;=====================================================================
;  CMD File For "SAGAT"                               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 = "TigerCanon_Lv.1"
command = ~D, DF, F, D, DF, x
time = 25

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "GroundTigerCanon_Lv.1"
command = ~D, DB, B, D, DB, x
time = 25

[Command]
name = "GroundTigerCanon_Lv.2"
command = ~D, DB, B, D, DB, y
time = 25

[Command]
name = "GroundTigerCanon_Lv.3"
command = ~D, DB, B, D, DB, z
time = 25

[Command]
name = "GroundTigerCanon_Lv.1"
command = ~D, DB, B, D, DB, ~x
time = 25

[Command]
name = "GroundTigerCanon_Lv.2"
command = ~D, DB, B, D, DB, ~y
time = 25

[Command]
name = "GroundTigerCanon_Lv.3"
command = ~D, DB, B, D, DB, ~z
time = 25

[Command]
name = "GroundTigerCanon"
command = ~D, DB, B, D, DB, x
time = 25

[Command]
name = "GroundTigerCanon"
command = ~D, DB, B, D, DB, y
time = 25

[Command]
name = "GroundTigerCanon"
command = ~D, DB, B, D, DB, z
time = 25

[Command]
name = "GroundTigerCanon"
command = ~D, DB, B, D, DB, ~x
time = 25

[Command]
name = "GroundTigerCanon"
command = ~D, DB, B, D, DB, ~y
time = 25

[Command]
name = "GroundTigerCanon"
command = ~D, DB, B, D, DB, ~z
time = 25

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "TigerRaid_Lv.1"
command = ~D, DB, B, D, DB, a
time = 25

[Command]
name = "TigerRaid_Lv.2"
command = ~D, DB, B, D, DB, b
time = 25

[Command]
name = "TigerRaid_Lv.3"
command = ~D, DB, B, D, DB, c
time = 25

[Command]
name = "TigerRaid_Lv.1"
command = ~D, DB, B, D, DB, ~a
time = 25

[Command]
name = "TigerRaid_Lv.2"
command = ~D, DB, B, D, DB, ~b
time = 25

[Command]
name = "TigerRaid_Lv.3"
command = ~D, DB, B, D, DB, ~c
time = 25

[Command]
name = "TigerRaid"
command = ~D, DB, B, D, DB, a
time = 25

[Command]
name = "TigerRaid"
command = ~D, DB, B, D, DB, b
time = 25

[Command]
name = "TigerRaid"
command = ~D, DB, B, D, DB, c
time = 25

[Command]
name = "TigerRaid"
command = ~D, DB, B, D, DB, ~a
time = 25

[Command]
name = "TigerRaid"
command = ~D, DB, B, D, DB, ~b
time = 25

[Command]
name = "TigerRaid"
command = ~D, DB, B, D, DB, ~c
time = 25

[Command]
name = "AngryCharge"
command = ~D, DF, F, s

[Command]
name = "AngryCharge"
command = ~D, DF, F, ~s

 
;-| Special Motions |------------------------------------------------- 
[Command]
name = "TigerCrash_a"
command = ~F, D, DF, a

[Command]
name = "TigerCrash_b"
command = ~F, D, DF, b
[Command]
name = "TigerCrash_c"
command = ~F, D, DF, c

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

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

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

[Command]
name = "TigerUppercut_x"
command = ~F, D, DF, x

[Command]
name = "TigerUppercut_y"
command = ~F, D, DF, y
[Command]
name = "TigerUppercut_z"
command = ~F, D, DF, z

[Command]
name = "TigerUppercut_x"
command = ~F, D, DF, ~x

[Command]
name = "TigerUppercut_y"
command = ~F, D, DF, ~y

[Command]
name = "TigerUppercut_z"
command = ~F, D, DF, ~z

[Command]
name = "TigerShot_x"
command = ~D, DF, F, x

[Command]
name = "TigerShot_y"
command = ~D, DF, F, y

[Command]
name = "TigerShot_z"
command = ~D, DF, F, z

[Command]
name = "TigerShot_x"
command = ~D, DF, F, ~x

[Command]
name = "TigerShot_y"
command = ~D, DF, F, ~y

[Command]
name = "TigerShot_z"
command = ~D, DF, F, ~z

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

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

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

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

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

[Command]
name = "TigerShot_c"
command = ~D, DF, F, ~c
 
;-| 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 
;=====================================================================
	 
;---------------------------------------------------------------------------
; Walk 
[Statedef 20]
type    = S
physics = S
sprpriority = 0

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

[State -2]
Type = varset
Trigger1 = 1
fvar(29) = 60

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

[State 20, 2]
Type = VelSet
triggerall = Time = 0
triggerall = vel x = 0
trigger1 = P2StateType != L && frontedgebodydist < 30
trigger2 = P2StateType = L && P2BodyDist X <= 60
X = Const(Velocity.Walk.Back.X)

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

[State 20, 4]
type = ChangeAnim
triggerall = Time = 0
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),39,40)

[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 = Time = ifelse((Var(30)>=3||var(43)&&floor(var(51)/10000%10)=1),5,2) && 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 39]
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 39, 2]
type = VarSet
Trigger1 = !(EnemyNear(var(57)),HitDefAttr = SC,AT)
Trigger1 = EnemyNear(var(57)),StateType!= L || P2BodyDist X >= 30
Trigger1 = EnemyNear(var(57)),MoveType = H || Random <= 500 || EnemyNear(var(57)),StateType = L
sysvar(1) = 1

[State 39, 3]
type = VarSet
Trigger1 = !(EnemyNear(var(57)),HitDefAttr = SC,AT)
Trigger1 = EnemyNear(var(57)),StateType!= L
Trigger1 = EnemyNear(var(57)),MoveType!= H
Trigger1 = BackEdgeBodyDist>60
Trigger1 = Random <= 150
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 41]
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
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
Trigger1 = EnemyNear,StateType!= L
Trigger1 = EnemyNear,MoveType!= H
Trigger1 = BackEdgeBodyDist>165
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 42]
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
Trigger1 = EnemyNear(var(57)),StateType!= L
Trigger1 = EnemyNear(var(57)),MoveType = H || Random <= 800 || EnemyNear(var(57)),StateType = L || EnemyNear(var(57)),StateType= C
Trigger2 = EnemyNear(var(57)),StateNo = 5120
sysvar(1) = 1

[State 40, 3]
type = varSet
Trigger1 = EnemyNear(var(57)),StateType!= L
Trigger1 = EnemyNear(var(57)),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
 
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling) 
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = Pos Y < -25
triggerall = alive
triggerall = CanRecover
Trigger1 = !var(59) && command = "recovery"
Trigger2 = var(59) && Random <= var(58)*100
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
 
;---------------------------------------------------------------------------
; 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+var(29)*10000
value = 120+var(29)*10000 + (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) && !fvar(30)
Trigger1 = command = "holddown"
Trigger2 = var(59)
Trigger2 = EnemyNear,StateType!=A
;Trigger2 = Random <= var(58)*20||var(58)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = !var(59) && !fvar(30)
Trigger1 = command!= "holddown"
Trigger2 = var(59)
Trigger2 = EnemyNear,StateType=A
;Trigger2 = Random <= var(58)*20||var(58)>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) && !fvar(30)
Trigger1 = command!= "holdback"
Trigger2 = !inguarddist
Trigger3 = var(59) && var(58)=[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(58))*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
TriggerAll = Time > 0
Trigger1 = !var(59)
Trigger1 = command = "holddown"
Trigger2 = var(59)
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(58)*20||var(58)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command!= "holdback"
Trigger2 = !inguarddist
Trigger3 = var(59) && var(58)=[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(58))*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
TriggerAll = Time > 0
Trigger1 = !var(59)
Trigger1 = command!= "holddown"
Trigger2 = var(59)
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(58)*20||var(58)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = command!= "holdback"
Trigger2 = !inguarddist
Trigger3 = var(59) && var(58)=[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(58))*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   = command = "holdback"
Trigger2   = var(59)
TriggerAll = sysvar(0) && 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(58)=[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(58))*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(58)*20||var(58)>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(58)*20||var(58)>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"),(EnemyNear,StateType!=A))

[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(58)*20||var(58)>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(58)*20||var(58)>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"),(EnemyNear,StateType!=A))

[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(58)*20||var(58)>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(58)*20||var(58)>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+(P1name = "cvsiori"&&var(29))*10000

[State -3, 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(58)*20||var(58)>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(58)*20||var(58)>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+(P1name = "cvsiori"&&var(29))*10000

[State -3, 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(58)*20||var(58)>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(58)*20||var(58)>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   = command = "holdback"
Trigger2   = var(59)
TriggerAll = sysvar(0) && inguarddist
value = 130

