;AI
;---------------------------------------------------------------------------
[Statedef -3]
;AILevel
[State -3, AI]
Type = VarSet
TriggerAll = ((Var(59) = 0) && (RoundState != 3))
Trigger1 = Command = "AI_00" || Command = "AI_01" || Command = "AI_02" || Command = "AI_03" || Command = "AI_04"
Trigger2 = Command = "AI_05" || Command = "AI_06" || Command = "AI_07" || Command = "AI_08" || Command = "AI_09"
Trigger3 = Command = "AI_10" || Command = "AI_11" || Command = "AI_12" || Command = "AI_13" || Command = "AI_14"
Trigger4 = Command = "AI_15" || Command = "AI_16" || Command = "AI_17" || Command = "AI_18" || Command = "AI_19"
Trigger5 = Command = "AI_20" || Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24"
Trigger6 = Command = "AI_25" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28" || Command = "AI_29"
Trigger7 = Command = "AI_30" || Command = "AI_31" || Command = "AI_32" || Command = "AI_33" || Command = "AI_34"
Trigger8 = Command = "AI_35" || Command = "AI_36" || Command = "AI_37" || Command = "AI_38" || Command = "AI_39"
Trigger9 = Command = "AI_40" || Command = "AI_41" || Command = "AI_42" || Command = "AI_43" || Command = "AI_44"
Trigger10 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48" || Command = "AI_49"
Trigger11 = Command = "AI_50" || Command = "AI_51" || Command = "AI_52" || Command = "AI_53" || Command = "AI_54"
Trigger12 = Command = "AI_55" || Command = "AI_56" || Command = "AI_57" || Command = "AI_58" || Command = "AI_59"
Trigger13 = Command = "AI_60" || Command = "AI_61" || Command = "AI_62" || Command = "AI_63" || Command = "AI_64"
Trigger14 = Command = "AI_65" || Command = "AI_66" || Command = "AI_67" || Command = "AI_68" || Command = "AI_69"
Trigger15 = NumHelper(40000) > 0 && RoundState = 2
Trigger15 = Helper(40000),Var(1) = 1
IgnoreHitPause = 1
V = 59
Value = 4 ;AILevelの設定、0〜3の値を入れてください
          ;0 = NOT AI,            AI無し
          ;1 = VERY EASY(Default) 格闘ゲーム未経験者用
          ;2 = EASY,              格闘ゲーム初心者用
          ;3 = NORMAL,            格闘ゲーム経験者用
          ;4 = HARD,              格闘ゲーム初級者用

;難易度毎の行動制御
;VERY EASY :コンボ、割り込み、起き攻め、リバサ、ガーキャンをさせず、投げ、ゲージ技、サキスパ、強制開放を封印
;EASY      :簡易コンボのみで、リバサをさせず、ゲージ技、ぶっぱ強制開放を封印
;NORMAL    :バカキャン以外の行動を全て使用、キャラ毎の基本コンボや基本の立ち回り
;HARD      :バカキャン、EX空キャンを開放し、基本コンボに加え応用コンボも使用

;難易度毎の強さ
;VERY EASY :ゲージ技、コンボ一切無しなのでダメージ面は怖くない、ガードはあまりせず割り込みも無いのでガン攻め
;          :もOK、動くサンドバックという感じｗ
;EASY      :投げがあるので、ガンガードでも喰らう可能性アリ、起き攻めやコンボ等もしてくるのである程度格闘ゲーム
;          :の基本的な対処が学べると思います、でも守りが弱いままなので攻め続ければ簡単に勝てるはず
;NORMAL    :基本的にはこの難易度推奨、AIの行動制御が無くなりプレイヤーと対等の条件で戦えます、基本的な動きを
;          :してくるだけですがそれだけで大分強さが変わります、特定場面でシールド確立が上がる等の人間的な判断も導入
;HARD      :ちょっとしたチャレンジ用AI、このゲームの初級者クラスの動きを基本としてそれを劣化させたAIです、
;          :AIの行動とシステムの制限も一切無いので、そのキャラの使い方の参考程度にはなるかも…ｗ

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = [1,9]
Trigger1 = Win = 1
Trigger2 = Lose = 1
Trigger3 = DrawGame = 1
Trigger4 = RoundState = 4
V = 59
Value = -Var(59)
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
Trigger1 = Var(59) = [-9,-1]
Trigger1 = RoundState = 2
V = 59
Value = -Var(59)
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy = 1
Trigger2 = NumEnemy = 2
Trigger2 = EnemyNear,Life > 0
V = 57
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = EnemyNear,Life = 0
V = 57
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarRandom
TriggerAll = Var(59) = 1
TriggerAll = StateNo != 120
Trigger1 = Time = 1
Trigger2 = Time %60= 1
Trigger2 = StateNo != 0 && StateNo != 50 && StateNo != 110 && StateNo != 115 && StateNo != 5210
Trigger3 = Time %20= 0
Trigger3 = StateNo = 0 || StateNo = 110 || StateNo = 115
Trigger4 = Time %10= 0
Trigger4 = StateNo = 50 || StateNo = 5210 || (StateNo = [200,600]) && Var(2)/100%10 = 3
Trigger5 = Time %5= 0
Trigger5 = Var(2)/1000 = 2 && (StateNo = [200,699]) || Var(2) > 0 && (StateNo = [900,929])
Trigger6 = Time %1= 0
Trigger6 = StateNo = 100 && P2BodyDist X <= 40
V = 58
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarRandom
TriggerAll = Var(59) = 2
TriggerAll = StateNo != 120
Trigger1 = Time = 1
Trigger2 = Time %60= 1
Trigger2 = StateNo != 0 && StateNo != 50 && StateNo != 110 && StateNo != 115 && StateNo != 5210
Trigger3 = Time %5= 0
Trigger3 = StateNo = 0 || StateNo = 110 || StateNo = 115
Trigger4 = Time %2= 0
Trigger4 = StateNo = 50 || StateNo = 5210 || (StateNo = [200,600]) && Var(2)/100%10 = 3
Trigger5 = Time %1= 0
Trigger5 = Var(2)/1000 = 2 && (StateNo = [200,699]) || Var(2) > 0 && (StateNo = [900,929])
Trigger6 = Time %1= 0
Trigger6 = StateNo = 100 && P2BodyDist X <= 40
V = 58
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarRandom
TriggerAll = Var(59) = 3
TriggerAll = Var(58) >= 0
TriggerAll = StateNo != 120
Trigger1 = Time = 1
Trigger2 = Time %20= 1
Trigger2 = StateNo != 0 && StateNo != 50 && StateNo != 110 && StateNo != 115 && StateNo != 5210
Trigger3 = Time %1= 0
Trigger3 = StateNo = 0 || StateNo = 110 || StateNo = 115
Trigger4 = Time %1= 0
Trigger4 = StateNo = 50 || StateNo = 5210 || (StateNo = [200,600]) && Var(2)/100%10 = 3
Trigger5 = Time %1= 0
Trigger5 = Var(2)/1000 = 2 && (StateNo = [200,699]) || Var(2) > 0 && (StateNo = [900,929])
Trigger6 = Time %1= 0
Trigger6 = StateNo = 100 && P2BodyDist X <= 40
V = 58
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = VarRandom
TriggerAll = Var(59) = 4
TriggerAll = Var(58) >= 0
TriggerAll = StateNo != 120
Trigger1 = Time = 1
Trigger2 = Time %1= 0
Trigger2 = StateNo != 0 && StateNo != 50 && StateNo != 110 && StateNo != 115 && StateNo != 5210
Trigger3 = Time %1= 0
Trigger3 = StateNo = 0 || StateNo = 110 || StateNo = 115
Trigger4 = Time %1= 0
Trigger4 = StateNo = 50 || StateNo = 5210 || (StateNo = [200,600]) && Var(2)/100%10 = 3
Trigger5 = Time %1= 0
Trigger5 = Var(2)/1000 = 2 && (StateNo = [200,699]) || Var(2) > 0 && (StateNo = [900,929])
Trigger6 = Time %1= 0
Trigger6 = StateNo = 100 && P2BodyDist X <= 40
V = 58
Range = 0,99
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, AI]
Type = NotHitBy
TriggerAll = HitOver
Trigger1 = StateNo = 151 || StateNo = 153 || StateNo = 155 || StateNo = 5001 || StateNo = 5011
Value = , NT,ST,HT
Time = 4

