[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| 標準化 |-------------------------------------------------------
[Defaults]
command.time = 15

command.buffer.time = 1

;------------------------------------------------------------------------------
;-| SDM|---------------------------------------------------------

[Command]
name = "SGS"
command = ~x,x,F,a,y
time = 30

;------------------------------------------------------------------------------
;-| ＭＡＸ超必殺技 |-----------------------------------------------------------

[Command]
name = "Kaiser Phoenix"
command = ~F, D,B, F, D, B, x+y
time = 35
buffer.time=3
[Command]
name = "Kaiser Phoenix"
command = ~F, D,B, F, D, B,z
time = 35
buffer.time=3
[Command]
name = "Dead End Execution"
command = ~D, F, D, F, x+y
time =30
buffer.time=3
[Command]
name = "Dead End Execution"
command = ~D, F, D, F, z
time =30
buffer.time=3
[Command]
name = "MAXGenosuper"
command = D, F, D, F, a+b
time = 30
buffer.time=3
[Command]
name = "MAXGenosuper"
command = D, F, D, F, c
time = 30
buffer.time=3
;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------

[Command]
name = "カイザーフェニックス"
command = ~B, DB, D, F, B, D, F, y
time = 35
buffer.time=3
[Command]
name = "カイザーフェニックス"
command = ~B, DB, D, F, B, D, F, x
time = 35
buffer.time=3
[Command]
name = "GPress"
command = ~D,DF, F,DF, D, B, y
time = 30
buffer.time=3
[Command]
name = "GPress"
command = ~D,DF, F,DF, D, B, x
time = 30
buffer.time=3
[Command]
name = "Genosuper"
command = D, F, D, F, b
time = 30
buffer.time=3
[Command]
name = "Genosuper"
command = D, F, D, F, a
time = 30
buffer.time=3
;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------
[Command]
name = "DwarpSB"
command = ~B, D, DB, x+a
buffer.time=3
[Command]
name = "DwarpFF"
command = ~F, D, DF, x+a
buffer.time=3
[Command]
name = "DwarpFB"
command = ~B, D, DB, y+b
buffer.time=3
[Command]
name = "DwarpSF"
command = ~F, D, DF, y+b
buffer.time=3
[Command]
name = "EXKaiser"
command = F, B, D, F, x+y
time = 25
buffer.time=3
[Command]
name = "EXGpress"
command = ~F, D,B, x+y
time = 30
buffer.time=3
[Command]
name = "EXKD"
command = ~F, D,B, a+b
time = 30
buffer.time=3
[Command]
name = "EXGenocide"
command = ~F, D, DF, a+b
buffer.time=3
[Command]
name = "EXReppu"
command = ~D, F, x+y
buffer.time=3
[Command]
name = "EXRef"
command = ~D, F, a+b
buffer.time=3

[Command]
name = "LKaiser"
command = F, B, D, F, x
time = 25
buffer.time=3
[Command]
name = "SKaiser"
command = F, B, D, F, y
time = 25
buffer.time=3
[Command]
name = "LKD"
command = ~F, D,B, a
time = 25
buffer.time=3
[Command]
name = "SKD"
command = ~F, D,B, b
time = 25
buffer.time=3
[Command]
name = "LGpress"
command = ~F, D,B, x
time = 15
buffer.time=3
[Command]
name = "SGpress"
command = ~F, D,B, y
time = 15
buffer.time=3


[Command]
name = "LGenocide"
command = ~F, D, DF, a
buffer.time=3
[Command]
name = "SGenocide"
command = ~F, D, DF, b
buffer.time=3
[Command]
name = "LRef"
command = ~D,DF, F, a
buffer.time=3
[Command]
name = "SRef"
command = ~D,DF, F, b
buffer.time=3
[Command]
name = "LReppu"
command = ~D, F, x
buffer.time=3
[Command]
name = "SReppu"
command = ~D, F, y
buffer.time=3
[Command]
name = "jump"    
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = F, F
time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+y
time = 1
[Command]
name = "roll"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
time = 1
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = z
time = 1

[Command]
name = "blowback"
command = y+b
time = 1

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

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

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

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
buffer.time=2
[Command]
name = "b"
command = b
time = 1
buffer.time=2
[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1
buffer.time=2
[Command]
name = "y"
command = y
time = 1
buffer.time=2
[Command]
name = "z"
command = z
time = 1

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

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
time = 1
[Command]
name = "holdDfwd"   ;???? (?????????????????????????????)
command = /$DF
time = 1
[Command]
name = "hijump"
command = ~$D, $U
time = 18

[Command]
name = "chargedhijump"
command = ~13$D, $U
[Command]
name = "holdxy"
command = /$x+y
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1
[Command]
name = "MAX"
command = a+y
time = 1

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

[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1
[command]
name="downf"
command=DF
time=1
;------------------------------------------------------------------------------
;==============================================================================
; 技を実行するための条件の設定（ステートエントリーパート）
;==============================================================================
;------------------------------------------------------------------------------
; ここから下は「どのコマンドでどの番号のステートをどういう条件で出せるか」を設定する場所です。
;（ステートに関してはCNSファイルを参照）
; 
;■設定は基本的にこの形になります。
;
; [State -1, Label]                  ;「Label」の部分はただのラベルです。何でも良いです。それ以外は変更不可。
; type = ChangeState                 ;「別のステートに変更する」という意味のステートコントローラ
; value = new_state_number           ;出したい技のステート番号を入れます
; trigger1 = command = command_name  ;入力キー設定パートで登録したコマンドの名前をどれか入れます
; . . .  (any additional triggers)   ;trigger（条件を指定するトリガー）を追加出来ます
;
;■triggerに使える基本的な条件（通常は「トリガー」と呼ばれています）
;
;   - StateType    - キャラクターがどの状態の時にそのステートを出せるかどうかを決められます。
;                    S=立った状態・C=座った状態・A=空中にいる状態・L=横に倒れた状態、の４つが決まり事です。
;                    CNSのStatedefの下にある「Type = *」の項目が状態の意味なので、これをこのトリガーで判断します。
;
;   - Ctrl         - コントロールが可能か不可能かどちらかの時にそのステートを出せるかどうかを決められます。
;                    0=コントロール不可能状態・1=コントロール可能状態、ですが通常は Ctrl = 1 ( = 1 省略可能)が基本。
;
;   - StateNo      - 別の番号のステートから出せる事が可能になります。
;                    これを応用してスーパーキャンセルも可能です。
;
;   - MoveContact  - 物理攻撃が相手に当たった時（攻撃がヒットした時、もしくはガードされた時）に、
;                    そのステートを出せるかどうかを決められます。２種類４パターンあります。
;                    MoveContact or MoveContact = 1  （攻撃が当たった時）
;                    !MoveContact or MoveContact = 0 （攻撃が当たってない時）
;                    これを応用してスーパーキャンセルも可能です。
;
;　※上の４つ以外にもありますが、他のトリガーはM.U.G.E.N本体docsフォルダの中の
;　　CNSドキュメンテーションを参照してください。
;
;■ステートエントリーの順序
;
; ChangeStateの登録の順番は重要です。上に来れば来るほどコマンド入力の優先度が高くなります。
;
; 引用になりますが、例えば「波動拳コマンドのChangeState（↓＼→＋パンチ）」を
;「昇龍拳コマンドのChangeState（→↓＼＋パンチ）」よりも上に登録した場合、
; ゲーム中では昇龍拳を出そうとしても波動拳が誤って暴発しやすくなってしまいます。
; 防止するためには、「波動拳のChangeState」を「昇龍拳のChangeState」よりも下に登録しなくてはなりません。
;「レバーを前に入れて出す特殊技」と「投げ技」の関係なども同様です。
;
; 順番をよく考えて登録しましょう。
;
;■AI(CPU)はどう動くのか
;MUGENの標準CPUは相手に近づき適当に攻撃を繰り出すだけなので、AIスイッチによる制御が必要なこともあります。
;
;■[Statedef -1]とは？
;
; この部分はCNSプログラミングの拡張部分の、常時監視ステートになります。
; どのいかなる状態でも設定した記述が常に有効になるステートです（CNSの[Statedef -2]と似たような部分）。
;
; 必要な記述と行なので、絶対に消さないでください。
;
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1];←この行は絶対に消さないでください。必須の項目です。