[State 155, 7]
type = ChangeState
Trigger1 = sysvar(0)
value = 52
  
;-----------------------------------------------------------------
; 儔儞 
[Statedef 100]
type    = S
movetype = I
physics = N
ctrl = 0
VelSet = 0,0

[State -2]
Type = varset
Trigger1 = 1
fvar(29) = 60

[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
triggerall = var(59)
trigger1 = RoundState != 2
trigger2 = inguarddist && Random<250 || Facing!=EnemyNear(var(57)),Facing && P2BodyDist X <= 130 && EnemyNear(var(57)),MoveType!=H && (EnemyNear(var(57)),ctrl || EnemyNear(var(57)),StateNo=5120)
trigger3 = P2BodyDist X <= 40 && (EnemyNear(var(57)),statetype=L || P2BodyDist X <= 5 || (EnemyNear(var(57)),StateNo=[5200,5210]))
value = 101
ctrl = 1

[State 100,ChangeState]
type = ChangeState
triggerall = Time >= 10
trigger1 = !var(59)
trigger1 = Command != "holdfwd"
value = 101
ctrl = 1

[State 100, jump]
type=changestate
trigger1 = !var(59)
trigger1 = Command = "holdupfwd"
trigger2= var(59) && Random<25
trigger2= EnemyNear(var(57)),MoveType!=H && EnemyNear(var(57)),MoveType!=A
trigger2= p2bodydist x >= 150
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,Poweradd]
type = Poweradd
trigger1 = Time < 20
value = 4

[State 4100,Poweradd]
type = Poweradd
trigger1 = Time >= 20
value = 15

[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(var(57)),MoveType!= H
Trigger2 = P2BodyDist X = [-100,100]
Trigger2 = P2BodyDist Y >= -160-EnemyNear(var(57)),vel y*8
Trigger3 = EnemyNear(var(57)),MoveType!= H && EnemyNear(var(57)),Vel X > 0
value = 4101
ctrl = 0

[State 4100,ChangeState]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command!= "charge1" || Command!= "charge2"
Trigger2 = fvar(37) >= 100 && var(30)=4
trigger3 = var(43)&&floor(var(50)/10000000%10)=1 && Power >= 3000
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(59)!=-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
trigger1   = (ProjHitTime(3050)=[1,18])&& (StateNo = 3010 || StateNo = 3040)
trigger2   = MoveHit && StateNo = [3210,3219]
trigger3   = MoveHit && StateNo = 3110
trigger4   = var(15) = 1 && StateNo = 3101
trigger5   = var(15) = 1 && StateNo = 3230
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 || ProjHit=1
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 = 225 && AnimElem = 4,<0
trigger2   = (StateNo = 230 || StateNo = 240 || StateNo = 250) && AnimElem = 4,<0
trigger3   = StateNo = 400 || StateNo = 410 || StateNo = 430 || StateNo = 440
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 = 220 || StateNo = 225 || StateNo = 230 || StateNo = 420 || StateNo = 450
trigger2   = 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 != [1100,1129]
triggerall = StateNo != [1200,1229]
trigger1   = MoveContact && (StateNo = [1000,1999])
trigger2   = var(15) = 1 && (StateNo = 1130 || StateNo = 1230)
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,僞僀僈乕僉儍僲儞]
type     = varset
trigger1 = !var(0) && Command="TigerCanon"
var(0)   = IfElse((Command="TigerCanon_Lv.3"),1300,IfElse((Command="TigerCanon_Lv.2"),1200,1100))

[State -1,僌儔儞僪僞僀僈乕僉儍僲儞]
type     = varset
trigger1 = !var(0) && Command="TigerCanon"
var(0)   = IfElse((Command="TigerCanon_Lv.3"),2300,IfElse((Command="TigerCanon_Lv.2"),2200,2100))

[State -1,僞僀僈乕僕僃僲僒僀僪]
type     = varset
trigger1 = !var(0) && Command="TigerGenocide"
var(0)   = IfElse((Command="TigerGenocide_Lv.3"),4300,IfElse((Command="TigerGenocide_Lv.2"),4200,4100))

[State -1,僞僀僈乕儗僀僪]
type     = varset
trigger1 = !var(0) && Command="TigerRaid"
var(0)   = IfElse((Command="TigerRaid_Lv.3"),3300,IfElse((Command="TigerRaid_Lv.2"),3200,3100))

[State -1,傾儞僌儕乕僠儍乕僕]
type     = varset
trigger1 = !var(0) && Command = "AngryCharge"
var(0)   = 5000

[State -1,僞僀僈乕僋儔僢僔儏]
type     = varset
trigger1 = !var(0) && (Command="TigerCrash_a"||Command="TigerCrash_b"||Command="TigerCrash_c")
var(0)   = IfElse((Command="TigerCrash_c"),33,IfElse((Command="TigerCrash_b"),32,31))

[State -1,僞僀僈乕傾僢僷乕僇僢僩]
type     = varset
trigger1 = !var(0) && (Command="TigerUppercut_x"||Command="TigerUppercut_y"||Command="TigerUppercut_z")
var(0)   = IfElse((Command="TigerUppercut_z"),23,IfElse((Command="TigerUppercut_y"),22,21))

[State -1,僞僀僈乕僔儑僢僩]
type     = varset
trigger1 = !var(0) && (Command="TigerShot_x"||Command="TigerShot_y"||Command="TigerShot_z")
var(0)   = IfElse((Command="TigerShot_z"),13,IfElse((Command="TigerShot_y"),12,11))

[State -1,僌儔儞僪僞僀僈乕僔儑僢僩]
type     = varset
trigger1 = !var(0) && (Command="TigerShot_a"||Command="TigerShot_b"||Command="TigerShot_c")
var(0)   = IfElse((Command="TigerShot_c"),16,IfElse((Command="TigerShot_b"),15,14))

;---------------------------------------------------------------------
[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

	 
;劒劒劒劒劒劒劒劒劒劒劒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
;旘傃崬傒偼僕儍儞僾嫮僉僢僋庡懱
;[婎杮僐儞儃]
;嘆孅傒庛僉僢僋仺棫偪庛僷儞僠 劍仺 乮嬤嫍棧乯嫮僞僀僈乕傾僢僷乕僇僢僩乮僞僀僈乕儗僀僪乯
;                             劋仺 乮墦嫍棧乯拞僞僀僈乕僋儔僢僔儏乮僞僀僈乕儗僀僪乯
;嘇棫偪庛僷儞僠 仺 棫偪庛僷儞僠 仺 嫮僞僀僈乕傾僢僷乕僇僢僩乮僞僀僈乕儗僀僪乯
;嘊嬤嫍棧棫偪嫮僷儞僠 仺 嫮僞僀僈乕傾僢僷乕僇僢僩
;嘋墦嫍棧棫偪嫮僷儞僠 仺 僞僀僈乕僉儍僲儞
;嘍孅傒嫮僷儞僠 劍仺 僌儔儞僪僞僀僈乕僉儍僲儞
;丂孅傒拞僉僢僋 劊
;
;[婲偒峌傔]楢実媄
;嘐孅傒嫮僷儞僠 仺 棫偪拞僷儞僠 仺 僌儔儞僪僞僀僈乕僔儑僢僩

;乊偼僟儊埨掕側僞僀僈乕僉儍僲儞
;[僆儕僕僫儖僐儞儃]
;嘑乮夋柺拞墰乯拞僞僀僈乕傾僢僷乕僇僢僩 仺 嬤嫍棧棫偪嫮僷儞僠 仺 夞傝崬傒 仺拞僞僀僈乕偁倫倫乮倰倷
;嘒乮夋柺抂乯丂嫮僞僀僈乕傾僢僷乕僇僢僩 仺 嫮僞僀僈乕偁倫倫乮倰倷
;嘓 孅傒嫮僉僢僋 仺 棫偪嫮僉僢僋乮1抜栚乯 仺 嘑傊

[State -3,儕僙僢僩]
Type = varset
triggerall = var(59)
Trigger1 = EnemyNear(var(57)),MoveType != H
var(56) = 0

[State -3,僐儞儃儖乕僩亂僆儕僐儞亃]
Type = varset
triggerall = var(59)
Trigger1 = var(56) = 0 && !Var(47)
Trigger1 = MoveContact=1 && StateNo = 1120
var(56) = 100
IgnoreHitPause = 1

[State -3,僐儞儃儖乕僩亂僆儕僐儞亃]
Type = varset
triggerall = var(59)
Trigger1 = var(56) = 0 && Var(47)
Trigger1 = MoveContact=1 && StateNo = 1120
var(56) = 110
IgnoreHitPause = 1