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [5200,5219]
TriggerAll = FVar(21) > Life
Trigger1 = Var(59) = 1
FV = 20
Value = IfElse(Random %10 = 0,11,0)
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [5200,5219]
TriggerAll = FVar(21) > Life
Trigger1 = Var(59) = 2
FV = 20
Value = IfElse(Random %10 = 0,10,IfElse(Random %10 = 1,11,0))
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [5200,5219]
TriggerAll = FVar(21) > Life
Trigger1 = Var(59) = 3
FV = 20
Value = IfElse(Random %5 = 0,10,IfElse(Random %5 = 1,11,0))
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [5200,5219]
TriggerAll = FVar(21) > Life
Trigger1 = Var(59) = 4
FV = 20
Value = IfElse(Random %3 = 0,10,IfElse(Random %3 = 1,11,0))
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
Trigger1 = Var(59) = 1
FV = 23
Value = IfElse(Random %10 = 0,11,0)
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
Trigger1 = Var(59) = 2
FV = 23
Value = IfElse(Random %10 = 0,10,IfElse(Random %10 = 1,11,0))
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
Trigger1 = Var(59) = 3
FV = 23
Value = IfElse(Random %5 = 0,10,IfElse(Random %5 = 1,11,0))
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = TeamMode = Single || TeamMode = Turns
Trigger1 = Var(59) = 4
FV = 23
Value = IfElse(Random %3 = 0,10,IfElse(Random %3 = 1,11,0))
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;カウンター-VERY EASY&EASY-
[State -3, AI]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SA, NA, SA, HA
TriggerAll = Var(39)%10 != 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [95,99]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),Vel Y >= 0
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,-1]
Trigger2 = Var(58) = [95,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = C, NA, SA, HA
TriggerAll = Var(39)%10 != 1
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [95,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H
TriggerAll = Var(39)%10 != 1
TriggerAll = Pos Y + Vel Y < 0
Trigger1 = P2StateType != A && Vel Y >= 0 || P2StateType = A
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [95,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 930
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SC, NA, SA, HA
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = Var(39)%10 != 1
Trigger1 = P2StateType != A
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [0,60]
Trigger1 = Var(58) = [90,94]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [800,899]
TriggerAll = InguardDist
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
TriggerAll = EnemyNear(Var(57)),Time <= 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -25
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = P2StateNo != 200
Trigger1 = P2StateNo != 400
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-40,60]
Trigger1 = P2StateType != A
Trigger1 = Var(58) = [90,94]

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = S, NT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,99]
Trigger2 = P2BodyDist X != [-45,45]
Trigger2 = P2MoveType = A
Trigger2 = P2StateType != A
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [80,89]
Trigger3 = P2BodyDist X != [-50,50]
Trigger3 = Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(57)),Vel X > 0
Trigger3 = P2MoveType = A
Trigger3 = P2StateType != A
Trigger3 = EnemyNear(Var(57)),HitDefAttr = S, ST, HT
Trigger3 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger3 = Var(58) = [90,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,2]
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [70,89]
Trigger2 = P2BodyDist X = [0,80]
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2MoveType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = , ST, HT
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [70,89]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 107
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = StateNo = 105
TriggerAll = Time = 12
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = InguardDist
Trigger1 = Var(58) = [0,9]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateNo != 105
TriggerAll = P2StateNo != [39,41]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(59) = 0
Trigger1 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,19]
Trigger2 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,19]
Trigger3 = P2BodyDist X = [0,39]
Trigger3 = P2MoveType != A
Trigger3 = Var(2)/100%10 = 5 && MoveType != H && StateNo = 100
Trigger3 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = 2
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateNo != [5000,5120]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-10,25]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-70,30]
Trigger1 = P2MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Var(58) = [0,44]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 1250
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Var(58) = [30,39]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = A, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = P2BodyDist X = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = EnemyNear(Var(57)),Vel Y > 0
Trigger2 = Var(58) = [30,39]

[State -3, AI]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Var(58) = [30,39]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Var(58) = [40,44]

;---------------------------------------------------------------------------
;カウンター-NORMAL-
[State -3, AI]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SA, NA, SA, HA
TriggerAll = Var(39)%10 != 1
TriggerAll = PrevStateNo != [900,939]
TriggerAll = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [92,99]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),Vel Y >= 0
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,-1]
Trigger2 = Var(58) = [70,99]
Trigger3 = Var(13) = -1
Trigger3 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger3 = Enemy,NumProj = 0
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger3 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger3 = Var(58) = [70,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = C, NA, SA, HA
TriggerAll = Var(39)%10 != 1
TriggerAll = PrevStateNo != [900,939]
TriggerAll = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [92,99]
Trigger2 = Var(13) = -1
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger2 = Var(58) = [70,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = 3
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H
TriggerAll = Var(39)%10 != 1
TriggerAll = Pos Y + Vel Y < 0
TriggerAll = PrevStateNo != [900,939]
TriggerAll = StateNo != [900,939]
Trigger1 = P2StateType != A && Vel Y >= 0 || P2StateType = A
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [90,99]
Trigger2 = P2StateType != A && Vel Y >= 0
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger2 = Var(58) = [70,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 930
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SC, NA, SA, HA
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = Var(39)%10 != 1
Trigger1 = P2StateType != A
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [0,60]
Trigger1 = Var(58) = [85,91]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [800,899]
TriggerAll = InguardDist
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
TriggerAll = EnemyNear(Var(57)),Time <= 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -25
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = P2StateNo != 200
Trigger1 = P2StateNo != 400
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-40,60]
Trigger1 = P2StateType != A
Trigger1 = Var(58) = [90,91]

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = S, NT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,99]
Trigger2 = P2BodyDist X != [-45,45]
Trigger2 = P2MoveType = A
Trigger2 = P2StateType != A
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [80,89]
Trigger3 = P2BodyDist X != [-50,50]
Trigger3 = Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(57)),Vel X > 0
Trigger3 = P2MoveType = A
Trigger3 = P2StateType != A
Trigger3 = EnemyNear(Var(57)),HitDefAttr = S, ST, HT
Trigger3 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger3 = Var(58) = [90,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2StateNo != 2156
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [65,89]
Trigger2 = P2BodyDist X = [0,80]
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2MoveType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = , ST, HT
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [65,89]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = 3
TriggerAll = Power >= 1000
TriggerAll = Var(58) = [60,74]
TriggerAll = P2BodyDist X = [-30,30]
TriggerAll = StateNo = 750
TriggerAll = AnimTime = 0
TriggerAll = FVar(9) > Life+100
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = 3
TriggerAll = Power >= 1000
TriggerAll = FVar(9) > Life+100
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = P2MoveType != H
TriggerAll = EnemyNear(Var(57)),PrevStateNo != 5120
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-30,30]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = Var(58) = [0,74]
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateNo != 105
TriggerAll = P2StateNo != [39,41]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(59) = 0
Trigger1 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,19]
Trigger2 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,19]
Trigger3 = P2BodyDist X = [0,39]
Trigger3 = P2MoveType != A
Trigger3 = Var(2)/100%10 = 5 && MoveType != H && StateNo = 100
Trigger3 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = 3
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateNo != [5000,5120]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-10,25]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-70,30]
Trigger1 = P2MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Var(58) = [0,44]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 1250
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Var(58) = [30,39]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = A, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = P2BodyDist X = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = EnemyNear(Var(57)),Vel Y > 0
Trigger2 = Var(58) = [30,39]

[State -3, AI]
Type = ChangeState
Value = 2200
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Var(58) = [40,44]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = A, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = P2BodyDist X = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = EnemyNear(Var(57)),Vel Y > 0
Trigger2 = Var(58) = [40,44]

[State -3, AI]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = Var(13) = 1 || Var(14) = 1
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = P2BodyDist X = [-160,160]
Trigger1 = Var(58) = [30,54]

[State -3, AI]
Type = ChangeState
Value = 3050
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = Var(13) = -1
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = P2BodyDist X = [-160,160]
Trigger1 = Var(58) = [30,54]

[State -3, AI]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Var(58) = [30,44]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = 3
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Var(58) = [45,54]

;---------------------------------------------------------------------------
;カウンター-HARD-
[State -3, AI]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SA, NA, SA, HA
TriggerAll = Var(39)%10 != 1
TriggerAll = PrevStateNo != [900,939]
TriggerAll = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [92,99]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),Vel Y >= 0
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,-1]
Trigger2 = Var(58) = [50,99]
Trigger3 = Var(13) = -1
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger3 = Enemy,NumProj = 0
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger3 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger3 = Var(58) = [50,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = C, NA, SA, HA
TriggerAll = Var(39)%10 != 1
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [92,99]
Trigger2 = Var(13) = -1
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger2 = Var(58) = [50,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = Var(39)%10 != 1
TriggerAll = Pos Y + Vel Y < 0
TriggerAll = PrevStateNo != [900,939]
TriggerAll = StateNo != [900,939]
Trigger1 = P2StateType != A && Vel Y >= 0 || P2StateType = A
Trigger1 = Ctrl
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger1 = Var(58) = [90,99]
Trigger2 = P2StateType != A && Vel Y >= 0 || P2StateType = A
Trigger2 = Var(2)/100%10 = 3 && MoveType != H
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger2 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger2 = Var(58) = [50,99]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = P2StateType != A && Vel Y >= 0 || P2StateType = A
Trigger3 = Enemy,NumProj = 0
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-40,60]
Trigger3 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,50]
Trigger3 = Var(58) = [50,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 930
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SC, NA, SA, HA
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = Var(39)%10 != 1
Trigger1 = P2StateType != A
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [0,60]
Trigger1 = Var(58) = [85,91]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [800,899]
TriggerAll = InguardDist
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
TriggerAll = EnemyNear(Var(57)),Time <= 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -25
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = P2StateNo != 200
Trigger1 = P2StateNo != 400
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-40,60]
Trigger1 = P2StateType != A
Trigger1 = Var(58) = [90,91]

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = S, NT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [75,99]
Trigger2 = P2BodyDist X != [-45,45]
Trigger2 = P2MoveType = A
Trigger2 = P2StateType != A
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [75,89]
Trigger3 = P2BodyDist X != [-50,50]
Trigger3 = Enemy,NumProj = 0
Trigger3 = EnemyNear(Var(57)),Vel X > 0
Trigger3 = P2MoveType = A
Trigger3 = P2StateType != A
Trigger3 = EnemyNear(Var(57)),HitDefAttr = S, ST, HT
Trigger3 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger3 = Var(58) = [75,99]
IgnoreHitPause = 1