[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl
triggerall = p2stateno!=5120	
triggerall = var(0)=0
triggerall = AIlevel >6
triggerall = p2statetype!=L || var(41)>0
triggerall =  var(41)>0 && (var(41)=0||var(41)=[50,59]) || (p2life =[500,750]) ||random <249 
triggerall = (((var(57)=1000) && power >2000) &&var(41)=0) || var(41)>0
trigger1=(stateno=210||stateno=250)&&(var(41)=0|| var(41)=51) &&animelemtime(5)<0 
trigger1=var(41):=ifelse((var(41)=[51,52]),52,50)
trigger2= stateno=215 && var(41)=50
trigger2= var(41):=51
trigger3=stateno=1601&& (var(41)=52||var(41)=54 ||var(41)=56)
trigger3=var(41):=ifelse((var(41)=[56,57]),57,ifelse((var(41)=[54,55]),55,53))
trigger4=stateno=1100&& var(41)=57&&var(57)<200
trigger4=var(41):=58
trigger5=stateno=1100&& (var(41)=57&&var(57)>=200||var(41)=55)
trigger5=var(41):=56
trigger6=stateno=1302&& (var(41)=53)
trigger6=var(41):=54
trigger7=stateno=3000&& var(41)=58
trigger7=var(41):=59
ignorehitpause=1
[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl
triggerall = p2stateno!=5120	
triggerall = var(0)=0
triggerall = AIlevel >6
triggerall = p2statetype!=L || var(41)>0
triggerall = random <149 || var(41)>0 && (var(41)=0||var(41)=[40,49]) ;|| (p2life =[400,650])
triggerall = (((var(57)=1000) && power >2000) &&var(41)=0) || var(41)>0
trigger1=(stateno=210||stateno=250)&&(var(41)=0|| var(41)=41) &&animelemtime(5)<0 
trigger1=var(41):=ifelse((var(41)=[41,42]),42,40)
trigger2= stateno=215 && var(41)=40
trigger2= var(41):=41
trigger3=stateno=1601&& (var(41)=42||var(41)=44 ||var(41)=46)
trigger3=var(41):=ifelse((var(41)=[46,47]),47,ifelse((var(41)=[44,45]),45,43))
trigger4=stateno=1100&& var(41)=45&&var(57)<200
trigger4=var(41):=46
trigger5=stateno=1100&& (var(41)=45&&var(57)>=200||var(41)=43)
trigger5=var(41):=44
trigger6=stateno=3000&& var(41)=47
trigger6=var(41):=48
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl
triggerall = p2stateno!=5120	
triggerall = var(0)=0
triggerall = AIlevel >6
triggerall = p2statetype!=L || var(41)>0
triggerall = random <99 || var(41)>0 || p2life <450 && (var(41)=0||var(41)=[30,39])
triggerall = (((var(57)=[500,999]) && power >2300) &&var(41)=0) || var(41)>0
trigger1=(stateno=210||stateno=250)&&var(41)=0 &&animelemtime(5)<0
trigger1=var(41):=30
trigger2=stateno=1601&& (var(41)=30||var(41)=32)
trigger2=var(41):=ifelse((var(41)=[32,33]),33,31)
trigger3=stateno=1302&& var(41)=31
trigger3=var(41):=32
trigger4=stateno=1102&& (var(41)=33||var(41)=35)
trigger4=var(41):=ifelse((var(41)=[35,36]),36,34)
trigger5=stateno=1704&& var(41)=34
trigger5=var(41):=35
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl
triggerall = p2stateno!=5120	
triggerall = var(0)=0
triggerall = AIlevel >6
triggerall = p2statetype!=L || var(41)>0
triggerall = random <99 || var(41)>0 || p2life <400 && (var(41)=0||var(41)=[20,29])
triggerall = ((var(57)>=500 && power >1300) &&var(41)=0) || var(41)>0
trigger1=(stateno=210||stateno=250)&&var(41)=0 &&animelemtime(5)<0
trigger1=var(41):=20
trigger2=stateno=1601&& (var(41)=20||var(41)=22)
trigger2=var(41):=ifelse((var(41)=[22,23]),23,21)
trigger3=stateno=1302&& var(41)=21
trigger3=var(41):=22
trigger4=stateno=1102&& var(41)=23
trigger4=var(41):=24
trigger5=stateno=1702&& var(41)=24
trigger5=var(41):=25
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl || time=1 && stateno=1815
triggerall = p2stateno!=5120	
triggerall = var(0)=1
triggerall = AIlevel >6
triggerall = p2statetype!=L || var(41)>0
triggerall = frontedgebodydist <90
triggerall = random <99 || var(41)>0 || (var(41)=[70,79])
triggerall = ((var(57)>=500 && power <1000) &&var(41)=0) || var(41)>0
trigger1=stateno=1815&& (var(41)=0)
trigger1=var(41):=70
trigger1=stateno=1120&& (var(41)=70)
trigger1=var(41):=71
trigger2=stateno=1700&& var(41)=71
trigger2=var(41):=72
trigger3=stateno=1122&& var(41)=72
trigger3=var(41):=73
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl
triggerall = p2stateno!=5120	
triggerall = var(0)=0
triggerall = AIlevel >6
triggerall = p2statetype!=L || var(41)>0
triggerall = random <99 || var(41)>0 ||  (var(41)=0||var(41)=[10,19]) 
triggerall = ((var(57)<500 && power >1500) &&var(41)=0) || var(41)>0
trigger1=stateno=250&&var(41)=0 &&animelemtime(5)<0
trigger1=var(41):=10
trigger2=stateno=1601&& (var(41)=10||var(41)=12)
trigger2=var(41):=ifelse((var(41)=[12,13]),13,11)
trigger3=stateno=1302&& var(41)=11
trigger3=var(41):=12
trigger4=(stateno=1102||stateno=2100)&& var(41)=13
trigger4=var(41):=14
ignorehitpause=1



;-dat basic
[State -1, Null]
type = Null
triggerall = movehit=1 || ctrl
triggerall = var(0)=0
triggerall = AIlevel >6
triggerall = p2stateno!=5120	
triggerall = ((var(57)<500 || power <1500) &&var(41)=0) || var(41)>0
triggerall = p2statetype!=L
trigger1=stateno=250&&var(41)=0 &&animelemtime(5)<0
trigger1=var(41):=1
trigger2=stateno=1601&& var(41)=1
trigger2=var(41):=2
trigger3=stateno=1102&& var(41)=2
trigger3=var(41):=3
trigger4=(stateno=1600)&&var(41)=2
trigger4=var(41):=3
ignorehitpause=1




;------------------------------------------------------------------------------
[State -1, AINEOMAX]
type = ChangeState
value = 3000+(var(0)*300)
triggerall = AILevel >0
triggerall = (random = [0,449])||var(41)>0
triggerall = statetype != A
;triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = stateno != [800,899]
triggerall = enemy,anim!=5120
triggerall = stateno!=900
triggerall=var(5)=0
triggerall = statetype!=L
Triggerall = (RoundState = 2)
triggerall = enemy, anim !=5070
triggerall = p2statetype!=A || var(41)>0
triggerall = (p2bodydist X < 75 && p2movetype=H&&var(0)=0) || ((p2movetype=A||p2movetype=H)&&var(0)=1) || var(41)>0
trigger1 =(ctrl||stateno=101)&&(enemy,numproj>0||p2movetype=A) &&var(10)=0
triggerall = power >= ifelse(var(10)=1,2000,3000)
triggerall = var(57)>=1000 || var(10)=1 
trigger2= (var(41)=47 || var(41)=58 ||(var(41)>0&&var(57)<100) ||(var(51)= 69 && (var(57)<50||animelemtime(51)>0)))&&movehit
;------------------------------------------------------------------------------
;?????????
[State -1, L KW]
type = ChangeState
value = 3100+(var(0)*100)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power >= 2000
Triggerall = (var(0)=1&&P2BodyDist X = [-5,190]) || (var(0)=0 && p2bodydist x <60) 
triggerall =(p2bodydist y =[-45,0]) ||(p2statetype=A&& (p2bodydist y =[-55,-15])&&enemy,vel y >0)|| (var(0)=1&&(p2statetype!=A||enemy,hitfall))
triggerall = statetype != A
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
t;riggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = statetype!=L
triggerall = (random = [0,149])||var(41)=0
triggerall = p2statetype !=L 
triggerall = var(5)=0
triggerall = var(41)=0
triggerall = p2stateno!=[5070,5071]
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2movetype=A||enemy,hitfall&&var(0)=1)
trigger2 = (StateNo = 410)&& animelemtime(2)>0&&movehit
trigger3= (stateno=[1000,1006]) && (animelemtime(7)>1 && animelemtime(9)<0) && (p2movetype=H&&p2stateno!=[120,150])
trigger4=stateno=300 && ((movetype=A && animelemtime(4)>0)||movehit)&&var(20)
trigger5 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&var(0)=1
;------------------------------------------------------------------------------
;?????????
[State -1, L KW]
type = ChangeState
value = 2000+var(0)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power >= 1000
Triggerall = (P2BodyDist X = [-5,130]) 
triggerall =(p2bodydist y =[-45,0]) ||(p2statetype=A&& (p2bodydist y =[-95,-15])&&enemy,vel y >0)
triggerall = statetype != A
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
t;riggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = statetype!=L
triggerall = (random = [0,149])||(var(10)=1&&var(0)=1)
triggerall = p2statetype !=L 
triggerall = var(5)=0
triggerall = var(41)=0 ||var(41)=2 && p2life <200 
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2statetype=A&&p2movetype=A)&&var(10)=0 
trigger2 = (StateNo = 410)&& animelemtime(2)>0&&movehit
trigger3= (stateno=[1000,1006]) && (animelemtime(7)>1 && animelemtime(9)<0) && (p2statetype=A||p2stateno!=[120,155])
trigger4=stateno=300 && ((movetype=A && animelemtime(4)>0)||movehit)&&var(20)
trigger5 = var(41)=2 && p2life <200 && ctrl
;------------------------------------------------------------------------------
;?????????
[State -1, L KW]
type = ChangeState
value = 2100+(var(0)*100)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power >= 1000
Triggerall = (var(0)=1&&P2BodyDist X = [-5,130]) || (var(0)=0 && p2bodydist x <60) 
triggerall =(p2bodydist y =[-45,0]) ||(p2statetype=A&& (p2bodydist y =[-55,-15])&&enemy,vel y >0) || (var(0)=1&&(p2statetype!=A||enemy,hitfall))
triggerall = statetype != A
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
;triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = statetype!=L
triggerall = (random = [0,149])||var(41)=0
triggerall = p2statetype !=L 
triggerall = var(5)=0
triggerall = p2stateno!=[5070,5071]
triggerall = var(41)=0
triggerall = (p2stateno!=1151)
trigger1 = (StateNo = 410)&& animelemtime(2)>0&&movehit && p2life <220
trigger2 = (StateNo = 215)&& animelemtime(2)>0&&movehit && p2life <220
trigger3 = (StateNo = 245)&& animelemtime(2)>0&&movehit && p2life <220
trigger4= var(41)=13 && power>=2000 && ctrl
trigger5=stateno=300 && ((movetype=A && animelemtime(4)>0)||movehit)&&var(20)
trigger6 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&var(0)=1
trigger7 = ctrl && enemy,hitfall && var(0)=1
;--------------------------------------------------------------