[State -3,僐儞儃儖乕僩嘆]
Type = varset
triggerall = var(59)
Trigger1 = var(56) = 0 && !Var(47)
Trigger1 = MoveContact=1 && StateNo = 430
var(56) = 10
IgnoreHitPause = 1

[State -3,僐儞儃儖乕僩嘇]
Type = varset
triggerall = var(59)
Trigger1 = var(56) = 0 && !Var(47)
Trigger1 = MoveContact=1 && StateNo = 200
var(56) = 20
IgnoreHitPause = 1

[State -3,僐儞儃儖乕僩嘐]
Type = varset
triggerall = var(59)
Trigger1 = var(56) = 0 && !Var(47)
Trigger1 = MoveContact=1 && StateNo = 420
var(56) = 30
IgnoreHitPause = 1

;------------------------------------------------------------------------------
;憡庤Y曽岦壛懍抣曐懚乮俙俬梡乯
[State -2,憡庤Y曽岦壛懍抣曐懚1]
Type = varset
triggerall = var(59)
Trigger1 = P2StateNo!= [5000,5210]
Trigger1 = EnemyNear(var(57)),vel y!= 0
fvar(28)  = EnemyNear(var(57)),Const(MoveMent.Yaccel)
IgnoreHitPause = 1

[State -2,憡庤Y曽岦壛懍抣曐懚2]
Type = varset
triggerall = var(59)
Trigger1 = P2StateNo = [5000,5210]
Trigger1 = EnemyNear(var(57)),vel y!= 0
fvar(28)  = EnemyNear(var(57)),GetHitVar(yaccel)
IgnoreHitPause = 1

[State -2,憡庤Y曽岦壛懍抣曐懚3]
Type = varset
triggerall = var(59)
Trigger1 = EnemyNear(var(57)),vel y = 0
fvar(28) = 0
IgnoreHitPause = 1

;------------------------------------------------------------------------------
[State -1,斀墳懍搙]
type = VarRandom
triggerall = var(59)
trigger1 = GameTime%60= 1
v = 55
range = 26-var(58)*2,52-var(58)*4

[State -1,僞僢僌帪惗巰妋擣]
Type = varset
triggerall = var(59)
Trigger1 = numenemy=1
var(57) = 0

[State -1,僞僢僌帪惗巰妋擣]
Type = varset
triggerall = var(59)
Trigger1 = numenemy=2
var(57) = ifelse(EnemyNear(0),Alive,0,1)

[State -1,曕偒偺嫇摦晄怰傪惂屼]
Type = varadd
triggerall = var(59)
Trigger1 = fvar(29)
fvar(29) = -1

[State -1,狠无妋擣曄悢ON]
Type = varset
Trigger1 = 1
fvar(30) = 0

	 
;---------------------------------------------------------------------
; 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)
Trigger2 = (100*life/const(data.life))>30 && random <= var(58)*30 || (100*life/const(data.life))<=30 && random <= var(58)*50 || var(58)>10
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)
Trigger2   = (100*life/const(data.life))>30 && random <= var(58)*30 || (100*life/const(data.life))<=30 && random <= var(58)*50 || var(58)>10
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)
Trigger2   = (100*life/const(data.life))>30 && random <= var(58)*30 || (100*life/const(data.life))<=30 && random <= var(58)*50 || var(58)>10
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) && Ctrl
Trigger2 = (100*life/const(data.life))>30 && random <= var(58)*30 || (100*life/const(data.life))<=30 && random <= var(58)*50 || var(58)>10
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) && Ctrl
Trigger2 = (100*life/const(data.life))>30 && random <= var(58)*30 || (100*life/const(data.life))<=30 && random <= var(58)*50 || var(58)>10
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) && Ctrl
Trigger2 = (100*life/const(data.life))>30 && random <= var(58)*30 || (100*life/const(data.life))<=30 && random <= var(58)*50 || var(58)>10
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
; 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
TriggerAll = (StateNo!=[120,155]) && !var(47)
TriggerAll = InGuardDist || (EnemyNear(var(57)),HitDefAttr = SCA,AA,AP && Abs(P2Dist X)<60)
Trigger1   = Random<=var(58)*100
Trigger1   = P2BodyDist X>90 || EnemyNear(var(57)),Time>=var(55)

;---------------------------------------------------------------------
[State -1,僈乕僪僉儍儞僙儖]
type       = ChangeState
value      = 4500
triggerall = var(59) && Random<=var(58)*5
triggerall = floor(var(40)%10)=1
triggerall = (var(30)=[1,2]) || (var(30)=[4,5])
triggerall = RoundState=2 && StateType != A
Triggerall = EnemyNear(var(57)),AnimTime<=-5 || var(58)<7
TriggerAll = EnemyNear(var(57)),Time>=var(55)||(!Time&&var(58)>9)||var(58)>10
triggerall = EnemyNear(var(57)),HitDefAttr = SCA,AA
triggerall = backedgebodydist <= 0
triggerall = (P2BodyDist X = [-5,40]) && (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
; 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 -3,]
Type = ChangeState
Value = 1120
TriggerAll = var(59)
TriggerAll = Random<=var(58)*50||var(58)>10
TriggerAll = RoundState = 2 && StateType!= A && (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
TriggerAll = (P2BodyDist X=[-5,50]) && (P2BodyDist Y=[-30,0])
TriggerAll = EnemyNear(var(57)),MoveType=A
Triggerall = EnemyNear(var(57)),AnimTime<=-3 || var(58)<7
TriggerAll = EnemyNear(var(57)),Time>=var(55)||(!Time&&var(58)>9)||var(58)>10
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger2   = (PrevStateNo=[5000,5270])
Trigger3   = (PrevStateNo=[120,159])

;---------------------------------------------------------------------
[State -1,夞傝崬傒]
type       = ChangeState
value      = 4000
TriggerAll = var(59)
TriggerAll = Random<=var(58)*100||var(58)>10
TriggerAll = RoundState = 2 && StateType!= A && (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) && InGuardDist
TriggerAll = !EnemyNear(var(57)),HitDefAttr = ,AT
TriggerAll = EnemyNear(var(57)),Time>=var(55)||(!Time&&var(58)>9)||var(58)>10||EnemyNear(var(57)),Ctrl
TriggerAll = P2BodyDist X>170 || (EnemyNear(var(57)),AnimTime<=-26 && !EnemyNear(var(57)),Ctrl)
TriggerAll = (var(30)=1 || var(30)=2 || var(30)=5)
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger2   = (PrevStateNo = [5000,5270])
Trigger3   = (PrevStateNo = [120,159])
Trigger4   = EnemyNear(var(57)),Ctrl

;---------------------------------------------------------------------
[State -1,旔偗]
type       = ChangeState
value      = 4010
triggerall = var(59)
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
triggerall = var(30)=4 && !var(43) || var(43)&&floor(var(51)/10%10)=[2,3]
triggerall = EnemyNear(var(57)),MoveType = A && !(EnemyNear(var(57)),HitDefAttr = SCA,NT,ST,HT)
triggerall = P2BodyDist Y >= -90
Triggerall = EnemyNear(var(57)),Time>=var(55)||var(58)>10
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(var(57)),MoveType != H && !enemy,numproj

;---------------------------------------------------------------------------
;僟僂儞夞旔
[State -1]
type = ChangeState
value = 5201
TriggerAll = Var(59) && Random<=var(58)*10
TriggerAll = Alive && fvar(21) = 0
TriggerAll = StateNo = 5050 || StateNo = 5071
TriggerAll = Vel Y > 0 && Pos Y >= 10
Trigger1   = var(30)=2 || var(30)=5 || var(30)=6
Trigger2   = var(43)&&floor(var(51)/100000%10)=1
persistent = 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
; 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,偟傖偑傒嫮僷儞僠]
type       = ChangeState
value      = 420
triggerall = var(59) && Random <= var(59)*15
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
triggerall = EnemyNear(var(57)),StateType = L && EnemyNear(var(57)),StateNo = 5120
trigger1   = EnemyNear(var(57)),AnimTime = -9 && (P2BodyDist X = [0,70])

;---------------------------------------------------------------------
[State -1,庛僞僀僈乕僋儔僢僔儏];棤廃傝慱偄
type       = ChangeState
value      = 1200
triggerall = var(59) && Random <= var(59)*30
triggerall = RoundState = 2 && StateType != A && (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
triggerall = EnemyNear(var(57)),StateType = L && EnemyNear(var(57)),StateNo = 5120
trigger1   = EnemyNear(var(57)),AnimTime = -5 && (P2BodyDist X = [0,60])

  
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;楢懕媄娭楢 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
	 