[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2StateNo != 2156
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [45,74]
Trigger2 = P2BodyDist X = [0,80]
Trigger2 = Enemy,NumProj = 0
Trigger2 = P2MoveType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = , ST, HT
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [45,74]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = 4
TriggerAll = Power >= 1000
TriggerAll = Var(58) = [60,74]
TriggerAll = P2BodyDist X = [-30,30]
TriggerAll = StateNo = 750
TriggerAll = AnimTime = 0
TriggerAll = FVar(9) > Life+100
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = 4
TriggerAll = Power >= 1000
TriggerAll = FVar(9) > Life+100
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = P2MoveType != H
TriggerAll = EnemyNear(Var(57)),PrevStateNo != 5120
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-30,30]
TriggerAll = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = Var(58) = [0,74]
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateNo != 105
TriggerAll = P2StateNo != [39,41]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(59) = 0
Trigger1 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = P2MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,29]
Trigger2 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,29]
Trigger3 = P2BodyDist X = [0,39]
Trigger3 = P2MoveType != A
Trigger3 = Var(2)/100%10 = 5 && MoveType != H && StateNo = 100
Trigger3 = Var(58) = [0,39]

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateNo != [5000,5120]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-10,25]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-70,30]
Trigger1 = P2MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Var(58) = [0,49]
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 1250
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = EnemyNear(Var(57)),AnimTime <= -6
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Var(58) = [30,39]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = A, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = P2BodyDist X = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = EnemyNear(Var(57)),Vel Y > 0
Trigger2 = Var(58) = [30,39]

[State -3, AI]
Type = ChangeState
Value = 2200
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= -4
Trigger1 = P2StateType != A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Var(58) = [40,44]
Trigger2 = P2StateType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = A, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = P2BodyDist X = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = EnemyNear(Var(57)),Vel Y > 0
Trigger2 = Var(58) = [40,44]

[State -3, AI]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = Var(13) = 1 || Var(14) = 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -25
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = P2BodyDist X = [-160,160]
Trigger1 = Var(58) = [30,54]

[State -3, AI]
Type = ChangeState
Value = 3050
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = Var(13) = -1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -30
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = P2BodyDist X = [-160,160]
Trigger1 = Var(58) = [30,54]

[State -3, AI]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Var(58) = [30,44]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 =! InguardDist
Trigger1 = EnemyNear(Var(57)),Time <= 1
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Var(58) = [45,54]

;---------------------------------------------------------------------------
;暴れ
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [95,99]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [95,99]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,94]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*3)*4 = [-45,30]
Trigger1 = P2BodyDist X-Ceil(Vel X*4)-Ceil(EnemyNear(Var(57)),Vel X*4) = [0,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [95,99]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateNo != [700,899]
TriggerAll = EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*3)*4 = [-45,30]
Trigger1 = P2BodyDist X-Ceil(Vel X*4)-Ceil(EnemyNear(Var(57)),Vel X*4) = [0,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [90,99]

;---------------------------------------------------------------------------
;シールド＆避けカウンター
[State -3, AI]
Type = ChangeState
Value = 3100
TriggerAll = Var(59) != 0
TriggerAll = Var(13) = -1
Trigger1 = StateNo = 900 || StateNo = 910
Trigger1 = MoveHit = 1

[State -1]
Type = VarAdd
TriggerAll = Var(59) != 0
TriggerAll = Var(7) < 20
TriggerAll = P2MoveType = H
Trigger1 = StateNo = 905
Trigger1 = Time = [44,92]
Trigger2 = StateNo = 1000
Trigger2 = Time = [10,34]
Trigger3 = StateNo = 1050
Trigger3 = Time = [14,62]
Trigger4 = StateNo = 2000
Trigger4 = Time = [45,117]
V = 7
Value = 2

[State -1]
Type = VarAdd
TriggerAll = Var(59) != 0
TriggerAll = Var(7) > -20
TriggerAll = P2MoveType != H
Trigger1 = StateNo = 905
Trigger1 = Time = [44,92]
Trigger2 = StateNo = 1000
Trigger2 = Time = [10,34]
Trigger3 = StateNo = 1050
Trigger3 = Time = [14,62]
Trigger4 = StateNo = 2000
Trigger4 = Time = [45,117]
V = 7
Value = -2

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = [2,4]
TriggerAll = Power >= 1000
TriggerAll = Var(58) = [75,89]
TriggerAll = P2BodyDist X = [-30,30]
TriggerAll = StateNo = 750
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -12
TriggerAll = AnimTime = 0
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49

[State -3, AI]
Type = ChangeState
Value = 905
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-75,75]
TriggerAll = P2BodyDist Y = [-70,0]
TriggerAll = StateNo = 900
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [0,49]
Trigger3 =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -1
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 915
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-20,55]
TriggerAll = StateNo = 910
TriggerAll = MoveHit = 1
TriggerAll = EnemyNear(Var(57)),BackEdgeBodyDist >= 10
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [0,49]
Trigger3 =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -2
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 925
TriggerAll = P2BodyDist X = [0,50]
TriggerAll = P2BodyDist Y = [-35,50]
TriggerAll = StateNo = 920
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [0,49]
Trigger3 =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -1
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = [2,4]
TriggerAll = Power >= 1000
TriggerAll = Var(58) = [75,89]
TriggerAll = P2BodyDist X = [-30,30]
TriggerAll = StateNo = 750
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -12
TriggerAll = AnimTime = 0
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = EnemyNear(Var(57)),AnimTime <= -21
TriggerAll = P2StateNo != 200
TriggerAll = P2StateNo != 400
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [90,99]
Trigger2 = Var(59) = 2
Trigger2 = Var(58) = [90,99]
Trigger3 = Var(59) = [3,4]
Trigger3 = Var(58) = [95,99]

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll =! EnemyNear(Var(57)),Ctrl
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-21,21]
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = [2,3]
Trigger1 = Var(58) = [50,74]
Trigger2 = Var(59) = 4
Trigger2 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-105,105]
TriggerAll = P2StateType != A
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -3
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -3
TriggerAll = P2BodyDist X = [-60,60]
TriggerAll = P2BodyDist Y = [-65,0]
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -1
TriggerAll = P2BodyDist X = [-50,50]
TriggerAll = P2BodyDist Y = [-65,0]
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [-65,65]
TriggerAll = P2StateType != A
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -1
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = StateNo = 900 || StateNo = 910
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = 4

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2BodyDist X = [-10,25]
TriggerAll = P2BodyDist Y = [-70,30]
TriggerAll = StateNo = 920
TriggerAll = MoveHit = 1
Trigger1 = Var(59) = [2,3]
Trigger1 = Var(58) = [50,74]
Trigger2 = Var(59) = 4
Trigger2 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType = A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -7
TriggerAll = P2BodyDist Y = [-30,40]
TriggerAll = P2BodyDist X = [0,55]
TriggerAll = StateNo = 920
TriggerAll = MoveHit = 1
TriggerAll = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10 < 0
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType = A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -2
TriggerAll = P2BodyDist Y = [-30,35]
TriggerAll = P2BodyDist X = [-5,50]
TriggerAll = StateNo = 920
TriggerAll = MoveHit = 1
TriggerAll = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5 < 0
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType = A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -1
TriggerAll = P2BodyDist Y = [-45,30]
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = StateNo = 920
TriggerAll = MoveHit = 1
TriggerAll = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4 < 0
Trigger1 = Var(59) = 1
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(59) = [2,3]
Trigger2 = Var(58) = [50,74]
Trigger3 = Var(59) = 4
Trigger3 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll =Var(59) = [2,4]
TriggerAll = StateType != A
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X = [-21,21]
Trigger1 = StateNo = 750
Trigger1 = AnimTime = 0
Trigger1 = Var(58) = [50,79]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll =Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != C
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -4
TriggerAll = P2StateType != C
TriggerAll = P2BodyDist X = [-50,50]
TriggerAll = P2BodyDist Y = [-65,0]
TriggerAll = StateNo = 750
TriggerAll = AnimTime = 0
Trigger1 = Var(58) = [0,19]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll =Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -5
TriggerAll = P2BodyDist X = [-60,60]
TriggerAll = StateNo = 750
TriggerAll = AnimTime = 0
Trigger1 = Var(58) = [20,39]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll =Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != C
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -8
TriggerAll = P2StateType != C
TriggerAll = P2BodyDist X = [-60,60]
TriggerAll = P2BodyDist Y = [-65,0]
TriggerAll = StateNo = 750
TriggerAll = AnimTime = 0
Trigger1 = Var(58) = [40,49]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll =Var(59) = [1,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll =! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -7
TriggerAll = P2BodyDist X = [-105,105]
TriggerAll = StateNo = 750
TriggerAll = AnimTime = 0
Trigger1 = Var(58) = [40,49]

;---------------------------------------------------------------------------
;対空
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
Trigger1 = P2MoveType != H
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-45,45]
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist Y+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*2)*3 = [-45,-10]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,9]

;---------------------------------------------------------------------------
;着地重ね
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5200
Trigger1 = P2MoveType = I
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-35,35]
Trigger1 = EnemyNear(Var(57)),Pos Y >= 0
Trigger1 = EnemyNear(Var(57)),Vel Y > 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5200
Trigger1 = P2MoveType = I
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger1 = EnemyNear(Var(57)),Pos Y >= 0
Trigger1 = EnemyNear(Var(57)),Vel Y > 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [30,69]