;?????
[State -1, MAXACTIVATE]
type = ChangeState
value = ifelse(statetype=A&&var(8)=1,901,900)
triggerall = var(57)>=1000
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
Triggerall = P2BodyDist X = [0,170]
Triggerall = p2movetype=H || var(8)=1
triggerall = p2stateno!=[120,155]
triggerall = p2statetype !=L
trigger1 = (var(41)=40 || var(41)=50 || var(41)=60) && movehit

;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1500
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = P2BodyDist X = [-9,120]
triggerall =enemy,numproj>0
Triggerall =Random < ifelse((var(20)&&movehit&&stateno=1050),999,99)
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = var(27)<5
triggerall = stateno!=41
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = statetype!=A
triggerall = var(12)!=[1500,1503]
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(enemy,numproj>0||(enemy,hitdefattr=SCA,AP))

;------------------------------------------------------------------------------
;?????????
[State -1, H LTAI]
type = ChangeState
value = 1501
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = P2BodyDist X >= 40
Triggerall =Random < 149
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall =enemy,numproj>0
triggerall = var(27)<5
triggerall = var(12)!=[1500,1503]
triggerall = stateno!=41
triggerall = statetype!=A
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(enemy,numproj>0||(enemy,hitdefattr=SCA,AP))
;;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1502
Triggerall = (RoundState = 2) && (AILevel>0)&&power>=1000
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = P2BodyDist X = [40,110]
Triggerall =Random < 119
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(27)<5
triggerall =enemy,numproj>0
triggerall = var(12)!=[1500,1503]
triggerall = var(20)
triggerall = stateno!=41
triggerall = statetype!=A
triggerall = p2statetype!=A || p2movetype!=H
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(enemy,numproj>0||(enemy,hitdefattr=SCA,AP))&&var(0)=0
trigger2=(enemy,numproj >0 ||(enemy,hitdefattr=SCA,AP)) && random<39&&ctrl
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAEX]
type = ChangeState
value = 1104+(var(0)*20)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power>=1000 
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,75])
triggerall = enemy,vel y >=0&&p2bodydist y =[-75,0]
Triggerall = Random <79
triggerall = var(5)=0 &&var(7)!=1150 
triggerall = var(27)<5
;triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(7)!=1052
triggerall = var(0)=0||p2movetype=A
triggerall = p2statetype!=L
triggerall = var(10)=0 && var(41)=0
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2movetype!=I) && var(41)=0
trigger2=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact)) && var(0)=0
trigger3 = p2movetype=A && ctrl 

;------------------------------------------------------------------------------
;?????????
[State -1, L LTAO]
type = ChangeState
value = 1102+(var(0)*20)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,85])|| (var(41)>0)
triggerall = (p2movetype=H&&enemy,vel y >=0&&p2bodydist y =[-75,-20])||p2statetype!=A||(p2statetype=A && p2movetype!=H)||(var(41)>0)
Triggerall = Random <129+(var(0)*20)||(var(41)>0)
triggerall = var(5)=0 &&var(7)!=1150 
triggerall = var(27)<5
;triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(10)=0
triggerall = var(7)!=[1050,1052]
triggerall = p2statetype!=L
triggerall = (prevstateno!=5120 && p2movetype!=I)|| var(41)>0
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2movetype!=I||p2statetype=A) &&var(0)=0&& var(41)=0 && p2stateno!=[120,155]
trigger2= (StateNo = 410)&& animelemtime(2)>0&&movehit
trigger3= (ctrl ||stateno=20)&& (var(41)=13||var(41)=23||var(41)=21||var(41)=33||var(41)=35|| var(41)=72|| var(41)=82)
trigger4= (ctrl ||stateno=20) && (var(41)=2)&& frontedgebodydist <80
trigger5=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0 &&var(10)=0)) && movecontact)&&var(0)=1&&var(41)=0 &&frontedgebodydist >70
trigger6= (ctrl ||stateno=20) && var(12)=1820 && p2bodydist y <-35
trigger7 =(ctrl||stateno=101)&&(p2movetype!=I||p2statetype=A) &&var(0)=1&& var(41)=0 &&frontedgebodydist >70 && p2stateno!=[120,155]
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1100+(var(0)*20)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,55]) || var(41)>0
triggerall =(var(41)=0&&p2movetype=H&&enemy,vel y >=0&&p2bodydist y =[-75,-20])||p2statetype!=A||(p2statetype=A && p2movetype!=H) || var(41)>0
Triggerall = Random <99+(var(0)*40) || var(41)>0
triggerall = var(5)=0
;triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(27)<5
triggerall = var(7)!=[1050,1051]
triggerall = p2statetype!=L
triggerall = (prevstateno!=5120 && p2movetype!=I)|| var(41)>0
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2statetype=A)&&var(10)=0 && var(41)=0
trigger2= (StateNo = 410)&& animelemtime(2)>0&&movehit
trigger3=movehit && ((var(41)=43||var(41)=63) ||((var(41)=45||var(41)=66||var(41)=71)&&frontedgebodydist >=70))&&animelemtime(12)>0&&animelemtime(14)<0
trigger4 =(ctrl ||stateno=20)&& ((var(41)=45||var(41)=55||var(41)=57||var(41)=66)&&frontedgebodydist <80) && var(42)=0 && p2bodydist y =[-75,-50]
trigger5=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0 &&var(10)=0)) && movehit)&&var(0)=1&&frontedgebodydist <80

;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = AILevel >0
triggerall = random <= 75
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = ctrl 
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(10)=0|| p2movetype!=H
triggerall = p2statetype!=L
triggerall = (stateno!=[900,901])
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 25 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 25 && p2dist y <= 0)

;==============================================================================
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall=AILevel>0
triggerall = (statetype!=A)
triggerall =(StateNo !=[200,3999])&&(StateNo != 105)
Triggerall =  Random < (113*AILevel)
triggerall =InGuardDist || enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA|| enemy,numproj >0
triggerall =((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20
trigger2= prevstateno=5120 && p2movetype=A &&  p2bodydist x <90 && ctrl
trigger3= stateno=5129 && (ctrl||stateno=20)&& p2movetype=A && p2bodydist x <90
;????????