;---------------------------------------------------------------------
;抧忋栚墴偟 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,嬤嫍棧棫偪嫮僷儞僠]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 20,225,220)
TriggerAll = var(59) && Random<=var(58)*100 || fvar(30)
TriggerAll = RoundState = 2 && StateType!= A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType!= L &&  EnemyNear(var(57)),MoveType = H
TriggerAll = EnemyNear(var(57)),StateNo!= [120,159]
TriggerAll = (P2BodyDist X=[-5,15]) && (P2bodydist Y = [-65,0])
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = PrevStateNo = 52

;---------------------------------------------------------------------
[State -1,棫偪庛僷儞僠]
type       = ChangeState
value      = 200
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType!= L &&  EnemyNear(var(57)),MoveType = H
TriggerAll = EnemyNear(var(57)),StateType!= C &&  EnemyNear(var(57)),StateNo!= [120,159]
TriggerAll = (P2BodyDist X=[-5,50]) && P2bodydist Y = 0
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = var(56) = 10 && P2bodydist X < 35 || PrevStateNo = 52

;---------------------------------------------------------------------
[State -1,偟傖偑傒庛僉僢僋]
type       = ChangeState
value      = 430
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType!= L &&  EnemyNear(var(57)),MoveType = H
TriggerAll = EnemyNear(var(57)),StateNo!= [120,159]
TriggerAll = (P2BodyDist X=[-5,50]) && P2bodydist Y = 0
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = var(56) = 10 && P2bodydist X < 35 || var(56) = 100 || PrevStateNo = 52

;---------------------------------------------------------------------
[State -1,棫偪拞僷儞僠]
type       = ChangeState
value      = 210
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType!= L &&  EnemyNear(var(57)),MoveType = H
TriggerAll = EnemyNear(var(57)),StateType!= C &&  EnemyNear(var(57)),StateNo!= [120,159]
TriggerAll = (P2BodyDist X=[-5,70]) && P2bodydist Y = 0
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = var(56) = 30
 
;---------------------------------------------------------------------
;抧忋寗晅偒 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,棫偪庛僷儞僠]
type       = ChangeState
value      = 200
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType = I
TriggerAll = EnemyNear(var(57)),StateType!= C && EnemyNear(var(57)),AnimTime <= -2
TriggerAll = (P2bodydist X = [70,90]) && (P2bodydist Y = [-55,0])
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = (Enemynear,StateNo = [200,699])
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10

;---------------------------------------------------------------------
[State -1,墦嫍棧棫偪僨儓]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 20,225,220)
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType = I
TriggerAll = EnemyNear(var(57)),StateType!= C && EnemyNear(var(57)),AnimTime <= -5
TriggerAll = (P2bodydist X = [70,90]) && (P2bodydist Y = [-55,0])
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = (Enemynear,StateNo = [200,699])
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10

;---------------------------------------------------------------------
[State -1,偟傖偑傒拞僉僢僋]
type       = ChangeState
value      = 440
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType = I
TriggerAll = EnemyNear(var(57)),StateType = S && EnemyNear(var(57)),AnimTime <= -2
TriggerAll = (P2bodydist X = [50,85]) && P2bodydist Y = 0
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = (Enemynear,StateNo = [200,699])
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10

;---------------------------------------------------------------------
[State -1,僞僀僈乕僕僃僲僒僀僪]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3220,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3210,3200))
TriggerAll = var(59) && Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
triggerAll = var(40) > 0 && (Var(30)!=2 || Var(30)=2 && p2life<150)
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType = I
TriggerAll = EnemyNear(var(57)),AnimTime <= -5
TriggerAll = (P2bodydist X = [-5,100]) && P2bodydist Y = 0
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = (Enemynear,StateNo = [200,699])
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩]
type       = ChangeState
value      = 1120
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType = S && !inguarddist && !var(47)
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType = I
TriggerAll = EnemyNear(var(57)),AnimTime <= -5
TriggerAll = (P2bodydist X = [-5,55]) && (P2bodydist Y = [-45,0])
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = (Enemynear,StateNo = [200,699])
Trigger1   = EnemyNear(var(57)),Time>=var(55)||var(58)>10
 
;---------------------------------------------------------------------
;抧忋宷偓 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,棫偪庛僷儞僠]
type = ChangeState
value = 200
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A
TriggerAll = EnemyNear(var(57)),MoveType=H
TriggerAll = (P2bodydist X = [-5,(40+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*2)]) && P2bodydist Y = 0
Triggerall = MoveHit
Trigger1   = StateNo = 200 && P2BodyDist X > 35 && var(56) = 20

;---------------------------------------------------------------------
[State -1,僞僀僈乕儗僀僪]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3120,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3110,3100))
TriggerAll = var(59)
triggerAll = var(40) > 0 && (Var(30)!=2 || Var(30)=2 && p2life<150)
triggerall = RoundState = 2 && StateType != A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),Alive && EnemyNear(var(57)),MoveType=H
triggerall = (P2BodyDist X=[0,50]) && P2bodydist Y = 0
Triggerall = MoveHit && (StateNo = 220 || StateNo = 200 && var(56) = 10 || StateNo = 430 && P2BodyDist X > 25 || StateNo = 200 && PrevStateNo = 200 && var(56) = 20)
trigger1   = Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
trigger2   = Random < var(58)*100 && var(30)=4 && (100*life/const(data.life))<=30

;---------------------------------------------------------------------
[State -1,僞僀僈乕僕僃僲僒僀僪]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3220,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3210,3200))
TriggerAll = var(59)
triggerAll = var(40) > 0 && (Var(30)!=2 || Var(30)=2 && p2life<150)
triggerall = RoundState = 2 && StateType != A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),Alive && EnemyNear(var(57)),MoveType=H
triggerall = (P2BodyDist X=[0,50]) && P2bodydist Y = 0
triggerall = MoveHit && (StateNo = 220 || StateNo = 420 || StateNo = 430 && P2BodyDist X > 25 || StateNo = 440)
trigger1   = Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
trigger2   = Random < var(58)*100 && var(30)=4 && (100*life/const(data.life))<=30

;---------------------------------------------------------------------
[State -1,僞僀僈乕僉儍僲儞]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3020,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3010,3000))
TriggerAll = var(59)
triggerAll = var(40) > 0 && (Var(30)!=2 || Var(30)=2 && p2life<150)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = RoundState = 2 && StateType != A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType != C
triggerall = EnemyNear(var(57)),Alive && EnemyNear(var(57)),MoveType=H
triggerall = P2BodyDist X >=0 && (P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*6))*6)+P2BodyDist X=[-75,15]
triggerall = MoveHit && StateNo = 220
trigger1   = Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
trigger2   = Random < var(58)*100 && var(30)=4 && (100*life/const(data.life))<=30

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僉儍僲儞]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3050,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3040,3030))
TriggerAll = var(59)
triggerAll = var(40) > 0 && (Var(30)!=2 || Var(30)=2 && p2life<150)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = RoundState = 2 && StateType != A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),Alive && EnemyNear(var(57)),MoveType=H
triggerall = P2BodyDist X >=0 && P2bodydist Y = 0
triggerAll = MoveHit && (StateNo = 420 || StateNo = 430 && P2BodyDist X > 25 || StateNo = 440)
trigger1   = Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
trigger2   = Random < var(58)*100 && var(30)=4 && (100*life/const(data.life))<=30

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩]
type = ChangeState
value = 1120
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && (StateType != A || var(22)=-1)
TriggerAll = EnemyNear(var(57)),MoveType=H
TriggerAll = (P2bodydist X = [-5,(40+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*5)]) && P2bodydist Y = 0
TriggerAll = MoveHit
Trigger1   = StateNo = 200 && (var(56)=10||var(56)=30) || StateNo = 430 && P2BodyDist X > 25
Trigger2   = StateNo = 200 && PrevStateNo = 200 && var(56) = 20
Trigger3   = StateNo = 225 && AnimElem = 4,<0
Trigger4   = PrevStateNo = 3110 && StateNo = 3101 && AnimElem = 8,>0	

;---------------------------------------------------------------------
[State -1,僞僀僈乕僋儔僢僔儏]
type = ChangeState
value = 1200
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= C
TriggerAll = EnemyNear(var(57)),MoveType=H
TriggerAll = (P2BodyDist X=[50,100]) && P2bodydist Y = 0
TriggerAll = MoveHit
Trigger1   = StateNo = 200 && var(56) = 10 || StateNo = 430 && (var(56)=30||P2BodyDist X > 35)
Trigger2   = StateNo = 200 && PrevStateNo = 200 && var(56) = 20
Trigger3   = StateNo = 225 && AnimElem = 4,<0