;---------------------------------------------------------------------------
;割り込み
[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-45,45]
TriggerAll = P2BodyDist X = [-100,100]
TriggerAll =! EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time <= 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -5
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-100,100]
TriggerAll =! EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= 3
TriggerAll = EnemyNear(Var(57)),AnimTime <= -5
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 850
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-140,140]
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [70,89]
Trigger2 = P2MoveType = A
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [2,3]
TriggerAll = StateType != A
TriggerAll = P2StateType = S
TriggerAll = P2BodyDist X = [-50,50]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -4
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,9]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -4
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [70,79]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [2,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-65,65]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -5
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [10,19]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [60,69]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [2,3]
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*3)*4 = [-45,35]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -5
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [0,9]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = StateNo = 155
Trigger2 = HitOver
Trigger2 = Var(58) = [60,79]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-80,80]
TriggerAll = EnemyNear(Var(57)),Time + EnemyNear(Var(57)),AnimTime < 0
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SC, NT
Trigger1 = Var(10) = 0
Trigger1 = StateNo = 50 && Time >= 8 || StateNo = 110 || StateNo = 115 || StateNo = 600
Trigger1 = Var(11)%10 = 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,89]
Trigger2 = Var(10) = 0
Trigger2 = StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155 || StateNo = 5210
Trigger2 = Var(11)%10 = 0
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-45,45]
TriggerAll = P2BodyDist X = [-100,100]
TriggerAll =! EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time <= 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -5
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-100,100]
TriggerAll =! EnemyNear(Var(57)),Ctrl
TriggerAll = EnemyNear(Var(57)),Time >= 3
TriggerAll = EnemyNear(Var(57)),AnimTime <= -5
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 850
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-140,140]
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [70,89]
Trigger2 = P2MoveType = A
Trigger2 =! EnemyNear(Var(57)),HitDefAttr = SCA
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = EnemyNear(Var(57)),Time <= 1
Trigger2 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType = S
TriggerAll = P2BodyDist X = [-45,45]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -4
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -4
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [65,79]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-65,65]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -5
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [50,64]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-60,60]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -9
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -9
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [65,79]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-105,105]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -7
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [25,49]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -7
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [50,64]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2BodyDist X = [0,60]
TriggerAll = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*3)*4 = [-45,35]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -4
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -5
Trigger2 = StateNo = 155
Trigger2 = HitOver
Trigger2 = Var(58) = [50,79]

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = P2MoveType != H
TriggerAll = P2StateNo != 105
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
Trigger1 = P2MoveType = A && EnemyNear(Var(57)),Time+EnemyNear(Var(57)),AnimTime >= 0 || P2MoveType = I
Trigger1 = EnemyNear(Var(57)),AnimTime = -3
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [50,69]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),Time >= 3
Trigger2 = EnemyNear(Var(57)),AnimTime <= -3
Trigger2 = StateNo = 151 || StateNo = 153
Trigger2 = HitOver
Trigger2 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateNo != [5000,5120]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-10,25]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-70,30]
Trigger1 = P2MoveType != H
Trigger1 = EnemyNear(Var(57)),AnimTime = -1 || EnemyNear(Var(57)),Time <= 1
Trigger1 =! EnemyNear(Var(57)),Ctrl
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [0,19]
Trigger2 = Var(39) = 1
Trigger2 =! EnemyNear(Var(57)),Ctrl
Trigger2 = EnemyNear(Var(57)),AnimTime <= -1 || EnemyNear(Var(57)),Time <= 1
Trigger2 = StateNo = 155
Trigger2 = HitOver
Trigger2 = Var(58) = [10,49]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-80,80]
TriggerAll = EnemyNear(Var(57)),Time + EnemyNear(Var(57)),AnimTime < 0
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SC, NT
Trigger1 = Var(10) = 0
Trigger1 = StateNo = 50 && Time >= 8 || StateNo = 110 || StateNo = 115 || StateNo = 600
Trigger1 = Var(11)%10 = 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [70,89]
Trigger2 = Var(10) = 0
Trigger2 = StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155 || StateNo = 5210
Trigger2 = Var(11)%10 = 0
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [70,89]

[State -3, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-40,-1]
TriggerAll = EnemyNear(Var(57)),Time = 1
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SC, NT
TriggerAll = StateNo != [920,923]
Trigger1 = Var(10) = 0
Trigger1 = Var(11)/10%10 = 0
Trigger1 = Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [60,69]

[State -3, AI]
Type = ChangeState
Value = 115
TriggerAll = Var(59) = [1,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [0,50]
TriggerAll = EnemyNear(Var(57)),Time = 1
TriggerAll =! EnemyNear(Var(57)),HitDefAttr = SC, NT
TriggerAll = StateNo != [920,923]
Trigger1 = Var(10) = 0
Trigger1 = Var(11)/10%10 = 0
Trigger1 = Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [60,69]

;---------------------------------------------------------------------------
;サキスパ
[State -3, AI]
Type = ChangeState
Value = 950
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = MoveType = H
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo = 5000 || StateNo = 5010
TriggerAll = GetHitVar(HitShakeTime) = [0,1]
TriggerAll = P2StateType != A
TriggerAll = P2MoveType = A
TriggerAll = P2BodyDist X = [-20,50]
TriggerAll = Var(58) = [0,49]
Trigger1 = RoundNo = 1
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) != 0 || Var(14) != 0
Trigger2 = RoundNo >= 2
Trigger2 = (100*Life/Const(Data.Life)) <= 30
Trigger2 = Var(13) != 0 || Var(14) != 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;起き攻め
[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = [3,4]
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = (P2StateNo = [5000,5099]) || P2StateNo = [5600,5799]
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = FVar(9) > Life+100
TriggerAll = Var(58) = [75,99]
TriggerAll =! EnemyNear(Var(57)),CanRecover
Trigger1 = RoundNo = 1
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = RoundNo = 1
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger3 = RoundNo >= 2
Trigger3 = (100*Life/Const(Data.Life)) <= 30
Trigger3 = Var(13) = 1
Trigger4 = Power >= 1000
Trigger4 = Var(13) = 0
Trigger4 = Var(14) = 0
Trigger4 = RoundNo >= 2
Trigger4 = (100*Life/Const(Data.Life)) <= 30

[State -3, AI]
Type = ChangeState
Value = 990
TriggerAll = Var(59) = [3,4]
TriggerAll = Power >= 1000
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = P2StateNo != 5120
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = FVar(9) > Life+100
TriggerAll = Var(58) = [75,99]
TriggerAll = P2BodyDist X != [-60,60]
Trigger1 = RoundNo = 1
Trigger1 = (100*Life/Const(Data.Life)) <= 40
Trigger1 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0
Trigger2 = RoundNo = 1
Trigger2 = (100*Life/Const(Data.Life)) <= 40
Trigger2 = (100*P2Life/EnemyNear(Var(57)),Const(Data.Life)) <= 49
Trigger3 = RoundNo >= 2
Trigger3 = (100*Life/Const(Data.Life)) <= 30
Trigger3 = Var(13) = 1
Trigger4 = Power >= 1000
Trigger4 = Var(13) = 0
Trigger4 = Var(14) = 0
Trigger4 = RoundNo >= 2
Trigger4 = (100*Life/Const(Data.Life)) <= 30

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
TriggerAll = (EnemyNear(Var(57)),AnimTime = [-34,-20]) && EnemyNear(Var(57)),Time <= 1 || EnemyNear(Var(57)),AnimTime = [-38,-35]
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,24]
Trigger1 = P2BodyDist X = [30,59]
Trigger2 = P2BodyDist X = [0,29]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = Var(11)%10 = 0
TriggerAll = StateNo = 50
TriggerAll = Time = 34
Trigger1 = P2StateNo = 5110
Trigger1 = Var(58) = [0,49]
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear(Var(57)),AnimTime <= -10

[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [0,9]

[State -3, AI]
Type = ChangeState
Value = 19
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [0,49]
Trigger2 = P2BodyDist X = [81,120]

[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateType = L
TriggerAll = StateNo != 100
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X >= 100
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [50,99]
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = [-28,-25]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [20,39]

[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [2,4]
TriggerAll = StateNo = 221
TriggerAll = Time = [7,23]
TriggerAll = P2StateNo != 5120
Trigger1 = P2MoveType = H
Trigger1 = P2StateType != L
Trigger2 = P2StateNo = [120,155]
Trigger3 = P2MoveType != H

[State -3, AI]
Type = ChangeState
Value = 230
TriggerAll = Var(59) = [2,4]
TriggerAll = StateNo = 221
Trigger1 = AnimTime = 0

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2BodyDist X = [50,99]
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -4
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType = A
TriggerAll = P2StateNo = 5120
TriggerAll = StateNo = 50
Trigger1 = Time = 25
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -25
Trigger1 = P2BodyDist X = [50,99]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [50,59]

[State -3, AI]
Type = ChangeState
Value = 1120
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -25
Trigger1 = P2BodyDist X = [50,99]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [60,69]

[State -3, AI]
Type = ChangeState
Value = 1300
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -25
Trigger1 = P2BodyDist X = [50,99]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [70,74]

[State -3, AI]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -25
Trigger1 = P2BodyDist X = [50,99]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [75,79]