;????????
[State -1, SC]
type = ChangeState
value = 250
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,70]) 
triggerall = p2statetype!=A||(p2stateno=[120,155])
Triggerall = Random < 450 || var(41)=41 || var(41)=51 || var(41)=61
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0 || movecontact
triggerall = var(15)=0|| moveguarded
trigger1 = anim = 205 && animelemtime(2)>0 &&movehit
trigger2 = anim=215 &&animelemtime(5)>0&&movehit
trigger3 = (stateno=230||stateno=235)&&animelemtime(ifelse(anim=235,3,4))>0&&( movecontact)
trigger4 =(anim=245&& animelemtime(3)>0) &&animelemtime(5)<0 && movehit
trigger5 = (var(41)=41|| var(41)=51 || var(41)=61) && movehit
trigger6 = stateno=430 && movecontact
;----------------------------------------------------------------------------
;?????????
[State -1, Stand Strong Punch]
type = ChangeState
value =ifelse(p2bodydist X < 30,215,210)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = var(27)<5
Triggerall = P2BodyDist X = [0,70]
triggerall = helper(10003),var(8)=0
triggerall = p2statetype!=A
Triggerall = Random < 300 || var(41)=40 || var(41)=50 || var(41)=60
triggerall = p2statetype !=L
triggerall = movetype!=H
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = enemy, statetype != C && var(41)=0
trigger1 = ctrl && (p2movetype!=H ||stateno=101 ) && var(41)=0
trigger2=p2bodydist x<30&&helper(10003),var(11) && ctrl
;trigger3 = ctrl && p2bodydist x<15&&(stateno=900 && (var(41)=40||var(41)=50||var(41)=60)&&ctrl)



;------------------------------------------------------------------------------
;?????????
[State -1, Stand Light Kick]
type = ChangeState
value = ifelse(p2bodydist X < 25,235,230)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,55]
triggerall = var(27)<5 ||(p2statetype=S&&p2bodydist x <60)
Triggerall = random <350
triggerall = p2statetype !=L
triggerall = movetype!=H&& var(41)=0
triggerall = helper(10003),var(8)=0
triggerall = p2movetype!=A || (enemy,hitdefattr!=SCA,AA,AT) || p2statetype=S
triggerall  =var(10)=0|| p2movetype!=H
triggerall = stateno!=900
trigger1=p2bodydist x<40&&helper(10003),var(10) && ctrl
trigger2 = stateno=430 && animelemtime(2)>0 && movecontact
trigger3= p2statetype=S && ctrl && p2bodydist x <50
;---------------------------------------------------------------------------

;?????????
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist X < 30,245,240)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0, 75]
triggerall = var(27)<5 
triggerall = movetype!=H&& var(41)=0
triggerall = (p2bodydist y= [-45,0]) && enemy,vel y >=0 && p2movetype!=A
Triggerall = Random < ifelse(p2bodydist x<40&&prevstateno=52&&p2movetype=H,100,300)
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0 || p2statetype=A
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(15)!=[1700,1705]
triggerall = (p2statetype=A && p2movetype!=H)||p2statetype!=A
triggerall = p2movetype!=A || (enemy,hitdefattr!=SCA,AA,AT)
triggerall = enemy, statetype != C || (p2bodydist x <30)
triggerall  =var(10)=0|| p2movetype!=H
trigger1 = ctrl ||stateno=101 

[State -1, Taunt]
type = ChangeState
value = 195+var(0)
triggerall = AILevel >0
triggerall = random<299
triggerall = gametime%30=0
triggerall = enemy,life < (enemy,lifemax/2.25) 
triggerall = life >700
triggerall = roundstate=2
triggerall = p2statetype = L
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = p2bodydist x >120
triggerall = statetype != A
trigger1 = ctrl
;?????????

;------------------------------------------------------------------------------
;????????
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,50]
triggerall = p2statetype!=A
triggerall = var(27)<5 || p2statetype=S
Triggerall = Random < ifelse((p2bodydist x <40),350,150)
triggerall = p2statetype !=L
triggerall = movetype!=H
triggerall = helper(10003),var(8)=0
triggerall = p2movetype!=A || (enemy,hitdefattr!=CA,AA,AT)
triggerall  =var(10)=0 || (p2movetype=H && (p2stateno!=[120,155]))
trigger1 = ctrl ||stateno=101 
trigger2= p2statetype=S && ctrl && p2bodydist x <50
trigger3=p2bodydist x<45&&helper(10003),var(10)&&ctrl
trigger4= var(34)=1 && p2bodydist x <45&&ctrl
trigger5 = StateNo = 400&& movecontact
trigger6= stateno=430 && animelemtime(2)>0 &&movecontact && p2bodydist x<50
;------------------------------------------------------------------------------
;????????
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,40]
triggerall = p2statetype!=A
triggerall = movetype!=H
Triggerall = Random < ifelse(p2bodydist x <35,250,100)
triggerall = var(27)<5 
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = p2statetype !=L
triggerall = stateno!=900
triggerall = helper(10003),var(8)=0
triggerall = var(34)=0
triggerall = movetype!=H
triggerall  =var(10)=0|| (p2movetype=H && (p2stateno!=[120,155]))
trigger1 = ctrl ||stateno=101 
trigger2=p2bodydist x<35&&helper(10003),var(10)&&ctrl
;????????
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,35]
triggerall = p2statetype!=A
triggerall = movetype!=H
Triggerall = Random < 175
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = p2statetype !=L
triggerall = var(27)<5 
triggerall  =var(10)=0|| p2movetype!=H
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = statetype != A
triggerall =var(15)=0
trigger1 = ctrl ||stateno=101

;????????
[State -1, Crouching Strong Kick]
type = ChangeState
value =  440
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,80]
triggerall = p2statetype!=A
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(27)<5 || p2statetype=S
Triggerall = Random < ifelse(p2bodydist x >50,120,10)
triggerall = p2statetype !=L
triggerall = stateno!=900
triggerall = movetype!=H
triggerall = p2movetype!=A || (enemy,hitdefattr!=CA,AA,AT)
triggerall  =var(10)=0|| p2movetype!=H
trigger1 = ctrl ||stateno=101 
trigger2= p2statetype=S && ctrl && p2bodydist x >=45

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

;??????????
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = vel y>0
triggerall = stateno!=901
triggerall = stateno != [800,3999]
triggerall = ((p2bodydist y=[45,75])&&stateno=50)|| ((p2bodydist y=[26,50])&&stateno=41)
triggerall = p2bodydist x = [-20,70]
Triggerall = Random < 500
triggerall = p2statetype !=L
trigger1 = ctrl

;??????????
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = vel y>0
triggerall = stateno!=901
triggerall = stateno != [800,3999]
triggerall =p2statetype!=C
triggerall = ((p2bodydist y=[45,75])&&stateno=50)|| ((p2bodydist y=[20,40])&&stateno=41)
triggerall = p2bodydist x = [0,60]
Triggerall = Random < 500
triggerall = p2statetype !=L
trigger1 = ctrl
;------------------------------------------------------------------------------
;????????
[State -1, Jump Light Kick]
type = ChangeState
value = ifelse(vel x = 0&&stateno!=41,630,635)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = stateno!=901
triggerall = vel y>0 || p2statetype=A
triggerall = ((p2bodydist y=[-30,40])&&stateno=50)|| ((p2bodydist y=[20,25])&&stateno=41)
triggerall = p2bodydist x = [-5,60]
Triggerall = Random < 450
triggerall = stateno!=50
triggerall = p2statetype !=L
trigger1 = ctrl


;????????
[State -1, Jump Light Punch]
type = ChangeState
value = ifelse(vel x = 0&&stateno!=41,600,605)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = vel y>0 || p2statetype=A
triggerall = ((((p2bodydist y=[-30,40])&&p2movetype!=A)||((p2bodydist y=[-30,65])&&p2movetype=A))&&stateno=50)||((((p2bodydist y=[20,25])&&p2movetype!=A)||((p2bodydist y=[20,35])&&p2movetype=A))&&stateno=41) 
triggerall = p2bodydist x = [0,40]
Triggerall = Random < 450
triggerall =p2statetype!=C
triggerall = stateno!=50
triggerall = stateno!=901
triggerall = p2statetype !=L
trigger1 = ctrl



;------------------------------------------------------------------------------
;???????
[State -1, CD]
type = ChangeState
value = 650
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = ((p2bodydist y=[-25,75])&&stateno=50 && vel y >0)|| ((p2bodydist y=[-10,45])&&stateno=41)
triggerall = p2bodydist x = [15,85]
Triggerall = Random < ifelse(p2movetype=A,300,75)
triggerall = p2statetype !=L
trigger1 = ctrl
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAiiiii]
type = ChangeState
value = 1704
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power>=1000 
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype=A