;---------------------------------------------------------------------
[State -1,僞僀僈乕僔儑僢僩]
type       = ChangeState
value      = IfElse(Random <= var(58)*3,1000,IfElse(Random <= var(58)*6,1010,1020))
TriggerAll = Var(59) && Random <= var(58)*100
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = RoundState = 2 && StateType != A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),Alive && EnemyNear(var(57)),MoveType=H
triggerall = P2BodyDist X >=0 && P2bodydist Y = 0
trigger1   = (ProjHitTime(3050)=[1,18]) && StateNo = 3040

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僔儑僢僩]
type       = ChangeState
value      = IfElse(Random <= var(58)*3,1030,IfElse(Random <= var(58)*6,1040,1050))
TriggerAll = Var(59) && Random <= var(58)*100
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = RoundState = 2 && StateType != A && !InGuardDist
TriggerAll = EnemyNear(var(57)),StateType != A
triggerall = EnemyNear(var(57)),Alive && EnemyNear(var(57)),MoveType=H
triggerall = P2BodyDist X >=0 && P2bodydist Y = 0
trigger1   = MoveHit && StateNo = 210
trigger2   = (ProjHitTime(3050)=[1,18]) && StateNo = 3010
 	
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僆儕僕僫儖僐儞儃 
;劒劒劒劒劒劒劒劒劒劒劒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,僆儕僐儞敪摦丒抧忋]
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
triggerall = !Enemynear,numproj && p2life >= 150
trigger1   = EnemyNear(var(57)),movetype = A && inguarddist
trigger1   = (P2BodyDist X = [-5,50]) && P2Bodydist Y >= 0
trigger1   = EnemyNear(var(57)),animtime <= -10 || PrevStateNo = 4000
trigger2   = (P2BodyDist X = [-5,50]) && (P2BodyDist Y=[-200,0])
trigger2   = EnemyNear(var(57)),BackEdgeBodyDist >= 5 && var(56) = 100
trigger3   = EnemyNear(var(57)),statetype = A && (EnemyNear(var(57)),ctrl || EnemyNear(var(57)),movetype = A)
trigger3   = EnemyNear(var(57)),vel X >= 0
Trigger3   = P2BodyDist X=[10,(50+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*5)]
Trigger3   = (P2BodyDist Y=[-70,-30]) && inguarddist

;---------------------------------------------------------------------
[State -1,僆儕僐儞敪摦丒嬻拞]
type       = ChangeState
value      = 4210
triggerall = var(59) && Random<=var(59)*100
triggerall = var(30)=2 && Power>=3000 && fvar(8)!
triggerall = RoundState=2 && statetype=A && Ctrl
triggerall = !Enemynear,numproj && p2life >= 150
Trigger1   = Vel X >= 0 && Vel Y > 0
Trigger1   = P2BodyDist X+(EnemyNear(var(57)),Vel X)*5-(Vel X)*5*(EnemyNear(var(57)),facing)*Facing*(EnemyNear(var(57)),StateType = A)=[-5,80]
Trigger1   = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*5))*5-(Vel Y!=0)*(Vel Y+Const(MoveMent.Yaccel)*5)*5=[-25,20]
Trigger1   = EnemyNear(var(57)),MoveType=A && EnemyNear(var(57)),StateType!=A

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩丒嫮]
type = ChangeState
value = 1120
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && var(47)
TriggerAll = (fvar(37) = [300,1200]) || (fvar(37) > 300 && EnemyNear(var(57)),BackEdgeBodyDist < 5)
TriggerAll = P2BodyDist X=[-5,100]
Triggerall = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*3))*3=[-25,10]
Trigger1   = EnemyNear(var(57)),MoveType=H && StateNo = 225 && MoveHit && var(22)=[2,5]
Trigger2   = EnemyNear(var(57)),MoveType=H && Ctrl && (var(56)=100||var(56)=110)
Trigger3   = PrevStateNo = 4000 && Ctrl

;---------------------------------------------------------------------
[State -1,僞僀僈乕僉儍僲儞]
type = ChangeState
value = 3000
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A
TriggerAll = EnemyNear(var(57)),MoveType=H && var(47)
TriggerAll = P2BodyDist X=[-30,150]
TriggerAll = EnemyNear(var(57)),Vel Y > 0
Triggerall = (P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*6))*6)+P2BodyDist X=[-75,15]
Trigger1 = fvar(37) < 500 && Ctrl
Trigger2 = Ctrl && var(56) = 110 && EnemyNear(var(57)),BackEdgeBodyDist >= 5

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩丒拞]
type = ChangeState
value = 1110
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && Ctrl && var(47)
TriggerAll = P2BodyDist X=[-5,40]
TriggerAll = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*3))*3=[-25,10]
Trigger1   = EnemyNear(var(57)),MoveType=H && fvar(37) > 500
Trigger1   = PrevStateNo = 4000 && EnemyNear(var(57)),BackEdgeBodyDist >= 5
Trigger2   = PrevStateNo = 4200
Trigger3   = EnemyNear(var(57)),MoveType!= H

;---------------------------------------------------------------------
[State -1,偟傖偑傒嫮僉僢僋]
type       = ChangeState
value      = 450
TriggerAll = var(59) && Random<=var(58)*100
triggerall = RoundState = 2 && StateType != A && Ctrl && var(47)
triggerall = (P2bodydist X = [30,50]) && !P2bodydist Y
Trigger1   = PrevStateNo = 4200
Trigger2   = EnemyNear(var(57)),MoveType!= H

;---------------------------------------------------------------------
[State -1,僞僀僈乕僋儔僢僔儏]
type = ChangeState
value = 1210
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && var(47)
TriggerAll = EnemyNear(var(57)),MoveType=H
TriggerAll = (P2BodyDist X=[-5,100])
Triggerall = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*5))*5=[-75,-40]
Trigger1   = MoveHit && StateNo = 220

;---------------------------------------------------------------------
[State -1,棫偪嫮僷儞僠]
type = ChangeState
value = IfElse(P2BodyDist X <= 20,225,220)
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A
TriggerAll = EnemyNear(var(57)),MoveType=H && var(47) && fvar(37) > 500
TriggerAll = (P2bodydist X = [-5,(20+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*2)])
Triggerall = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*2))*2=[-20,10]
Triggerall = MoveHit
Trigger1   = StateNo = 1110 && AnimElem = 4,<0
Trigger2   = PrevStateNo = 4000 && fvar(37) > 600

;---------------------------------------------------------------------
[State -1,棫偪嫮僉僢僋]
type = ChangeState
value = 250
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A
TriggerAll = EnemyNear(var(57)),MoveType=H && var(47)
TriggerAll = P2BodyDist X=[-5,55]
Triggerall = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*5))*5=[-30,0]
Trigger1   = MoveHit && StateNo = 450

;---------------------------------------------------------------------
[State -1,夞傝崬傒]
type       = ChangeState
value      = 4000
TriggerAll = var(59) && Random<=var(58)*100
TriggerAll = RoundState = 2 && StateType!= A
TriggerAll = EnemyNear(var(57)),MoveType=H && var(47) && fvar(37) > 600
TriggerAll = MoveHit && var(22)=[2,5]
Trigger1   = StateNo = 225 || StateNo = 250
  
;劒劒劒劒劒劒劒劒劒劒劒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,曕偒]
type       = ChangeState
value      = 19
triggerall = var(59)
triggerall = roundstate = 2 && StateType != A && !inguarddist
triggerall = p2BodyDist X >= -5 && EnemyNear(var(57)),MoveType = I
triggerall = StateNo!=19 && StateNo!=20 && !fvar(29) && Ctrl
trigger1   = Random <= 250 && P2BodyDist X >= 40
trigger2   = Random <= 400 && var(47) && EnemyNear(var(57)),MoveType != H
trigger3   = Random <= 10

;---------------------------------------------------------------------
[State -1,捠忢僕儍儞僾]
Type     = ChangeState
Value    = 39
TriggerAll = var(59)
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = !inguarddist
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
trigger1   = Random <= 250 && var(47)
Trigger2   = Random = [10,20]

[State -1,戝僕儍儞僾]
Type     = ChangeState
Value    = 41
TriggerAll = var(59)
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = !inguarddist
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = P2BodyDist X >= 150 && Random <= var(58)*20

;---------------------------------------------------------------------
[State -1,儔儞]
type       = ChangeState
value      = 100
triggerall = var(59)
triggerall = roundstate = 2 && StateType != A && !inguarddist
TriggerAll = (var(30)=[4,6]) && !var(43) || var(43)&&floor(var(51)%10)=2
TriggerAll = EnemyNear(var(57)),StateType!= L || P2BodyDist x > 150
TriggerAll = !Enemy,Numproj && EnemyNear(var(57)),MoveType!=A && (StateNo!=[100,101]) && Ctrl
trigger1   = Random <= 50 && P2BodyDist X >= 160
trigger2   = Random <= 250 && P2BodyDist X >= 40 && NumProj
trigger3   = EnemyNear(var(57)),StateType=A && EnemyNear(var(57)),MoveType=H && EnemyNear(var(57)),hitfall
trigger3   = P2BodyDist X >= 80 && P2BodyDist Y < -60
trigger4   = Random <= 5