[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -25
Trigger1 = P2BodyDist X = [50,99]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,84]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -25
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [85,89]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
Trigger1 = EnemyNear(Var(57)),AnimTime = -20
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,94]

[State -3, AI]
Type = ChangeState
Value = 850
TriggerAll = Var(59) = [2,4]
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5120
TriggerAll = EnemyNear(Var(57)),Time <= 1
TriggerAll = EnemyNear(Var(57)),AnimTime <= -20
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,49]
Trigger1 = P2BodyDist X >= 140

;---------------------------------------------------------------------------
;攻撃　コンボ-VERY EASY&EASY-
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(20)%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [0,14]
Trigger2 = Var(20)%10 = 0
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger2 = Var(58) = [0,19]
Trigger3 = Var(2)/100 = 24
Trigger3 = StateNo = 200
Trigger3 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(20)/10%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [15,29]
Trigger2 = Var(20)/10%10 = 0
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger2 = Var(58) = [20,39]
Trigger3 = Var(2)/100 = 24
Trigger3 = StateNo = 400
Trigger3 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 2
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [30,69]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 200 || StateNo = 400
Trigger2 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 2
TriggerAll = Var(21)/10%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [70,99]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 200 || StateNo = 400
Trigger2 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = 2
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = Var(58) = [40,49]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 210 || StateNo = 410
Trigger2 = Var(58) = [0,24]
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 420
Trigger3 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 216
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210
Trigger1 = Var(58) = [65,99]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 210
Trigger2 = Var(58) = [65,99]

[State -3, AI]
Type = ChangeState
Value = 215
TriggerAll = Var(59) = [2,4]
Trigger1 = Time = [8,17]
Trigger1 = StateNo = 216
Trigger1 = P2StateNo = [5000,5099]

[State -3, AI]
Type = ChangeState
Value = 217
TriggerAll = Var(59) = [2,4]
Trigger1 = AnimTime = 0
Trigger1 = StateNo = 216

[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = 2
TriggerAll = StateType != A
TriggerAll = Var(22)/10%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = Var(58) = [50,69]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 210 || StateNo = 410
Trigger2 = Var(58) = [25,59]
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 220
Trigger3 = Var(58) = [0,29]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 2
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
Trigger1 = Var(20)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 610 || StateNo = 620
Trigger1 = Var(58) = [0,29]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 600
Trigger2 = Var(58) = [0,39]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = 2
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
TriggerAll = Var(21)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 600
Trigger1 = Var(58) = [40,49]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 600
Trigger2 = Var(58) = [0,69]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = 2
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = Var(22)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 600
Trigger1 = Var(58) = [50,59]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 600
Trigger2 = Var(58) = [50,69]
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 610 && Time >= 8
Trigger3 = Var(58) = [0,69]

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = 2
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2BodyDist X = [-10,25]
TriggerAll = P2BodyDist Y = [-70,30]
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 610 && Time >= 8 || StateNo = 620
Trigger1 = Var(58) = [70,99]

;---------------------------------------------------------------------------
;攻撃　コンボ-NORMAL&HARD-(バースト＆サキスパ読み)
[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2MoveType = A
TriggerAll = Var(10) = 0
Trigger1 = Var(2)/100 = 14 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H || Var(2)/100%10 = 1 && StateNo = [932,933]
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = Var(11)%10 = 0
Trigger1 = Var(2)/100 = 14 && MoveType != H
Trigger1 = Var(58) = [0,49]

;---------------------------------------------------------------------------
;攻撃　コンボ-NORMAL-(ガード時)
[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
Trigger1 = Var(20)%10 = 1 || Var(20)/10%10 = 1
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = AnimTime = 0
Trigger1 = Var(58) = [0,19]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = Var(11)%10 = 0
Trigger1 = P2StateType = A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 600
Trigger1 = P2BodyDist Y <= -15
Trigger1 = Vel Y >= -1
Trigger1 = Var(58) = [60,79]
Trigger2 = P2StateType = A
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 610 && Time >= 8 || StateNo = 620
Trigger2 = P2BodyDist Y <= -15
Trigger2 = Vel Y >= -1
Trigger2 = Var(58) = [30,69]
Trigger3 = P2StateType != A
Trigger3 = Var(2)/100 = 24
Trigger3 = StateNo = 600
Trigger3 = P2BodyDist Y <= 35
Trigger3 = Var(58) = [60,69]
Trigger4 = P2StateType != A
Trigger4 = Var(2)/100 = 24
Trigger4 = StateNo = 610 && Time >= 8 || StateNo = 620
Trigger4 = P2BodyDist Y <= 35
Trigger4 = Var(58) = [30,39]

[State -3, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = Var(11)/10%10 = 0
Trigger1 = P2StateType = A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 620
Trigger1 = P2BodyDist Y <= 0
Trigger1 = Var(58) = [70,89]
Trigger2 = P2BodyDist X >= 0
Trigger2 = P2StateType != A
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = [600,620]
Trigger2 = Vel Y > 0
Trigger2 = Var(58) = [70,99]

[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
Trigger1 = Var(20)%10 = 1 || Var(20)/10%10 = 1
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = AnimTime = 0
Trigger1 = Var(58) = [20,59]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(20)%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger1 = Var(58) = [0,14]
Trigger2 = Var(20)%10 = 0
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger2 = Var(58) = [0,19]
Trigger3 = Var(20)%10 = 0
Trigger3 = Var(2)/100 = 24
Trigger3 = P2BodyDist X > 55
Trigger3 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger3 = Var(58) = [0,34]
Trigger4 = P2BodyDist X < 40
Trigger4 = Var(2)/100 = 24
Trigger4 = StateNo = 200
Trigger4 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(20)/10%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger1 = Var(58) = [15,29]
Trigger2 = Var(20)/10%10 = 0
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger2 = Var(58) = [20,39]
Trigger3 = Var(20)/10%10 = 0
Trigger3 = Var(2)/100 = 24
Trigger3 = P2BodyDist X > 55
Trigger3 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger3 = Var(58) = [35,69]
Trigger4 = P2BodyDist X < 55
Trigger4 = Var(2)/100 = 24
Trigger4 = StateNo = 400
Trigger4 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(20)%10 = 0 || Var(20)/10%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [30,69]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(21)/10%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(20)%10 = 0 || Var(20)/10%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [70,99]

[State -3, AI]
Type = ChangeState
Value = 216
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(23)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210
Trigger1 = Var(58) = [40,49]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210
Trigger1 = Var(58) = [50,59]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 410 || StateNo = 215 || StateNo = 217
Trigger2 = Var(58) = [40,59]

[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(22)/10%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger1 = Var(58) = [60,69]
Trigger2 = StateNo = 220 || StateNo = 230
Trigger2 = Var(2)/100 = 24
Trigger2 = Var(58) = [40,59]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
Trigger1 = Var(20)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 610 && Time >= 8 || StateNo = 620
Trigger1 = Var(58) = [0,29]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 600
Trigger2 = Var(58) = [0,39]
Trigger3 = P2StateNo = [150,153]
Trigger3 = Ctrl
Trigger3 = StateNo = 110
Trigger3 = Var(58) = [0,29]
Trigger4 = P2StateNo = [154,155]
Trigger4 = Ctrl
Trigger4 = StateNo = 110
Trigger4 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType != L
TriggerAll = Var(21)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 600
Trigger1 = Var(58) = [40,49]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 620
Trigger2 = Var(58) = [30,49]
Trigger3 = P2StateNo = [150,153]
Trigger3 = Ctrl
Trigger3 = StateNo = 110
Trigger3 = Var(58) = [30,69]
Trigger4 = P2StateNo = [154,155]
Trigger4 = Ctrl
Trigger4 = StateNo = 110
Trigger4 = Var(58) = [50,89]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = Var(22)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 600
Trigger1 = Var(58) = [50,59]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 610 && Time >= 8
Trigger2 = Var(58) = [30,49]
Trigger3 = P2StateNo = [150,153]
Trigger3 = Ctrl
Trigger3 = StateNo = 110
Trigger3 = Var(58) = [70,99]
Trigger4 = P2StateNo = [154,155]
Trigger4 = Ctrl
Trigger4 = StateNo = 110
Trigger4 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [60,69]

[State -3, AI]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [70,79]

[State -3, AI]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [80,81]

[State -3, AI]
Type = ChangeState
Value = 1120
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [82,83]

[State -3, AI]
Type = ChangeState
Value = 1300
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [84,85]

[State -3, AI]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [86,87]

[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = P2BodyDist X != [-40,40]
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 217 || StateNo = 410
Trigger1 = Var(58) = [70,79]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger2 = Var(58) = [88,89]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 220 || StateNo = 230 || StateNo = 420
Trigger1 = Var(58) = [90,91]

;---------------------------------------------------------------------------
;攻撃　コンボ-NORMAL-(拾い)
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = Var(25)/10%10 < 3
TriggerAll = StateNo != [100,101]
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = NumTarget(5700) = 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) >= 80
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) < -50
Trigger2 = NumTarget(5600) > 0
Trigger2 = EnemyNear(Var(57)),Vel Y <= 0
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) >= 80

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateNo != [120,155]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-50,50]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-50,-35]
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = P2MoveType = H
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateNo != [120,155]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-75,-60]
Trigger1 = Var(58) = [50,89]