Triggerall = ( p2bodydist x =[-10,120])
triggerall =  var(41)=34||enemy,vel y >=0&&p2bodydist y =[-35,90]
Triggerall = Random <59|| var(41)=34
triggerall = var(5)=0 &&var(7)!=1150 
triggerall = pos y <-50 || var(0)=1
triggerall = var(7)!=1052
triggerall = p2statetype!=L|| p2stateno=5120
triggerall = (p2stateno!=1151)
trigger1=ctrl &&p2movetype=A && p2bodydist x >0 && p2stateno!=5120
trigger2 = var(41)=34 && movehit && var(42)=0
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAO]
type = ChangeState
value = 1702
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype=A
Triggerall = ( p2bodydist x =[-10,120])
triggerall =(p2movetype=H&&enemy,vel y >=0&&p2bodydist y =[-35,100]) || var(41)=24
Triggerall = Random <99|| var(41)=24
triggerall = var(5)=0
triggerall = pos y <-50 || var(0)=1
triggerall = p2statetype!=L || p2stateno=5120
triggerall = (p2stateno!=1151)
trigger1=stateno=1102 && movehit && var(57)>500 && var(10)=0 && var(41)=0
trigger2 = var(41)=24 && movehit && var(42)=0
trigger3 = p2movetype=A && p2statetype=S && p2bodydist x >100 && ctrl && var(41)=0
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1700
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype=A
Triggerall = ( p2bodydist x =[-10,120])|| var(41)>0
triggerall =(p2movetype=H&&enemy,vel y >=0&&p2bodydist y =[-35,100])||p2statetype!=A|| var(41)>0
Triggerall = Random <99 || var(41)>0
triggerall = var(5)=0
triggerall = pos y <-50 || var(0)=1
triggerall = var(7)!=[1050,1051]
triggerall = p2statetype!=L|| p2stateno=5120
triggerall = (p2stateno!=1151)
triggerall = stateno!=1700
trigger1=ctrl
trigger2= animelemtime(10)>0&&movehit&&(var(41)=71||var(81)=1) &&var(57)>=500 
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAiiiii]
type = ChangeState
value = 1851
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power>=1000 
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,40])
triggerall = enemy,vel y >=0&&p2bodydist y =[-45,0]
Triggerall = Random <79||var(41)>0
triggerall = var(0)=1
triggerall = var(5)=0
triggerall = var(41)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = p2statetype!=L
triggerall = var(10)=0 
triggerall = frontedgebodydist <75 ||var(41)>0
triggerall = (p2stateno!=1151)
trigger1=ctrl && (p2stateno=120||p2stateno=140||enemy,hitfall=1||p2movetype!=H)

;------------------------------------------------------------------------------
;?????????
[State -1, L LTAO]
type = ChangeState
value = 1850
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
triggerall = var(0)=1
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
Triggerall = ( p2bodydist x =[-10,220])
triggerall = (p2statetype!=A || enemy,vel y >0&&p2bodydist y >-35)
Triggerall = Random <129 
triggerall = p2movetype!=H 
triggerall = var(5)=0
triggerall = p2statetype!=L
triggerall = (p2stateno!=1151)
trigger1 = ctrl && p2movetype=A 
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1800
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,100])
triggerall =p2statetype!=A
Triggerall = Random <99 ||(random<699&&frontedgebodydist <90&&movehit)
triggerall = var(5)=0
triggerall = var(0)=1
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(41)=0
triggerall = var(27)<5
triggerall = var(7)!=[1050,1051]
triggerall = p2statetype!=L
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2statetype=A)&&var(10)=0 && var(41)=0
trigger2= (StateNo = 410)&& animelemtime(2)>0&&movehit
trigger3= (StateNo = 245)&& movehit&&AnimElemtime(4) > 0 && AnimElemtime(8) < 0 
trigger4= (ctrl ||stateno=20)&& (var(41)=2) && frontedgebodydist >=80
trigger5= (stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact)) && frontedgebodydist <90

;------------------------------------------------------------------------------
;?????????
[State -1, L LTAiiiii]
type = ChangeState
value = 1602
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = power>=1000 
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,75])
triggerall = enemy,vel y >=0&&p2bodydist y =[-45,0]
Triggerall = Random <59
triggerall = var(0)=0
triggerall = var(5)=0 &&var(7)!=1150 
triggerall = var(41)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(7)!=1052
triggerall = p2statetype!=L
triggerall = var(10)=0 
triggerall = (p2stateno!=1151)
trigger1=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))

;------------------------------------------------------------------------------
;?????????
[State -1, L LTAO]
type = ChangeState
value = 1601
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
triggerall = var(0)=0
Triggerall = ( p2bodydist x =[-10,120]) ||var(41)>0 ||p2stateno=1165
triggerall =(p2movetype=H&&enemy,vel y >=0&&p2bodydist y =[-75,-20])||p2statetype!=A||var(41)>0 ||p2stateno=1165
Triggerall = Random <99 ||var(41)>0||p2stateno=1165
triggerall = var(5)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = p2statetype!=L
triggerall = (p2stateno!=1151)
trigger1=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0 &&var(10)=0)) && movehit) && var(41)=0
trigger2= movehit && (var(41)=1||var(41)=10||var(41)=20||var(41)=30||var(41)=42||var(41)=52||var(41)=62||var(41)=44||var(41)=46||var(41)=56)
trigger3 = (ctrl ||stateno=20) && (var(41)=12||var(41)=22||var(41)=32||var(41)=54||var(41)=65)
trigger4 = ctrl && p2stateno=1165
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1600
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = statetype!=A
Triggerall = ( p2bodydist x =[-10,90]) || var(41)=2
triggerall =(p2movetype=H&&enemy,vel y >=0&&p2bodydist y =[-75,-20])||p2statetype!=A|| var(41)=2
Triggerall = Random <99|| var(41)=2
triggerall = var(5)=0
triggerall = var(0)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(27)<5
triggerall = var(7)!=[1050,1051]
triggerall = p2statetype!=L
triggerall = (p2stateno!=1151)
trigger1 =(ctrl||stateno=101)&&(p2statetype=A)&&var(10)=0 && var(41)=0
trigger2= (StateNo = 410)&& animelemtime(2)>0&&movehit
trigger3= (StateNo = 245)&& movehit&&AnimElemtime(4) > 0 && AnimElemtime(8) < 0 
trigger4= (ctrl ||stateno=20)&& (var(41)=2) && frontedgebodydist >=80

;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1301+(var(0)*100)
triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = P2BodyDist X = [-25,150]
Triggerall =random<99 || (movehit&&random<129&&var(0)=1 && var(41)=0)
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(27)<5
triggerall = var(41)=0
triggerall = statetype!=A
triggerall =  p2statetype!=A||!enemy,hitfall&&p2bodydist y =[-75,-25]
triggerall = var(7)!=1230
triggerall = (p2stateno!=1151)
trigger1 =((ctrl||stateno=101)&&(p2statetype=A)&&p2movetype=H)&&(p2statetype!=A||p2bodydist y =[-75,-30])&& (var(10)=0|| (var(10)=1 && var(57)<300&&power>=3000)) && var(41)=0
trigger2=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0 &&var(10)=0)) && movecontact) && frontedgebodydist >=90
trigger3=stateno=300 && ((movetype=A && animelemtime(4)>0)||movecontact)
;------------------------------------------------------------------------------
;Press
[State -1, L LTAI]
type = ChangeState
value = 1300+(var(0)*100)
triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = (var(0)=1 && ((p2movetype!=H&&p2bodydist x=[20,130])||(p2movetype=H&&p2bodydist x <70)))||(var(0)=0&&P2BodyDist X = [0,90])
Triggerall =random<99
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = var(10)=0 ||var(0)=0
triggerall = statetype!=A
triggerall = var(41)=0 
triggerall =  p2statetype!=A||p2bodydist y =[-85,-25]
triggerall = stateno!=41
triggerall = (p2stateno!=1151)
trigger1 =(ctrl&&(p2statetype=A)||stateno=101)&&(p2statetype=A)&&(p2bodydist y =[-65,0])&& (var(10)=0) && var(41)=0
trigger2=stateno=300 && ((movetype=A && animelemtime(4)>0)||movecontact)
;------------------------------------------------------------------------------
;?????????
[State -1, L LTAI]
type = ChangeState
value = 1302+(var(0)*100)
triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = (var(0)=1 && ((p2movetype!=H&&p2bodydist x=[50,170])||(p2movetype=H&&p2bodydist x <140)))||(var(0)=0&&P2BodyDist X = [0,140])|| (var(41)>0)
triggerall =(p2bodydist y =[-65,0]) ||(p2movetype=H &&p2statetype=A&& ((p2bodydist y =[-55,-25])))||var(0)=1||  (var(41)>0)
Triggerall = random<99|| (var(41)>0)
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0|| movecontact
triggerall = helper(10003),var(11)=0|| movecontact
triggerall = statetype!=A
triggerall = stateno!=41
triggerall = var(12)!=1120 && var(12)!=1820
triggerall = (power>=1000+(var(0)*1000))
triggerall= var(10)=0|| (var(41)>0)
triggerall = (p2stateno!=1151)
trigger1 =(ctrl&&(p2statetype=A)||stateno=101&&(p2statetype=A))&& (var(10)=0) && var(41)=0
trigger2=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0 &&var(10)=0)) && movecontact)
trigger3=stateno=300 && ((movetype=A && animelemtime(4)>0)||movecontact)
trigger4= (ctrl ||stateno=20||stateno=101)&& (var(41)=11||var(41)=21||var(41)=31||var(41)=53 && power>=3000 )