;---------------------------------------------------------------------
[State -1,僗僥僢僾]
type       = ChangeState
value      = 110
TriggerAll = Var(59) && Random <= 15
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist && FrontEdgeBodyDist > 90
TriggerAll = (var(30)=1||var(30)=2||var(30)=3) && !var(43) || var(43)&&floor(var(51)%10)=1
TriggerAll = EnemyNear(var(57)),StateType!= A && EnemyNear(var(57)),MoveType!= H
TriggerAll = !Enemy,Numproj && Ctrl && !var(47)
Trigger1   = P2BodyDist X > 150 && (EnemyNear(var(57)),vel x)*27 < 90 && EnemyNear(var(57)),MoveType!= A
Trigger2   = P2BodyDist X > 90 && Numproj
trigger3   = EnemyNear(var(57)),StateType = L && EnemyNear(var(57)),StateNo = 5120
trigger3   = (P2BodyDist X = [40,100]) && EnemyNear(var(57)),AnimTime = -20

;---------------------------------------------------------------------
[State -1,僶僢僋僗僥僢僾]
type       = ChangeState
value      = 105
TriggerAll = Var(59) && Random <= 100
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist && BackEdgeBodyDist > 77
TriggerAll = !numtarget && !Enemy,Numproj && PrevStateNo!= 4000 && !var(47)
triggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),StateNo != 5120
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = EnemyNear(var(57)),StateType!= A && P2BodyDist X = [-5,100]
Trigger2   = EnemyNear(var(57)),StateType = A && EnemyNear(var(57)),vel y >= 0
Trigger2   = (P2BodyDist X = [5,100]) && P2BodyDist Y = [-100,0]
trigger3   = EnemyNear(var(57)),StateType = L && EnemyNear(var(57)),StateNo = 5120
trigger3   = (P2BodyDist X = [0,60]) && Random <= var(59)*30
	 
;劒劒劒劒劒劒劒劒劒劒劒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

	 
;---------------------------------------------------------------------
; 搳偘 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,搳偘]
type       = ChangeState
value      = IfElse(Random <= var(58)*3,800,850)
TriggerAll = Var(59) && Random <= var(58)*10
TriggerAll = RoundState = 2 && StateType!= A && !var(47)
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateType!= A && EnemyNear(var(57)),MoveType!= A
TriggerAll = (P2BodyDist X = [-5,52]) && !P2BodyDist Y
TriggerAll = PrevStateNo!= 1200 && PrevStateNo!= 850
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
 
;---------------------------------------------------------------------
; 傇偭傁 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,僞僀僈乕僕僃僲僒僀僪]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3220,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3210,3200))
TriggerAll = var(59) && Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
triggerAll = var(40) > 1 && Var(30)=4 || var(40) >= 10 && Var(30)=1 || var(40) >= 100 && (Var(30)=[3,6])
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),MoveType=A || EnemyNear(var(57)),Ctrl
TriggerAll = EnemyNear(var(57)),StateType != A
TriggerAll = (P2bodydist X = [-5,55])
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random<=(11-var(58))*5
Trigger2   = Var(30)=4 && fvar(8) && fvar(37) < 20
Trigger3   = Var(30)=5 && fvar(8) && NumHelper(25050)
Trigger3   = Helper(25050),var(1) < 100
Trigger4   = Var(30)=6 && fvar(8) && fvar(37) < 10
trigger5   = Random < var(58)*20 && var(30)=4 && (100*life/const(data.life))<=30

;---------------------------------------------------------------------
[State -1,僞僀僈乕僉儍僲儞]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3020,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3010,3000))
TriggerAll = var(59) && Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
triggerAll = var(40) > 1 && Var(30)=4 || var(40) >= 10 && Var(30)=1 || var(40) >= 100 && (Var(30)=[3,6])
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),MoveType=A || EnemyNear(var(57)),Ctrl
TriggerAll = EnemyNear(var(57)),StateType != C
TriggerAll = P2bodydist X >= 50
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random<=(11-var(58))*5
Trigger2   = Var(30)=4 && fvar(8) && fvar(37) < 20
Trigger3   = Var(30)=5 && fvar(8) && NumHelper(25050)
Trigger3   = Helper(25050),var(1) < 100
Trigger4   = Var(30)=6 && fvar(8) && fvar(37) < 10
trigger5   = Random < var(58)*20 && var(30)=4 && (100*life/const(data.life))<=30

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僉儍僲儞]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3050,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3040,3030))
TriggerAll = var(59) && Random < var(58)*7*(2-(var(40)=1)+(p2life<250)+(var(40)>=100)*3+(var(40)>=10)*3+(Var(30)=3||Var(30)=6)*8)
triggerAll = var(40) > 1 && Var(30)=4 || var(40) >= 10 && Var(30)=1 || var(40) >= 100 && (Var(30)=[3,6])
TriggerAll = RoundState = 2 && StateType = S && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),MoveType=A || EnemyNear(var(57)),Ctrl
TriggerAll = EnemyNear(var(57)),StateType != A
TriggerAll = P2bodydist X >= 50
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random<=(11-var(58))*5
Trigger2   = Var(30)=4 && fvar(8) && fvar(37) < 20
Trigger3   = Var(30)=5 && fvar(8) && NumHelper(25050)
Trigger3   = Helper(25050),var(1) < 100
Trigger4   = Var(30)=6 && fvar(8) && fvar(37) < 10
trigger5   = Random < var(58)*20 && var(30)=4 && (100*life/const(data.life))<=30
 
;---------------------------------------------------------------------
; 懳嬻 
;---------------------------------------------------------------------

[State -3,懳抧忋堏摦搳偘懳嶔]
Type       = ChangeState
value      = ifelse((Var(30)>=3||var(43)&&floor(var(51)/10000%10)=1),42,39)
TriggerAll = Var(59) && Random <= var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !var(47)
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateType!=A && EnemyNear(var(57)),MoveType = A
TriggerAll = EnemyNear(var(57)),Vel X > 0
TriggerAll = EnemyNear(var(57)),HitDefAttr = SC,AT
TriggerAll = P2BodyDist X=[20,(55+(EnemyNear(var(57)),Vel X)*2)]
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

[State -3,懳嬻拞峌寕]
Type       = ChangeState
value      = 250
TriggerAll = Var(59) && Random <= var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !var(47)
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateNo!= 5031 && EnemyNear(var(57)),StateNo!= 5036 && EnemyNear(var(57)),StateNo!= 5041
TriggerAll = EnemyNear(var(57)),StateType=A && !inguarddist && EnemyNear(var(57)),Vel Y > 0
TriggerAll = P2BodyDist X=[60,(90+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*7)]
TriggerAll = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*7))*7=[-65,-20]
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

[State -3,懳嬻拞峌寕]
Type       = ChangeState
value      = 1120
TriggerAll = Var(59) && Random <= var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !var(47)
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateNo!= 5031 && EnemyNear(var(57)),StateNo!= 5036 && EnemyNear(var(57)),StateNo!= 5041
TriggerAll = EnemyNear(var(57)),StateType=A
TriggerAll = P2BodyDist X=[10,(40+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*4)]
TriggerAll = (P2BodyDist Y=[-50,-10]) && inguarddist
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

[State -3,懳嬻拞峌寕]
Type       = ChangeState
value      = IfElse(P2BodyDist X <= 20,225,220)
TriggerAll = Var(59) && Random <= var(58)*50
TriggerAll = RoundState = 2 && StateType!= A && !var(47)
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateNo!= 5031 && EnemyNear(var(57)),StateNo!= 5036 && EnemyNear(var(57)),StateNo!= 5041
TriggerAll = EnemyNear(var(57)),StateType=A && !inguarddist && EnemyNear(var(57)),Vel Y > 0
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
Trigger1 = P2BodyDist X=[70,(90+((EnemyNear(var(57)),Vel X > 0)*EnemyNear(var(57)),Vel X)*5)]
Trigger1 = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*5))*5=[-55,-30]
Trigger2 = P2BodyDist X=[-5,15]
Trigger2 = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*5))*6=[-85,-50]
 