;---------------------------------------------------------------------------
;攻撃　コンボ-NORMAL-(ヒット地上時)
[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType = A
TriggerAll = Var(10) = 0
Trigger1 = Var(2)/100 = 14
Trigger1 = Var(58) = [0,79]
Trigger1 = P2BodyDist Y < -10
Trigger1 = StateNo = 210
Trigger2 = Var(2)/100 = 14
Trigger2 = Var(58) = [0,79]
Trigger2 = StateNo = [215,217]
Trigger3 = Var(2) = 1407
Trigger3 = Var(58) = [0,79]
Trigger3 = StateNo = [220,230]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [0,39]
Trigger2 = Var(2) = 1412
Trigger2 = StateNo = 420
Trigger2 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
Trigger1 = P2StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = Var(58) = [0,49]
Trigger1 = StateNo = 210
Trigger2 = Var(2) = 1409
Trigger2 = StateNo = 410
Trigger2 = Var(58) = [0,79]
Trigger3 = Var(2) = 1412
Trigger3 = StateNo = 420
Trigger3 = Var(58) = [50,79]

[State -3, AI]
Type = ChangeState
Value = 216
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = Var(23)%10 = 0
TriggerAll = StateType != A
Trigger1 = P2StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = Var(58) = [50,99]
Trigger1 = StateNo = 210

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = Var(21)/10%10 = 0
TriggerAll = P2StateType != A
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [40,99]

[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [3,4]
TriggerAll = Var(50) = 1
TriggerAll = Var(22)/10%10 = 0
TriggerAll = StateType != A
Trigger1 = P2StateType != A
Trigger1 = Var(2) = 1412
Trigger1 = StateNo = 220
Trigger1 = Var(58) = [0,79]
Trigger2 = Var(2) = 1409
Trigger2 = StateNo = 410
Trigger2 = Var(58) = [80,99]

[State -3, AI]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 220
Trigger1 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 220
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2) = 1412
Trigger1 = StateNo = 420
Trigger1 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2) = 1407
Trigger1 = Var(58) = [80,89]
Trigger1 = StateNo = [220,230]

[State -3, AI]
Type = ChangeState
Value = 2200
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
Trigger1 = Var(2) = 1407
Trigger1 = Var(58) = [90,99]
Trigger1 = StateNo = [220,230]

[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateType != L
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = [215,217]
Trigger1 = Var(58) = [80,99]

;---------------------------------------------------------------------------
;攻撃　コンボ-NORMAL-(ヒット空中時)
[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = Var(11)%10 = 0
TriggerAll = P2StateType = A
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 620
Trigger2 = StateNo = 610 && Time >= 8
Trigger2 = Var(2)/100 = 14
Trigger2 = Var(58) = [70,99]
Trigger3 = P2BodyDist Y < 0
Trigger3 = StateNo = 600
Trigger3 = Var(2)/100 = 14

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateNo = [5000,5099]
TriggerAll = P2StateType != L
TriggerAll = Var(21)/100 = 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = A
Trigger1 = Var(11)%10 = 0
Trigger1 = StateNo = 50
Trigger1 = Ctrl
Trigger2 = P2StateType = A
Trigger2 = Var(11)%10 = 1
Trigger2 = StateNo = 50
Trigger2 = Var(58) = [0,59]
Trigger3 = P2StateType != A
Trigger3 = StateNo = 600
Trigger3 = Var(2)/100 = 14
Trigger3 = P2StateType = A
Trigger4 = P2BodyDist Y >= 0
Trigger4 = StateNo = 600
Trigger4 = Var(2)/100 = 14

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateNo = [5000,5099]
TriggerAll = P2StateType != L
TriggerAll = Var(22)/100 = 0
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = A
Trigger1 = Var(11)%10 = 1
Trigger1 = StateNo = 50
Trigger1 = Var(58) = [60,99]
Trigger2 = P2StateType = A
Trigger2 = StateNo = 600 || StateNo = 610 && Time >= 8
Trigger2 = Var(2)/100 = 14
Trigger3 = P2StateType != A
Trigger3 = StateNo = 610 && Time >= 8
Trigger3 = Var(2)/100 = 14

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = [3,4]
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateNo = [5000,5099]
TriggerAll = P2StateType != L
TriggerAll = P2StateType = A
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2BodyDist X = [-10,25]
Trigger1 = Var(2)/100 = 14
Trigger1 = Var(11)%10 = 1
Trigger1 = StateNo = 620
Trigger1 = Var(58) = [0,89]

;---------------------------------------------------------------------------
;EXキャンセル
[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
TriggerAll = Var(27) > 0
TriggerAll = Var(2) > 0
Trigger1 = StateNo = 1000 || StateNo = 1200 || StateNo = 1250
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-50,50]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-150,150]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) != [-40,40]
Trigger1 = Var(58) = [0,49]
Trigger2 = StateNo = 1000 || StateNo = 1200 || StateNo = 1250
Trigger2 = P2StateNo = [39,41]
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-50,50]
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-150,150]
Trigger2 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 2200
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
TriggerAll = Var(27) > 0
TriggerAll = Var(2) > 0
Trigger1 = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = StateNo = 1000 || StateNo = 1200 || StateNo = 1250
Trigger1 = P2BodyDist X = [0,35]
Trigger1 = Var(58) = [50,99]
Trigger2 = P2StateType = A
Trigger2 = P2MoveType = A
Trigger2 = EnemyNear(Var(57)),HitDefAttr = A, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = StateNo = 1000 || StateNo = 1200 || StateNo = 1250
Trigger2 = P2BodyDist X = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = Var(58) = [50,99]

[State -3, AI]
Type = ChangeState
Value = 3000
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = Var(13) = 1 || Var(14) = 1
TriggerAll = Var(27) > 0
TriggerAll = Var(2) > 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= -25
Trigger1 = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = StateNo = 1000 || StateNo = 1200 || StateNo = 1250
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = P2BodyDist X = [-160,160]
Trigger1 = Var(58) = [0,99]

[State -3, AI]
Type = ChangeState
Value = 3050
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = Var(13) = -1
TriggerAll = Var(27) > 0
TriggerAll = Var(2) > 0
TriggerAll = EnemyNear(Var(57)),AnimTime <= -25
Trigger1 = P2StateType != A
Trigger1 = P2MoveType = A
Trigger1 = EnemyNear(Var(57)),HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger1 = StateNo = 1000 || StateNo = 1200 || StateNo = 1250
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = P2BodyDist X = [-160,160]
Trigger1 = Var(58) = [0,99]

;---------------------------------------------------------------------------
;防御
[State -3, AI]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = Var(59) = 1
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [920,923]
TriggerAll = Var(58) = [0,1]
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger3 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger3 = P2BodyDist X = [-50,50]
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),InguardDist
Trigger3 = Facing * EnemyNear(Var(57)),Facing != -1 || P2Dist X < 0
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = Var(59) = 2
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [920,923]
TriggerAll = Var(58) = [0,4]
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger3 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger3 = P2BodyDist X = [-50,50]
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),InguardDist
Trigger3 = Facing * EnemyNear(Var(57)),Facing != -1 || P2Dist X < 0
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = Var(59) = 3
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [920,923]
TriggerAll = Var(58) = [0,24]
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger3 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger3 = P2BodyDist X = [-50,50]
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),InguardDist
Trigger3 = Facing * EnemyNear(Var(57)),Facing != -1 || P2Dist X < 0
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = Var(59) = 4
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [920,923]
Trigger1 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger1 = InguardDist
Trigger2 = InguardDist
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger3 =! EnemyNear(Var(57)),HitDefAttr = , NT, ST, HT
Trigger3 = P2BodyDist X = [-50,50]
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),InguardDist
Trigger3 = Facing * EnemyNear(Var(57)),Facing != -1 || P2Dist X < 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;移動-VERY EASY&EASY&NORMAL-
[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A || P2StateType = A && P2MoveType != H
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = P2BodyDist X != [-120,120]
Trigger1 =! InguardDist
Trigger1 = Var(58) = [0,19]
Value = 850

[State -3, AI]
Type = ChangeState
Value = 19
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = P2StateType != L
Trigger1 =! InguardDist
Trigger1 = StateNo = 0
Trigger1 = Time >= 60
Trigger1 = Ctrl
Trigger1 = Random%2 = 0

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = P2StateType != L
Trigger1 = Var(59) = [1,3]
Trigger1 = P2MoveType = H && P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) < -60 || P2MoveType != H
Trigger1 =! InguardDist
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,24]
Trigger2 = Var(59) = [1,3]
Trigger2 = StateNo = 850
Trigger3 = Var(59) > 0
Trigger3 =! InguardDist
Trigger3 = StateNo = 0
Trigger3 = Time >= 60
Trigger3 = Ctrl
Trigger3 = Random%2 = 1

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
Trigger1 = P2StateType != L
Trigger1 = Var(10) = 0
Trigger1 = StateNo = 50 && Time >= 8
Trigger1 = Var(11)%10 = 0
Trigger1 = Ctrl || Var(2)/100%10 >= 3 && MoveType != H
Trigger1 = Var(58) = [0,5]
Trigger2 = P2StateType != L
Trigger2 = Var(10) = 0
Trigger2 = StateNo = 110 || StateNo = 115 || StateNo = 5210
Trigger2 = Var(11)%10 = 0
Trigger2 = Ctrl || Var(2)/100%10 >= 3 && MoveType != H
Trigger2 = Var(58) = [0,9]
Trigger3 = P2StateType != A
Trigger3 = Var(11)%10 = 0
Trigger3 = P2BodyDist X = [-30,-20]
Trigger3 = P2BodyDist Y = [10,30]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [0,24]