;------------------------------------------------------
;??????????
[State -1, L BB AI]
type = ChangeState
value =  1000
triggerall = random<  ifelse(p2bodydist x<100&&!movecontact,1,ifelse(p2statetype=L,85,65)) || moveguarded
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall =numhelper(1101)=0&&numhelper(1001)=0
triggerall = (statetype!=A &&(((var(0)=1&&p2bodydist y =[-75,-45])||p2statetype!=A)||(var(0)=0&&p2bodydist y =[-55,0])))
triggerall = enemy,numproj =0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = p2statetype!=L || p2bodydist x >70
triggerall = (p2bodydist x >50)||moveguarded
triggerall = (p2stateno!=1151 &&(p2stateno!=[1290,1292]))
trigger1 = (ctrl||(stateno=101)||stateno=20) &&((var(19)=1||var(17)<=7)||p2statetype=L && p2bodydist x >80)
trigger2 = anim = 205 &&animelemtime(2)>0 &&movecontact 
trigger3 = stateno=210 &&(movecontact)
trigger4 = stateno=230&&animelemtime(ifelse(anim=231,3,4))>0&&movecontact 
trigger5 = (StateNo = 410)&& animelemtime(2)>0&&movecontact
trigger6 = stateno=440 && animelemtime(5)>0&&movecontact 
trigger7=stateno=250 && ((animelemtime(3)>0&&animelemtime(4)<0 &&var(10)=0)||(var(10)=1)) && (moveguarded)
trigger8=stateno=300 && ((movetype=A && animelemtime(4)>0)||movecontact)&&var(8)=1

;;??????????
[State -1, S BB AI]
type = ChangeState
value = 1005
triggerall = random< ifelse(p2bodydist x<100&&!movecontact,1,ifelse(p2statetype=L,85,65))
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall =numhelper(1101)=0&&numhelper(1001)=0
triggerall = statetype!=A &&((var(0)=1&&(p2bodydist y < -45||p2statetype!=A))||(var(0)=0&&p2bodydist y =[-55,0]))
triggerall = var(15)=0
triggerall = p2statetype!=L || p2bodydist x >70
triggerall = enemy,numproj =0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = (p2bodydist x >50 )
triggerall = (p2stateno!=1151 &&(p2stateno!=[1290,1292]))
trigger1 = (ctrl||(stateno=101)||stateno=20) &&(var(19)=1||var(17)<=7) && var(10)=0
trigger2 = anim = 205 &&animelemtime(2)>0 &&movecontact 
trigger3 = stateno=210 &&(animelemtime(ifelse(anim=210,8,3))>0)&&movecontact
trigger4 = stateno=230&&animelemtime(ifelse(anim=231,3,4))>0&&movecontact 
trigger5 =StateNo = 400&& animelemtime(2)>0&&movecontact 
trigger6 = (StateNo = 410)&& animelemtime(2)>0&&movecontact
trigger7 = stateno=440 && animelemtime(5)>0&&movecontact 
trigger8=anim=200 && var(10)=1&&movecontact
trigger9=anim=210 && var(10)=1&&movecontact
trigger10=anim=230 && var(10)=1&&movecontact
trigger11=anim=240 && var(10)=1&&movecontact
trigger12=anim=245&& (animelemtime(3)>0 &&animelemtime(4)<0)
trigger13=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger14=stateno=300 && ((movetype=A && animelemtime(4)>0)||movecontact)&&var(8)=1
;??????????
[State -1, EX BB AI]
type = ChangeState
value = 1006
triggerall = random<  ifelse(p2bodydist x<100,80,35)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = numhelper(1101)=0&&numhelper(1001)=0&&power>=1000
triggerall =(statetype!=A &&(((var(0)=1&&p2bodydist y =[-75,-45])||p2statetype!=A)||(var(0)=0&&p2bodydist y =[-55,0])))
triggerall = var(15)=0 
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(20)=1
triggerall = enemy,numproj>0
triggerall = p2statetype!=L
triggerall = (p2bodydist x >50 &&var(0)=0) || (var(0)=1 && p2movetype=H)||(var(0)=1 && p2bodydist x >70 && p2movetype!=H)
triggerall = (p2stateno!=1151 &&(p2stateno!=[1290,1292]))
trigger1 = (ctrl||(stateno=101)) &&(var(19)=1||var(17)<=7) && var(0)=0
trigger2 = anim = 205 &&animelemtime(2)>0 &&movecontact 
trigger3 = stateno=210 &&(animelemtime(ifelse(anim=210,8,3))>0)&&movecontact
trigger4 = stateno=230&&animelemtime(ifelse(anim=231,3,4))>0&&movecontact 
trigger5 =StateNo = 400&& animelemtime(2)>0&&movecontact 
trigger6 = (StateNo = 410)&& animelemtime(2)>0&&movecontact
trigger7 = stateno=440 && animelemtime(5)>0&&movecontact 
trigger8=anim=200 && var(10)=1&&movecontact
trigger9=anim=210 && var(10)=1&&movecontact
trigger10=anim=230 && var(10)=1&&movecontact
trigger11=anim=240 && var(10)=1&&movecontact
trigger12=anim=245&& (animelemtime(3)>0 &&animelemtime(4)<0)
trigger13=(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger14=stateno=300 && ((movetype=A && animelemtime(4)>0)||movecontact)&&var(8)=1
;------------------------------------------------------
;??????????
[State -1, L BB AI]
type = ChangeState
value = 1200+(var(0)*60)
triggerall = random< 115
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = numhelper(1101)=0&&numhelper(1001)=0
triggerall = (statetype!=A &&p2bodydist y =[-55,0])
triggerall = var(15)=0
triggerall = enemy,numproj =0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = p2statetype!=L
triggerall = (p2bodydist x >160 )
triggerall = (p2stateno!=1151 &&(p2stateno!=[1290,1292]))
trigger1 = (ctrl||(stateno=101)) &&(var(19)=1||var(17)<=7)
;------------------------------------------------------
;??????????
[State -1, L BB AI]
type = ChangeState
value = 1206+(var(0)*60)
triggerall = random< 115
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = numhelper(1101)=0&&numhelper(1001)=0
triggerall = (statetype!=A &&p2bodydist y =[-55,0])
triggerall = var(15)=0
triggerall = enemy,numproj =0
triggerall = p2statetype!=L
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = (p2bodydist x >160 )
triggerall = (p2stateno!=1151 &&(p2stateno!=[1290,1292]))
trigger1 = (ctrl||(stateno=101)) &&(var(19)=1||var(17)<=7)
;------------------------------------------------------
;??????????
[State -1, L BB AI]
type = ChangeState
value = 1208+(var(0)*60)
triggerall = random< 79
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = numhelper(1101)=0&&numhelper(1001)=0
triggerall = (statetype!=A &&p2bodydist y =[-55,0])
triggerall = var(15)=0
triggerall = power >=1500
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = enemy,numproj =0
triggerall = p2statetype!=L
triggerall = (p2bodydist x >160 )
triggerall = (p2stateno!=1151 &&(p2stateno!=[1290,1292]))
trigger1 = (ctrl||(stateno=101)) &&(var(19)=1||var(17)<=7)
;---------------------------------------------------------------------
[State -1, AIaw]
type=changestate
value=1900
triggerall = statetype !=A
triggerall = AILevel >0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(0)=1
triggerall = random < 130
Triggerall = (P2BodyDist X = [125,999])
triggerall  = frontedgedist > 100
trigger1 = enemy,numproj >= 1 || p2movetype =A
triggerall=ctrl
;--------------------------------------------------------------------------------------------------
[State -1, AIaw]
type=changestate
value=1905
triggerall =  statetype !=A
triggerall = AILevel >0
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = var(0)=1
triggerall = random < 100
triggerall  = backedgedist > 75
trigger1 = enemy,numproj >= 1 || p2movetype =A
triggerall=ctrl
;--------------------------------------------------------------------------------------------------
[State -1, AIaw]
type=changestate
value=1910
triggerall =  statetype !=A
triggerall = AILevel >0
triggerall = var(0)=1
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = random < 130
triggerall  = frontedgedist > 100
Triggerall = (P2BodyDist X = [76,100] )
trigger1 = p2movetype =A
triggerall=ctrl
;--------------------------------------------------------------------------------------------------
[State -1, AIaw]
type=changestate
value=1915
triggerall = statetype !=A
triggerall = AILevel >0
triggerall = var(0)=1
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = random < 100
triggerall  = backedgedist > 75
Triggerall = (P2BodyDist X = [25,75])
trigger1 =  p2movetype =A
triggerall=ctrl
;---------------------------------------------------------------------------
;?????
[State -1, T S]
type = ChangeState
value = 710
triggerall = random <ifelse(((p2bodydist x <40)||numproj >0),150,99)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = backedgebodydist >100
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = statetype != A
trigger1 = (p2movetype=A&&enemy,numproj =0)&&ctrl
trigger2 = power >= 1500
trigger2 = (stateno = 150||stateno=152) && p2bodydist x <75&& p2bodydist x <60&& (p2stateno=[1000,4999])
trigger3 = (stateno = [100,102]) && p2movetype=A
;---------------------------------------------------------------------------
;?????
[State -1, T S]
type = ChangeState
value = 700
triggerall = random <ifelse(((p2bodydist x <40)||numproj >0),150,99)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = backedgebodydist <50 || enemy,numproj >0
triggerall = statetype != A
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
trigger1 = (p2movetype=A || enemy,numproj >0)&&ctrl
trigger2 = power >= 1500
trigger2 = (stateno = 150||stateno=152) && p2bodydist x <75&& p2bodydist x <60&& (p2stateno=[1000,4999])
trigger3 = (stateno = [100,102]) && p2movetype=A