;---------------------------------------------------------------------
; 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 && !var(47)
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),StateType=S
triggerall = (P2bodydist X = [-5,55]) && !P2bodydist Y
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,偟傖偑傒拞僉僢僋]
type       = ChangeState
value      = 440
triggerall = var(59) && Random <= var(59)*25
triggerall = floor(var(40)/10%10) > 0
triggerall = RoundState = 2 && StateType != A && !InGuardDist && !var(47)
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),StateType=S
triggerall = (P2bodydist X = [45,85]) && !P2bodydist Y
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僞僀僈乕儗僀僪]
type       = ChangeState
value      = IfElse((floor(var(40)/100%10)=1&&(p2life>250||Var(30)=[4,5]))||Var(30)=3||Var(30)=6,3120,IfElse((floor(var(40)/10%10)>=1&&p2life>125&&Var(30)=1),3110,3100))
TriggerAll = var(59)
triggerAll = var(40) > 0 && (Var(30)!=2 || Var(30)=2 && p2life<150)
triggerall = RoundState = 2 && StateType != A && !InGuardDist && !var(47)
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),StateType=S
triggerall = (P2bodydist X = [0,50]) && !P2bodydist Y
TriggerAll = EnemyNear(var(57)),Time>=var(55)||var(58)>10
triggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random <= var(59)*25
Trigger2   = Var(30)=4 && fvar(8) && fvar(37) < 20
Trigger3   = Var(30)=5 && fvar(8) && NumHelper(25050)
Trigger3   = Helper(25050),var(1) < 100
Trigger4   = Var(30)=6 && fvar(8) && fvar(37) < 10
 
;---------------------------------------------------------------------
; 拞抜 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,彫僕儍儞僾]
type       = ChangeState
value      = 42
triggerall = var(59) && Random <= var(59)*10
triggerall = RoundState = 2 && StateType != A && !InGuardDist && !var(47)
TriggerAll = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H
TriggerAll = EnemyNear(var(57)),StateType=C
triggerall = (P2bodydist X = [-5,85]) && !P2bodydist Y
triggerall = Var(30)>=3||var(43)&&floor(var(51)/10000%10)=1
trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

 
;---------------------------------------------------------------------
; 尅惂 
;---------------------------------------------------------------------

;---------------------------------------------------------------------
[State -1,僷儚乕MAX敪摦]
type       = ChangeState
value      = 4150
triggerall = var(59)
triggerall = RoundState = 2 && statetype != A && (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) && !InGuardDist
triggerall = var(30)=5 && Power >= 2000 && !fvar(8) || var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1
triggerall = EnemyNear(var(57)),StateType != L && EnemyNear(var(57)),MoveType != H && EnemyNear(var(57)),MoveType != A
triggerall = P2Life > 100 && !Enemynear,numproj && EnemyNear(var(57)),vel X <= 0
trigger1   = Random <= 50  && (P2BodyDist X != [120,180])
trigger2   = Random <= 250 && P2BodyDist X >= 180
trigger3   = Random <= 500 && EnemyNear(var(57)),StateType != L

;---------------------------------------------------------------------
[State -1,偟傖偑傒僨儓]
type       = ChangeState
value      = 420
TriggerAll = Var(59) && Random <= var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateType!= A
TriggerAll = (EnemyNear(var(57)),StateNo!= [120,159])||EnemyNear(var(57)),StateType=A
TriggerAll = !Enemy,Numproj
TriggerAll = (P2BodyDist X = [70,80]) && EnemyNear(var(57)),vel x <= 0
TriggerAll = P2BodyDist Y >= -35
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,棫偪僨儓]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 20,225,220)
TriggerAll = Var(59) && Random <= var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateType!= C
TriggerAll = (EnemyNear(var(57)),StateNo!= [120,159])||EnemyNear(var(57)),StateType=A
TriggerAll = !Enemy,Numproj
TriggerAll = (P2BodyDist X = [70,95]) && EnemyNear(var(57)),vel x <= 0
TriggerAll = P2BodyDist Y >= -55
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,棫偪拞僉僢僋]
type       = ChangeState
value      = 240
TriggerAll = Var(59) && Random <= var(58)*100
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateType!= C
TriggerAll = (EnemyNear(var(57)),StateNo!= [120,159])||EnemyNear(var(57)),StateType=A
TriggerAll = !Enemy,Numproj
TriggerAll = (P2BodyDist X = [80,110]) && EnemyNear(var(57)),vel x <= 0
TriggerAll = P2BodyDist Y >= -55
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僞僀僈乕僔儑僢僩]
type       = ChangeState
value      = IfElse(Random <= var(58)*3,1000,IfElse(Random <= var(58)*6,1010,1020))+(var(30)=4&&(100*life/const(data.life))<=30)*2000
TriggerAll = Var(59) && Random <= var(58)*25
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),StateType!=A && EnemyNear(var(57)),StateType!=C
TriggerAll = (EnemyNear(var(57)),StateNo!= [120,159]) && P2BodyDist Y = 0
Trigger1   = P2BodyDist X > 160 && EnemyNear(var(57)),vel x = 0 && EnemyNear(var(57)),MoveType = I
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僔儑僢僩]
type       = ChangeState
value      = IfElse(Random <= var(58)*28,1030,IfElse(Random <= var(58)*31,1040,1050))+(var(30)=4&&(100*life/const(data.life))<=30)*2000
TriggerAll = Var(59) && Random <= var(58)*50
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
TriggerAll = RoundState = 2 && StateType!= A && !inguarddist
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),StateType!=A && EnemyNear(var(57)),StateType!=A
TriggerAll = (EnemyNear(var(57)),StateNo!= [120,159]) && P2BodyDist Y = 0
Trigger1   = P2BodyDist X > 130 && EnemyNear(var(57)),vel x = 0 && EnemyNear(var(57)),MoveType = I
Trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,僕儍儞僾庛僉僢僋]
Type = ChangeState
value      = 630
TriggerAll = Var(59) || fvar(30)
TriggerAll = RoundState = 2 && StateType = A
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateNo!= 5031 && EnemyNear(var(57)),StateNo!= 5036 && EnemyNear(var(57)),StateNo!= 5041
TriggerAll = Vel X > 0 && Vel Y > 0
TriggerAll = P2BodyDist X+(EnemyNear(var(57)),Vel X)*4-(Vel X)*4*(EnemyNear(var(57)),facing)*Facing*(EnemyNear(var(57)),StateType = A)=[-30,-5]
TriggerAll = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*4))*4-(Vel Y!=0)*(Vel Y+Const(MoveMent.Yaccel)*4)*4=[15,50]
TriggerAll = (EnemyNear,StateNo!= [120,159])||EnemyNear,StateType!=A
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random <= var(58)*100

;---------------------------------------------------------------------
[State -1,僕儍儞僾拞僉僢僋]
Type = ChangeState
value      = 640
TriggerAll = Var(59) || fvar(30)
TriggerAll = RoundState = 2 && StateType = A
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateNo!= 5031 && EnemyNear(var(57)),StateNo!= 5036 && EnemyNear(var(57)),StateNo!= 5041
TriggerAll = Vel X < 0
TriggerAll = P2BodyDist X+(EnemyNear(var(57)),Vel X)*5-(Vel X)*5*(EnemyNear(var(57)),facing)*Facing*(EnemyNear(var(57)),StateType = A)=[-30,75]
TriggerAll = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*5))*5-(Vel Y!=0)*(Vel Y+Const(MoveMent.Yaccel)*5)*5=[-25,40]
TriggerAll = (EnemyNear,StateNo!= [120,159])||EnemyNear,StateType!=A
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random <= var(58)*100

;---------------------------------------------------------------------
[State -1,僕儍儞僾嫮僉僢僋]
Type = ChangeState
value      = 650
TriggerAll = Var(59) || fvar(30)
TriggerAll = RoundState = 2 && StateType = A
TriggerAll = EnemyNear(var(57)),StateType!= L && EnemyNear(var(57)),MoveType!= H
TriggerAll = EnemyNear(var(57)),StateNo!= 5031 && EnemyNear(var(57)),StateNo!= 5036 && EnemyNear(var(57)),StateNo!= 5041
TriggerAll = Vel X >= 0 && Vel Y > 0
TriggerAll = P2BodyDist X+(EnemyNear(var(57)),Vel X)*4-(Vel X)*4*(EnemyNear(var(57)),facing)*Facing*(EnemyNear(var(57)),StateType = A)=[-5,80]
TriggerAll = P2BodyDist Y+(EnemyNear(var(57)),Vel Y+(fvar(28)*4))*4-(Vel Y!=0)*(Vel Y+Const(MoveMent.Yaccel)*4)*4=[-35,40]
TriggerAll = (EnemyNear,StateNo!= [120,159])||EnemyNear,StateType!=A
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = Random <= var(58)*100