[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = StateNo != [100,101]
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = P2BodyDist X != [-50,50]
Trigger1 =! InguardDist
Trigger1 = P2BodyDist X >= 50
Trigger1= Var(58) = [25,44]
Value = 100

[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2MoveType != H
Trigger1 = P2StateType != A
Trigger1 = P2MoveType != A
Trigger1 =! InguardDist
Trigger1 = P2BodyDist X = [0,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [45,49]

[State -3, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = Var(11)/10%10 = 0
TriggerAll = P2BodyDist X >= 30
TriggerAll = Pos Y < -20
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) > 0
Trigger1 = P2StateType != A && P2MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [10,14]
Trigger2 = Vel Y <= 0
Trigger2 = P2StateType != A
Trigger2 = Pos Y = [-35,-25]
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = Var(58) = [10,24]

[State -3, AI]
Type = ChangeState
Value = 115
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = Var(11)/10%10 = 0
TriggerAll = P2StateType != A && P2MoveType != H
TriggerAll = Pos Y < -20
Trigger1 = P2StateType != L
Trigger1 = P2BodyDist X = [50,150]
Trigger1 = Ctrl
Trigger1 = Var(58) = [15,19]
Trigger2 = P2StateType != L
Trigger2 = P2StateType != A
Trigger2 = Vel Y <= 0
Trigger2 = Pos Y = [-20,-15]
Trigger2 = Ctrl
Trigger2 = Var(58) = [25,44]
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist X = [-40,-30]
Trigger3 = P2BodyDist Y = [80,120]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [50,99]

;---------------------------------------------------------------------------
;移動-HARD-
[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A || P2StateType = A && P2MoveType != H
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = P2BodyDist X != [-120,120]
Trigger1 = P2MoveType != A || P2MoveType = A && EnemyNear(Var(57)),Time <= 1
Trigger1 =! InguardDist
Trigger1 = Var(58) = [0,19]
Value = 850

[State -3, AI]
Type = ChangeState
Value = 19
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = StateNo != 19
Trigger1 =! InguardDist
Trigger1 = Ctrl
Trigger1 = Var(58) = [10,29]

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = P2StateType != L
Trigger1 = P2MoveType != A || P2MoveType = A && EnemyNear(Var(57)),Time <= 1
Trigger1 = P2MoveType = H && P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) < -60 || P2MoveType != H
Trigger1 =! InguardDist
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,9]
Trigger2 = StateNo = 850

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
Trigger1 = P2StateType != L
Trigger1 = Var(10) = 0
Trigger1 = StateNo = 50 && Time >= 8
Trigger1 = Var(11)%10 = 0
Trigger1 = Ctrl || Var(2)/100%10 >= 3 && MoveType != H
Trigger1 = Var(58) = [0,5]
Trigger2 = P2StateType != L
Trigger2 = Var(10) = 0
Trigger2 = StateNo = 110 || StateNo = 115 || StateNo = 5210
Trigger2 = Var(11)%10 = 0
Trigger2 = Ctrl || Var(2)/100%10 >= 3 && MoveType != H
Trigger2 = Var(58) = [0,9]
Trigger3 = P2StateType != A
Trigger3 = Var(11)%10 = 0
Trigger3 = P2BodyDist X = [-30,-20]
Trigger3 = P2BodyDist Y = [10,30]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [0,24]

[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = StateNo != [100,101]
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = P2BodyDist X != [-50,50]
Trigger1 = P2MoveType != A || P2MoveType = A && EnemyNear(Var(57)),Time <= 1
Trigger1 =! InguardDist
Trigger1 = P2BodyDist X >= 50
Trigger1= Var(58) = [30,49]
Value = 100

[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2MoveType != H
Trigger1 = P2StateNo != [120,159]
Trigger1 = P2StateType != A
Trigger1 = P2MoveType != A
Trigger1 =! InguardDist
Trigger1 = P2BodyDist X = [0,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [50,59]

[State -3, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
TriggerAll = Var(11)/10%10 = 0
TriggerAll = P2BodyDist X >= 30
TriggerAll = Pos Y < -20
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) > 0
Trigger1 = P2StateType != A && P2MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [10,14]
Trigger2 = Vel Y <= 0
Trigger2 = P2StateType != A
Trigger2 = Pos Y = [-35,-25]
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = Var(58) = [10,24]

[State -3, AI]
Type = ChangeState
Value = 115
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = Var(11)/10%10 = 0
TriggerAll = P2StateType != A && P2MoveType != H
TriggerAll = Pos Y < -20
Trigger1 = P2StateNo != [120,159]
Trigger1 = P2StateType != L
Trigger1 = P2BodyDist X = [50,150]
Trigger1 = Ctrl
Trigger1 = Var(58) = [15,19]
Trigger2 = P2StateNo != [120,159]
Trigger2 = P2StateType != L
Trigger2 = P2StateType != A
Trigger2 = Vel Y <= 0
Trigger2 = Pos Y = [-20,-15]
Trigger2 = Ctrl
Trigger2 = Var(58) = [25,44]
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist X = [-40,-30]
Trigger3 = P2BodyDist Y = [80,120]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [50,99]

;---------------------------------------------------------------------------
;攻撃　立ち回り-VERY EASY&EASY&NORMAL-
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(20)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-45,45]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-60,-10]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,99]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [120,200]
Trigger2 = Ctrl || StateNo = 29
Trigger2 = Var(58) = [90,99]
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Var(21) = 0 && Var(22) = 0 && Var(23) = 0
Trigger3 = P2StateType != A
Trigger3 = StateNo = 200
Trigger3 = MoveContact = 0
Trigger3 = Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [0,9]
Trigger4 =! InguardDist && ! Helper(25000),InguardDist
Trigger4 = Var(21) = 0 && Var(22) = 0 && Var(23) = 0
Trigger4 = P2StateType != A
Trigger4 = StateNo = 400
Trigger4 = MoveContact = 0
Trigger4 = Var(2)/100%10 = 3 && MoveType != H
Trigger4 = Var(58) = [0,9]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-60,-10]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,89]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [120,200]
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [85,89]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [75,79]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [120,200]
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [80,84]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(20)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [65,74]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [120,200]
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [70,79]
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Var(21) = 0 && Var(22) = 0 && Var(23) = 0
Trigger3 = P2StateType != A
Trigger3 = StateNo = 200
Trigger3 = MoveContact = 0
Trigger3 = Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [10,19]
Trigger4 =! InguardDist && ! Helper(25000),InguardDist
Trigger4 = Var(21) = 0 && Var(22) = 0 && Var(23) = 0
Trigger4 = P2StateType != A
Trigger4 = StateNo = 400
Trigger4 = MoveContact = 0
Trigger4 = Var(2)/100%10 = 3 && MoveType != H
Trigger4 = Var(58) = [10,19]
Trigger5 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
Trigger5 =! InguardDist && ! Helper(25000),InguardDist
Trigger5 = P2StateType != A
Trigger5 = P2MoveType = H
Trigger5 = EnemyNear(Var(57)),GetHitVar(HitTime) <= 6
Trigger5 = StateNo = 52
Trigger5 = Ctrl

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(21)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [60,64]
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [120,200]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [65,69]
Trigger3 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = P2StateType != A
Trigger3 = P2MoveType = H
Trigger3 = EnemyNear(Var(57)),GetHitVar(HitTime) > 6
Trigger3 = StateNo = 52
Trigger3 = Ctrl

[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(22)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [55,59]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [140,220]
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [60,64]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*3)*4 = [-45,30]
Trigger1 = P2BodyDist X-Ceil(Vel X*4)-Ceil(EnemyNear(Var(57)),Vel X*4) = [0,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [80,99]
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo != [110,115]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X-Ceil(Vel X*4)-Ceil(EnemyNear(Var(57)),Vel X*4) = [0,55]
Trigger2 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4 = [-15,5]
Trigger2 = Var(58) = [70,99]
Trigger3 = StateNo = [110,115]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4 = [-15,5]
Trigger3 = Var(58) = [70,99]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(21)/100 = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*4)*5 = [-30,35]
Trigger1 = P2BodyDist X-Ceil(Vel X*5)-Ceil(EnemyNear(Var(57)),Vel X*5) = [-10,45]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [70,79]
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo != [110,115]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X-Ceil(Vel X*5)-Ceil(EnemyNear(Var(57)),Vel X*5) = [-10,45]
Trigger2 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5 = [-15,5]
Trigger2 = Var(58) = [50,69]
Trigger3 = StateNo = [110,115]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5 = [-15,5]
Trigger3 = Var(58) = [50,69]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,3]
TriggerAll = Var(22)/100 = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2BodyDist X-Ceil(Vel X*10)-Ceil(EnemyNear(Var(57)),Vel X*10) = [0,50]
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*9)*10 = [-30,40]
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [50,69]
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo != [110,115]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X-Ceil(Vel X*10)-Ceil(EnemyNear(Var(57)),Vel X*10) = [0,50]
Trigger2 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10 = [-15,5]
Trigger2 = Var(58) = [20,49]
Trigger3 = StateNo = [110,115]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10 = [-15,5]
Trigger3 = Var(58) = [20,49]

