傖偑傒庛僷儞僠]
type       = ChangeState
value      = 400
triggerall = !var(59)
triggerall = Command = "x" && Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = StateNo = 200 && AnimElem = 3,>=0

;---------------------------------------------------------------------
[State -1,偟傖偑傒拞僷儞僠]
type       = ChangeState
value      = 410
triggerall = !var(59)
triggerall = Command = "y" && Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=230 || StateNo=400 || StateNo=430

;---------------------------------------------------------------------
[State -1,偟傖偑傒嫮僷儞僠]
type       = ChangeState
value      = 420
triggerall = !var(59)
triggerall = Command = "z" && Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,偟傖偑傒庛僉僢僋]
type       = ChangeState
value      = 430
triggerall = !var(59)
triggerall = Command = "a" && Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=400
trigger3   = StateNo = 200 && AnimElem = 3,>=0

;---------------------------------------------------------------------
[State -1,偟傖偑傒拞僉僢僋]
type       = ChangeState
value      = 440
triggerall = !var(59)
triggerall = Command = "b" && Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=230 || StateNo=400 || StateNo=410 || StateNo=430

;---------------------------------------------------------------------
[State -1,偟傖偑傒嫮僉僢僋]
type       = ChangeState
value      = 450
triggerall = !var(59)
triggerall = Command = "c" && Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = StateNo=200 || StateNo=210 || StateNo=220 || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,僕儍儞僾庛僷儞僠]
type       = ChangeState
value      = 600
triggerall = !var(59)
triggerall = Command = "x" && StateType = A
trigger1   = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))

;---------------------------------------------------------------------
[State -1,僕儍儞僾拞僷儞僠]
type       = ChangeState
value      = 610
triggerall = !var(59)
triggerall = Command = "y" && StateType = A
trigger1   = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=630

;---------------------------------------------------------------------
[State -1,僕儍儞僾嫮僷儞僠]
type       = ChangeState
value      = 620
triggerall = !var(59)
triggerall = Command = "z" && StateType = A
trigger1   = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=630 || StateNo=640

;---------------------------------------------------------------------
[State -1,僕儍儞僾庛僉僢僋]
type       = ChangeState
value      = 630
triggerall = !var(59)
triggerall = Command = "a" && StateType = A
trigger1   = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600

;---------------------------------------------------------------------
[State -1,僕儍儞僾拞僉僢僋]
type       = ChangeState
value      = 640
triggerall = !var(59)
triggerall = Command = "b" && StateType = A
trigger1   = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=630

;---------------------------------------------------------------------
[State -1,僕儍儞僾嫮僉僢僋]
type       = ChangeState
value      = 650
triggerall = !var(59)
triggerall = Command = "c" && StateType = A
trigger1   = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=620 || StateNo=630 || StateNo=640

    