;---------------------------------------------------------------------------
;??
[State -1, UKEMI]
type = ChangeState
value = 52000
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall= random <ifelse((enemy,hitdefattr=SCA,SA,HA),75,700)
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -5
trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;?????
[State -1, BLOWBACKAI]
type = ChangeState
value = 300
triggerall = random <ifelse((enemy,hitdefattr=SCA,SA,HA),500,49)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = p2bodydist x<50
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = p2statetype!=L
triggerall =life <= (lifemax/2.25)
trigger1 = statetype != A
trigger1 = (ctrl ||stateno=101) && p2statetype=A &&( p2bodydist x =[45,75])&&enemy,vel x >4
trigger2 = power >= 1000
trigger2 = (stateno = [150,153])&& p2bodydist x <60&& (p2stateno=[1000,4999])
trigger3 = ctrl && p2statetype=A && enemy,vel y >0 && p2movetype=A

;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = stateno!=[40,51]
triggerall = statetype!=A
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall = var(10)=0|| p2movetype!=H
trigger1= var(30)=1&&ctrl
value = 40


[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall=AILevel>0 && statetype!=A && ctrl
triggerall = (stateno!=[100,105])
triggerall = p2bodydist y =[-150,0]
triggerall = var(41)=0
triggerall = var(10)=0 || p2movetype!=H|| enemy,hitfall
triggerall = enemy,numproj =0 || numhelper(1001)>0 || enemy,hitfall
triggerall = p2stateno!=834 || p2bodydist x >80
trigger1= p2movetype!=A && (p2bodydist x=[150,788])&& random < 99
trigger2= ((p2stateno=[1360,1361])||stateno=1151)&& p2bodydist x >55&& random < 149
trigger3 = numhelper(1001)>0 && ctrl&& random < 149 && p2bodydist x >60
trigger4 = (enemy,hitfall||p2statetype=L) && var(5)=0 && p2bodydist x >35 && frontedgebodydist >50&& random < 149

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = p2stateno!=834 || p2bodydist x >80
triggerall=AILevel>0 && statetype=S && ctrl && random < 249
triggerall = var(10)=0 || p2movetype!=H
triggerall = var(41)=0
triggerall=p2statetype!=L || numhelper(1001)>0
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[30,149])
trigger2 = numhelper(1001)>0 && ctrl && p2bodydist x =[30,70]
[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = (p2stateno!=1151&&(p2stateno!=[1290,1292]))
triggerall = random < 79
triggerall = var(41)=0
triggerall = roundstate = 2
triggerall = p2statetype!=A
triggerall = ctrl
trigger1 = (ctrl && p2bodydist x <20&&p2statetype=L)
;==============================================================================
;SGS
[State -1, LJ]
type = ChangeState
value = 3400
triggerall = command = "SGS"
triggerall = power >= 2000
triggerall = var(0) = 1
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15 = stateno = 1820 && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&var(0)=1
trigger17= (stateno=[1000,1006]) && animelemtime(7)>0 && animelemtime(10)<0&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;Kaiser Phoenix
[State -1, KK]
type = ChangeState
value = 3300
triggerall = command = "Kaiser Phoenix"
triggerall = var(0) = 1
triggerall = power >= ifelse(var(10)=1,2000,3000)
triggerall = var(57)>=1000 || (var(10)=1 && var(57)>0)
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && (movecontact&&var(10)=1) && ((var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && (movecontact&&var(10)=1)  && ((var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A) && (movecontact&&var(10)=1)  && ((var(57)>0 && var(10)=1))
trigger15 = stateno = 1820 && AnimElemtime(1) >1 && (movecontact&&var(10)=1) 
trigger16 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>0 && var(10)=1)) &&var(0)=1
trigger17= stateno=2215 && animelemtime(1)>0&& var(10)=1 && var(57)>0
trigger18= stateno=2001 && anim=1320 && animelemtime(4)>8&&animelemtime(6)<0 && var(10)=1 && var(57)>0
trigger19= (stateno=[1000,1006]) && animelemtime(7)>0 && animelemtime(10)<0&& ((var(57)>0 && var(10)=1))
trigger20= (stateno=1265||stateno=1267||stateno=1269) && animelemtime(2)>1&&animelemtime(6)<0 && (var(10)=1) 
;------------------------------------------------------------------------------
;カイザーキャノン
[State -1, KK]
type = ChangeState
value = 3000
triggerall = command = "Dead End Execution"
triggerall = var(0) = 0
triggerall = power >= ifelse(var(10)=1,2000,3000)
triggerall = var(57)>=1000 || (var(10)=1 && var(57)>0)
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>0 && var(10)=1))
trigger18 = stateno = 1820 && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger19 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>0 && var(10)=1))
trigger20= stateno=2100 && movehit && var(10)=1 && var(57)>0
trigger21= stateno=3100 && movehit && var(10)=1 && var(57)>0
trigger22= stateno=2000 && anim=1320 && animelemtime(4)>8&&animelemtime(6)<0 && var(10)=1 && var(57)>0
trigger23= (stateno=[1000,1006]) && animelemtime(7)>0 && animelemtime(10)<0&& ((var(57)>0 && var(10)=1))
trigger24= (stateno=1205||stateno=1207||stateno=1209) && animelemtime(2)>1&&animelemtime(6)<0 && ((var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;MAXGenosuper
[State -1, MAX GH]
type = ChangeState
value = 3100+(var(0)*100)
triggerall = command = "MAXGenosuper"
triggerall = power >= 2000
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger18 = stateno = 1820 && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger19 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&var(0)=1
trigger20= (stateno=[1000,1006]) && animelemtime(7)>0 && animelemtime(10)<0&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger21= (stateno=1265||stateno=1267||stateno=1269) && animelemtime(2)>1&&animelemtime(6)<0 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;AGPress
[State -1, L GP]
type = ChangeState
value = 2000+var(0)
triggerall = command = "GPress"
triggerall = power >= 1000
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
triggerall = command!="x+y"
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger20= (stateno=[1000,1006]) && animelemtime(7)>0 && animelemtime(10)<0&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger21= (stateno=1265||stateno=1267||stateno=1269) && animelemtime(2)>1&&animelemtime(6)<0 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;Genosuper
[State -1, GH]
type = ChangeState
value = 2100+(var(0)*100)
triggerall = command = "Genosuper"
triggerall = power >= 1000
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger18 = stateno = 1820 && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger19 = (anim=1320 && animelemtime(4)>8&&animelemtime(6)<0&&stateno = [1300,1403]) && AnimElemtime(1) >1 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&var(0)=1
trigger20= (stateno=[1000,1006]) && animelemtime(7)>0 && animelemtime(10)<0&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger21= (stateno=1265||stateno=1267||stateno=1269) && animelemtime(2)>1&&animelemtime(6)<0 && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;-----------------------------------------------
;DwarpLR
[State -1, GL BK]
type = ChangeState
value = 1920
triggerall = command = "DwarpSB"
triggerall = statetype != A
triggerall = var(0) = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;DwarpHR
[State -1, GL FK]
type = ChangeState
value = 1915
triggerall = command = "DwarpFF"
triggerall = statetype != A
triggerall = var(0) = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