[State -3, AI]
Type = ChangeState
Value = 70
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = NumHelper(25000) > 0
TriggerAll =! InguardDist && ! Helper(25000),InguardDist
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [160,280]
TriggerAll = Var(58) = [48,49]
Trigger1 = StateNo = 50 && Time >= 8 || StateNo = 110 || StateNo = 115 || StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155
Trigger1 = Ctrl
Trigger2 = Var(2)/100%10 >= 3 && MoveType != H
Trigger3 = StateNo = 1310 || StateNo = 1330 || StateNo = 5210
Trigger3 = Ctrl

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [140,320]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [45,49]

[State -3, AI]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = P2StateNo != [5000,5099]
TriggerAll = P2MoveType = H && P2StateNo = [120,155]
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-80,80]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-180,180]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) != [-40,40]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [65,74]

[State -3, AI]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = P2StateNo != [5000,5099]
TriggerAll = P2MoveType = H && P2StateNo = [120,155]
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-80,80]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-180,180]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) != [-40,40]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [55,64]

[State -3, AI]
Type = ChangeState
Value = 1300
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = 54

[State -3, AI]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = 53

[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = 52

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = [1,3]
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = 51

;---------------------------------------------------------------------------
;攻撃　立ち回り-HARD-
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 4
TriggerAll = Var(20)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -4 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-45,45]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-60,-10]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,99]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 4
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -8 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = EnemyNear(Var(57)),Vel Y >= 0
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-60,-10]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [70,79]

[State -3, AI]
Type = ChangeState
Value = 221
TriggerAll = Var(59) = 4
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -9 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-55,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [60,69]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 4
TriggerAll = Var(20)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -5 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [35,59]
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2MoveType = H
Trigger2 = EnemyNear(Var(57)),GetHitVar(HitTime) <= 6
Trigger2 = StateNo = 52
Trigger2 = Ctrl

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 4
TriggerAll = Var(21)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -7 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [20,34]
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = P2StateType != A
Trigger2 = P2MoveType = H
Trigger2 = EnemyNear(Var(57)),GetHitVar(HitTime) > 6
Trigger2 = StateNo = 52
Trigger2 = Ctrl

[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = 4
TriggerAll = Var(22)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -11 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,19]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -5 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*3)*4 = [-45,30]
Trigger1 = P2BodyDist X-Ceil(Vel X*4)-Ceil(EnemyNear(Var(57)),Vel X*4) = [0,55]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [80,99]
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo != [110,115]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X-Ceil(Vel X*4)-Ceil(EnemyNear(Var(57)),Vel X*4) = [0,55]
Trigger2 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4 = [-15,5]
Trigger2 = Var(58) = [70,99]
Trigger3 = StateNo = [110,115]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*3)*4 = [-15,5]
Trigger3 = Var(58) = [70,99]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = 4
TriggerAll = Var(21)/100 = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -6 || EnemyNear(Var(57)),Ctrl
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*4)*5 = [-30,35]
Trigger1 = P2BodyDist X-Ceil(Vel X*5)-Ceil(EnemyNear(Var(57)),Vel X*5) = [-10,45]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [70,79]
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo != [110,115]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X-Ceil(Vel X*5)-Ceil(EnemyNear(Var(57)),Vel X*5) = [-10,45]
Trigger2 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5 = [-15,5]
Trigger2 = Var(58) = [34,69]
Trigger3 = StateNo = [110,115]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*4)*5 = [-15,5]
Trigger3 = Var(58) = [34,69]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = 4
TriggerAll = Var(22)/100 = 0
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = Var(25)/10%10 < 3
TriggerAll = NumHelper(25000) > 0
Trigger1 = P2BodyDist X-Ceil(Vel X*10)-Ceil(EnemyNear(Var(57)),Vel X*10) = [0,50]
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -11 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y-Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10+Ceil(EnemyNear(Var(57)),Vel Y+EnemyNear(Var(57)),Const(MoveMent.YAccel)*9)*10 = [-30,40]
Trigger1 =! InguardDist && ! Helper(25000),InguardDist
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [50,69]
Trigger2 = P2StateType != A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo != [110,115]
Trigger2 =! InguardDist && ! Helper(25000),InguardDist
Trigger2 = Vel Y >= 0
Trigger2 = P2BodyDist X-Ceil(Vel X*10)-Ceil(EnemyNear(Var(57)),Vel X*10) = [0,50]
Trigger2 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10 = [-15,5]
Trigger2 = Var(58) = [0,34]
Trigger3 = StateNo = [110,115]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 =! InguardDist && ! Helper(25000),InguardDist
Trigger3 = Pos Y+Ceil(Vel Y+Const(MoveMent.YAccel)*9)*10 = [-15,5]
Trigger3 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 70
TriggerAll = Var(59) = 4
TriggerAll = StateType = A
TriggerAll = P2StateType != L
TriggerAll = Var(10) = 0
TriggerAll = NumHelper(25000) > 0
TriggerAll =! InguardDist && ! Helper(25000),InguardDist
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [160,280]
TriggerAll = Var(58) = [48,49]
TriggerAll = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -15 || EnemyNear(Var(57)),Ctrl
Trigger1 = StateNo = 50 && Time >= 8 || StateNo = 110 || StateNo = 115 || StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155
Trigger1 = Ctrl
Trigger2 = Var(2)/100%10 >= 3 && MoveType != H
Trigger3 = StateNo = 1310 || StateNo = 1330 || StateNo = 5210
Trigger3 = Ctrl

[State -3, AI]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = P2StateNo != [5000,5099]
TriggerAll = P2MoveType = H && P2StateNo = [120,155]
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -12 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-80,80]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-180,180]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) != [-40,40]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = P2StateNo != [5000,5099]
TriggerAll = P2MoveType = H && P2StateNo = [120,155]
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -16 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-80,80]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-180,180]
Trigger1 = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) != [-40,40]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 1300
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -30 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [77,79]

[State -3, AI]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -30 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [74,76]

[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -20 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [71,73]

[State -3, AI]
Type = ChangeState
Value = 1330
TriggerAll = Var(59) = 4
TriggerAll = StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2StateType != L
TriggerAll = NumHelper(25000) > 0
TriggerAll = P2MoveType != A && ! InguardDist && ! Helper(25000),InguardDist
TriggerAll = Var(25)/10%10 < 3
Trigger1 = P2MoveType = H || ! EnemyNear(Var(57)),Ctrl && EnemyNear(Var(57)),AnimTime <= -30 || EnemyNear(Var(57)),Ctrl
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-150,150]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H && (StateNo != [900,910]) || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [68,70]

;---------------------------------------------------------------------------
;攻撃　リバーサル
[State -3, AI]
Type = VarSet
V = 12
Value = 990
TriggerAll = Var(59) = [3,4]
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-30,30]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = (100*Life/Const(Data.Life)) <= 50
TriggerAll = FVar(9) > Life+100
TriggerAll = Var(58) = [50,99]
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0

[State -3, AI]
Type = VarSet
V = 12
Value = 100
TriggerAll = Var(59) = [3,4]
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-100,100]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [0,4]

[State -3, AI]
Type = VarSet
V = 12
Value = 105
TriggerAll = Var(59) = [3,4]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-50,50]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [0,4]

[State -3, AI]
Type = VarSet
V = 12
Value = 850
TriggerAll = Var(59) = [3,4]
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-140,140]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [5,9]

[State -3, AI]
Type = VarSet
V = 12
Value = 800
TriggerAll = Var(59) = [3,4]
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != 105
TriggerAll = P2StateNo != [39,41]
TriggerAll = P2BodyDist X-Ceil(Vel X*2)-Ceil(EnemyNear(Var(57)),Vel X*2) = [-16,16]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [5,14]

[State -3, AI]
Type = VarSet
V = 12
Value = 930
TriggerAll = Var(59) = [3,4]
TriggerAll = P2MoveType = A
TriggerAll = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-60,60]
TriggerAll = P2BodyDist Y-Ceil(Vel Y)+Ceil(EnemyNear(Var(57)),Vel Y) = [-60,30]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [15,19]

[State -3, AI]
Type = VarSet
V = 12
Value = 1200
TriggerAll = Var(59) = [3,4]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [39,41]
Trigger1 = Var(58) = [50,69]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-35,35]

[State -3, AI]
Type = VarSet
V = 12
Value = 1110
TriggerAll = Var(59) = [3,4]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-160,160]
Trigger1 = Var(58) = [45,49]

[State -3, AI]
Type = VarSet
V = 12
Value = 1250
TriggerAll = Var(59) = [3,4]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = P2MoveType = A
TriggerAll = P2StateType = A
TriggerAll = P2StateNo = [39,41]
Trigger1 = Var(58) = [50,69]
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [5,40]
Trigger1 = P2BodyDist Y = [-60,0]
Trigger1 = EnemyNear(Var(57)),Vel Y > 0

[State -3, AI]
Type = VarSet
V = 12
Value = 2200
TriggerAll = Var(59) = [3,4]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = P2MoveType = A
TriggerAll = Power >= 1000 || Var(13) != 0 || Var(14) != 0
Trigger1 = Var(58) = [50,69]
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [-35,35]
Trigger1 = Var(58) = [70,89]
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) = [5,40]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = EnemyNear(Var(57)),Vel Y > 0
Trigger2 = Var(58) = [70,89]

[State -3, AI]
Type = VarSet
V = 12
Value = 1330
TriggerAll = Var(59) = [3,4]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != A
Trigger1 = P2BodyDist X-Ceil(Vel X)-Ceil(EnemyNear(Var(57)),Vel X) != [-160,160]
Trigger1 = Var(58) = [40,44]