;---------------------------------------------------------------------
[State -1,僷儚乕棴傔摦嶌]
type       = ChangeState
value      = 4100
TriggerAll = var(59)
TriggerAll = RoundState = 2 && StateType != A && !inguarddist
TriggerAll = !fvar(8) && (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
TriggerAll = !Enemy,Numproj && PrevStateNo != 4101
TriggerAll = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101)
trigger1   = Random <= 100-((100*life/const(data.life))<=30)*80 && P2BodyDist X >= 160
trigger2   = teammode = single
trigger2   = EnemyNear(var(57)),StateType = L
trigger2   = Random <= 150-((100*life/const(data.life))<=30)*110 && P2bodydist X >= 120

;---------------------------------------------------------------------
[State -1,挧敪]
type       = ChangeState
value      = 195
triggerall = var(59) && Random <= var(59)
triggerall = roundstate = 2 && StateType != A && !inguarddist
triggerall = (Ctrl || StateNo=1 || StateNo=19)
triggerall = Life >= (Enemynear,Life)*3 && (100*life/const(data.life)) >= 75
triggerall = !enemy,numproj
trigger1   = EnemyNear(var(57)),movetype != A && EnemyNear(var(57)),vel X <= 0
trigger1   = P2BodyDist X >= 200
trigger2   = EnemyNear(var(57)),statetype = L && EnemyNear(var(57)),stateno != 5120
trigger2   = P2BodyDist X >= 120
    
;=====================================================================
; 僾儗僀儎乕憖嶌 
;=====================================================================


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

;---------------------------------------------------------------------
[State -1,僞僀僈乕僉儍僲儞乮LV.3乯]
type       = ChangeState
value      =  3020
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerCanon_Lv.3" || (var(30)=[2,6]) && Command = "TigerCanon"
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,僞僀僈乕僉儍僲儞乮LV.2乯]
type       = ChangeState
value      =  3010
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerCanon_Lv.3" && floor(var(40)/100%10)=0 || Command = "TigerCanon_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,僞僀僈乕僉儍僲儞乮LV.1乯]
type       = ChangeState
value      =  3000
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerCanon_Lv.3" && floor(var(40)/100%10)=0 || Command = "TigerCanon_Lv.2" && floor(var(40)/10%10)=0 || Command = "TigerCanon_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,僌儔儞僪僞僀僈乕僉儍僲儞乮LV.3乯]
type       = ChangeState
value      =  3050
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "GroundTigerCanon_Lv.3" || (var(30)=[2,6]) && Command = "GroundTigerCanon"
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,僌儔儞僪僞僀僈乕僉儍僲儞乮LV.2乯]
type       = ChangeState
value      =  3040
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "GroundTigerCanon_Lv.3" && floor(var(40)/100%10)=0 || Command = "GroundTigerCanon_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,僌儔儞僪僞僀僈乕僉儍僲儞乮LV.1乯]
type       = ChangeState
value      =  3030
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "GroundTigerCanon_Lv.3" && floor(var(40)/100%10)=0 || Command = "GroundTigerCanon_Lv.2" && floor(var(40)/10%10)=0 || Command = "GroundTigerCanon_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,僞僀僈乕僕僃僲僒僀僪乮LV.3乯]
type       = ChangeState
value      =  3220
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerGenocide_Lv.3" || (var(30)=[2,6]) && Command = "TigerGenocide"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=4300 || (var(30)=[2,6]) && Var(0)=[4100,4300]

;---------------------------------------------------------------------
[State -1,僞僀僈乕僕僃僲僒僀僪乮LV.2乯]
type       = ChangeState
value      =  3210
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerGenocide_Lv.3" && floor(var(40)/100%10)=0 || Command = "TigerGenocide_Lv.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=4300 && floor(var(40)/100%10)=0 || Var(0)=4200

;---------------------------------------------------------------------
[State -1,僞僀僈乕僕僃僲僒僀僪乮LV.1乯]
type       = ChangeState
value      =  3200
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerGenocide_Lv.3" && floor(var(40)/100%10)=0 || Command = "TigerGenocide_Lv.2" && floor(var(40)/10%10)=0 || Command = "TigerGenocide_Lv.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=4300 && floor(var(40)/100%10)=0 || Var(0)=4200 && floor(var(40)/10%10)=0 || Var(0)=4100

;---------------------------------------------------------------------
[State -1,僞僀僈乕儗僀僪乮LV.3乯]
type       = ChangeState
value      = 3120
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerRaid_Lv.3" || (var(30)=[2,6]) && Command = "TigerRaid"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=3300 || (var(30)=[2,6]) && Var(0)=[3100,3300]

;---------------------------------------------------------------------
[State -1,僞僀僈乕儗僀僪乮LV.2乯]
type       = ChangeState
value      = 3110
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerRaid_Lv.3" && floor(var(40)/100%10)=0 || Command = "TigerRaid_Lv.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=3300 && floor(var(40)/100%10)=0 || Var(0)=3200

;---------------------------------------------------------------------
[State -1,僞僀僈乕儗僀僪乮LV.1乯]
type       = ChangeState
value      = 3100
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && 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 = "TigerRaid_Lv.3" && floor(var(40)/100%10)=0 || Command = "TigerRaid_Lv.2" && floor(var(40)/10%10)=0 || Command = "TigerRaid_Lv.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=4300 && floor(var(40)/100%10)=0 || Var(0)=4200 && floor(var(40)/10%10)=0 || Var(0)=4100

;---------------------------------------------------------------------
[State -1,傾儞僌儕乕僠儍乕僕]
type       = ChangeState
value      = 3300
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199]) && var(40)>0
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 = "AngryCharge"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=5000
 
;=====================================================================
; Special Arts 
;=====================================================================
;---------------------------------------------------------------------
[State -1,僞僀僈乕僋儔僢僔儏]
type       = ChangeState
value      = 1200
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerCrash_a" || Command = "TigerCrash_b" || Command = "TigerCrash_c"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=[31,33]

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩丒庛]
type       = ChangeState
value      = 1100
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerUppercut_x"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=21

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩丒拞]
type       = ChangeState
value      = 1110
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerUppercut_y"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=22

;---------------------------------------------------------------------
[State -1,僞僀僈乕傾僢僷乕僇僢僩丒嫮]
type       = ChangeState
value      = 1120
TriggerAll = !Var(59)
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerUppercut_z"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=23

;---------------------------------------------------------------------
[State -1,僞僀僈乕僔儑僢僩丒庛]
type       = ChangeState
value      = 1000
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerShot_x"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=11

;---------------------------------------------------------------------
[State -1,僞僀僈乕僔儑僢僩丒拞]
type       = ChangeState
value      = 1010
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerShot_y"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=12

;---------------------------------------------------------------------
[State -1,僞僀僈乕僔儑僢僩丒嫮]
type       = ChangeState
value      = 1020
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerShot_z"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=13

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僔儑僢僩丒庛]
type       = ChangeState
value      = 1030
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerShot_a"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=14

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僔儑僢僩丒拞]
type       = ChangeState
value      = 1040
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerShot_b"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=15

;---------------------------------------------------------------------
[State -1,僌儔儞僪僞僀僈乕僔儑僢僩丒嫮]
type       = ChangeState
value      = 1050
TriggerAll = !Var(59)
triggerall = NumProj=0
triggerall = Numhelper(7100)=0 && Numhelper(7110)=0 && Numhelper(7120)=0 && Numhelper(7130)=0 && Numhelper(7140)=0 && Numhelper(7150)=0
triggerall = Numhelper(7200)=0 && Numhelper(7210)=0 && Numhelper(7220)=0 && Numhelper(7230)=0 && Numhelper(7240)=0 && Numhelper(7250)=0
triggerall = (StateType != A || var(22)=-1 && StateNo = [3100,3199])
trigger1   = Var(17)&&var(22)=3 || 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 = "TigerShot_c"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=16
 
;=====================================================================
; 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,僞僀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,僞僀僈乕儗僀僕乮俲捠忢搳偘乯]
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      = 4020
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      = 250
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)

;---------------------------------------------------------------------
[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))
 
;=====================================================================
; 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)))

;---------------------------------------------------------------------
[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      = IfElse(P2BodyDist X <= 20,225,220)
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

;---------------------------------------------------------------------
[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      = 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)))

;---------------------------------------------------------------------
[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

;---------------------------------------------------------------------
[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

  
;---------------------------------------------------------------------------
;僋儕僢僾儃乕僪 
[State -2, 僋儕僢僾儃乕僪]
type = DisplayToClipboard
Trigger1 = 1
text = "AI=%d, Cancel%d, GP=%f"
params = floor(fvar(11)),var(56),fvar(15)
ignorehitpause = 1

[State -2, 嫍棧妋擣僨僶僢僋]
type = AppendToClipboard
Trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1
   