;DwarpLF
[State -1, GL BP]
type = ChangeState
value = 1910
triggerall = command = "DwarpFB"
triggerall = statetype != A
triggerall = var(0) = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

;DwarpHF
[State -1, GL FP]
type = ChangeState
value = 1900
triggerall = command = "DwarpSF"
triggerall = statetype != A
triggerall = var(0) = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------EXs
;EXKaiser
[State -1, EX KW]
type = ChangeState
value = 1208+(var(0)*60)
triggerall = command = "EXKaiser"
triggerall = statetype != A
triggerall=  power>=1000
triggerall = numhelper(1001) = 0
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;---------------------------------------------
;EX Genocide Cutter
[State -1, EX JC]
type = ChangeState
value = 1104+(var(0)*20)
triggerall = command = "EXGenocide"
triggerall = statetype != A
triggerall=  power>=1000
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------
;SGpress
[State -1, EX GP]
type = ChangeState
value = 1302+(var(0)*100)
triggerall = command = "EXGpress"
triggerall = statetype != A
triggerall=  power>=1000
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;--------------------------------------------
;-------------------------------------------------------------------------------------------------
;EXKD
[State -1, S BD]
type = ChangeState
value = 1602+(var(0)*249)
triggerall = command = "EXKD"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl || stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;-----------------------------------
;EX Reppuken
[State -1, EX REP]
type = ChangeState
value = ifelse(statetype=A,1704,1006)
triggerall = command = "EXReppu"
triggerall=  power>=1000
triggerall = numhelper(1001) = 0 || statetype=A
triggerall = pos y <-45 || var(0)=1|| statetype!=A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger18=(stateno=1700&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger19=(stateno=1702&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;--------------------------------------------------------
;EX Ref
[State -1,EX DB]
type = ChangeState
value = 1502
triggerall = command = "EXRef"
triggerall = statetype != A
triggerall=  power>=1000
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;LKaiser
[State -1, L KW]
type = ChangeState
value = 1200+(var(0)*60)
triggerall = command = "LKaiser"
triggerall = statetype != A
triggerall = numhelper(1001)= 0
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;-------------------------------------------------------------------------
;SKaiser
[State -1, S KW]
type = ChangeState
value = 1206+(var(0)*60)
triggerall = command = "SKaiser"
triggerall = statetype != A
triggerall = numhelper(1001)= 0
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;LKD
[State -1, L BD]
type = ChangeState
value = 1600+(var(0)*200)
triggerall = command = "LKD"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

;-------------------------------------------------------------------------------------------------
;SKD
[State -1, S BD]
type = ChangeState
value = 1601+(var(0)*249)
triggerall = command = "SKD"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;LGpress
[State -1, L GP]
type = ChangeState
value = 1300+(var(0)*100)
triggerall = command = "LGpress"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;--------------------------------------
;SGpress
[State -1, S GP]
type = ChangeState
value = 1301+(var(0)*100)
triggerall = command = "SGpress"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

;------------------------------------------------------------------------------
;LGenocide
[State -1, L JC]
type = ChangeState
value = 1100+(var(0)*20)
triggerall = command = "LGenocide"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;SGenocide
[State -1, S JC]
type = ChangeState
value = 1102+(var(0)*20)
triggerall = command = "SGenocide"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

;------------------------------------------------------------------------------
;LRef
[State -1, L DB]
type = ChangeState
value = 1500
triggerall = command = "LRef"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;SRef
[State -1, S DB]
type = ChangeState
value = 1501
triggerall = command = "SRef"
triggerall = statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;------------------------------------------------------------------------------
;弱グラビディースマッシュ
[State -1, L GS]
type = ChangeState
value = 1060
triggerall = command = "LKaiser"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
triggerall = var(0) = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;強グラビディースマッシュ
[State -1, S GS]
type = ChangeState
value = 1080
triggerall = command = "SKaiser"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
triggerall = var(0) = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;LReppu
[State -1, L REP]
type = ChangeState
value = ifelse(statetype=A,1700,1000)
triggerall = command = "LReppu"
triggerall = numhelper(1001) = 0 || statetype=A
triggerall = pos y <-50 || var(0)=1|| statetype!=A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;-------------------------------------------------------------------
;SReppu
[State -1, S REP]
type = ChangeState
value = ifelse(statetype=A,1702,1005)
triggerall = command = "SReppu"
triggerall = numhelper(1001) = 0 || statetype=A
triggerall = pos y <-50 || var(0)=1|| statetype!=A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl|| stateno=[100,101]
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && animelemtime(4)>0
trigger5 = stateno = 230 && animelemtime(4)>0
trigger6 = stateno = 235 && animelemtime(3)>0
trigger7 = stateno = 245 && (AnimElemtime(4) > 0 && AnimElemtime(8) < 0||var(10)=1&&movecontact) 
trigger8 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger9 = stateno = 410 && animelemtime(5)>0
trigger10 = stateno = 440 && animelemtime(6)>0
trigger11 = (stateno = 300 && animelemtime(4)>0)||(stateno=250 && ((animelemtime(3)>0&&animelemtime(6)<0) && movecontact))
trigger12= ((stateno=1100+(var(0)*20))&&movetype=A) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1102+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1104+(var(0)*20))&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))

trigger15=(stateno=1600&&movetype=A && animelemtime(16)<0)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=(stateno=1601&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17=(stateno=1602&&movetype=A)  && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))


;---------------------------------------------------------------------------
;前緊急回避
[State -1, T S]
type = ChangeState
value = ifelse(command="holdback",710,700)
triggerall = command = "roll"
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = statetype = S
trigger1 = ctrl||stateno=101
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
trigger3 = stateno = [100,101]

;---------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = command = "roll"
triggerall = alive = 1
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;blowback
[State -1, blowback]
type = ChangeState
value = 300
triggerall = command = "blowback"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;------------------------------------------------------------------------------
;空中blowback
[State -1, CD]
type = ChangeState
value = 650
triggerall = command = "blowback"
triggerall = roundstate=2
triggerall = AILevel=0
triggerall = statetype = A
trigger1 = ctrl
;------------------------------------------------------------------------------
;?????
[State -1, MAXACTIVATE]
type = ChangeState
value = ifelse(statetype=A,901,900)
triggerall = command = "MAX"
triggerall = var(57)>=1000
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl ||stateno=101
trigger2 = (stateno = 205||stateno=200) && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = (stateno = 245||stateno=240) &&movecontact
trigger8 = (stateno = 400||stateno=430) &&movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = (stateno = 300 && animelemtime(4)>0&& movecontact)||(stateno=250 && movecontact)
;------------------------------------------------------------------------------
;P投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" ||command = "b"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl



;------------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;==============================================================================
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist X < 30,205,200)
triggerall = command = "x"
triggerall = command != "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101


;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist X < 30,215,210)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101
;---------------------------------------------------------------------------
;Hop kick
[State -1, Crouching Strong Diagonal Kick]
type = ChangeState
value =250
triggerall = command = "a"&&command="holdfwd"
triggerall = command != "holddown" 
triggerall = statetype!= A
triggerall = AILevel=0 
trigger1 = ctrl||stateno=101
trigger2 = stateno = 205 && animelemtime(2)>0
trigger3 = stateno = 215 && animelemtime(4)>0
trigger4 = stateno = 230 && animelemtime(4)>0
trigger5 = stateno = 235 && animelemtime(3)>0
trigger6 = stateno = 245 && AnimElemtime(4) > 0 && AnimElemtime(8) < 0 
trigger7 = (stateno = 400||stateno=430) && animelemtime(2)>0
trigger8 = stateno = 410 && animelemtime(5)>0

;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = ifelse(p2bodydist X < 20,235,230)
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = command != "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101
trigger2 = stateno=430 && animelemtime(2)>0

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist X < 30,245,240)
triggerall = command = "b"
triggerall = command != "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101



;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195+var(0)
triggerall = command = "start"
triggerall = var(20) = 0
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl

;------------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101
trigger2 = (stateno = 400||stateno=430)&& animelemtime(2)>0

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall= statetype != A
triggerall = roundstate=2
triggerall = AILevel=0
trigger1 = ctrl||stateno=101

;------------------------------------------------------------------------------
;垂直ジャンプ弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = ifelse(vel x = 0&&stateno!=41,600,605)
triggerall = command = "x"
triggerall = AILevel=0
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;ジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = AILevel=0
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;垂直ジャンプ弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = ifelse(vel x = 0&&stateno!=41,630,635)
triggerall = command = "a"
triggerall = AILevel=0
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


;ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = AILevel=0
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

