[Statedef -2]


;ύXڂ
;Value = 
;̐̕l𔼊ppŏCĂB
;ύXOɂ̃t@C̃obNAbv
;ĂƂ߂܂B


;[h
[State -3, ai];m[}[h
type = varset
trigger1 = palno = [1,6]
var(57) = 1

[State -3, ai];{X[h
type = varset
trigger1 = palno = [7,9]
var(57) = 2

[State -3, ai];Mix[h
type = varset
trigger1 = palno = [10,12]
var(57) = 3

;palno = [X,X]̐lύX邱ƂŁA
;J[̃[hύX邱Ƃł܂B
;Fpalno = [1,3]@EEEJ[P`R

;J[P`U͂ꂼA,B,C,X,Y,ZŌ肵ꍇ̃J[ŁA
;J[V`PQ͂ꂼX^[g{^Ȃ
;A,B,C,X,Y,ZŌ肵ꍇ̃J[łB



;Ő^CvI
[State -3, 0]
type = VarSet
trigger1 = 1
var(50) = 0

;KEZuŐṽ^Cvݒ肵܂B
;var(50) = 0@EEEUM^Cv(MAXł)
;var(50) = 1@EEE2001^Cv(MAXłȂA8hit)
;ݒ̓{X[hAMIX[hɔf܂



;XgCJ[^CvI
[State -3, 1]
type = VarSet
trigger1 = 1
var(51) = 0

;eXgCJ[Z̃^Cvݒ肵܂B
;var(51) = 0@EEEUM^Cv(Ăяos)
;var(51) = 1@EEE2001^Cv(ʂ̓AhitɃC[_[W)
;ݒ͑SẴ[hɔf܂



;}gZgpd
[State -3, 1]
type = VarSet
trigger1 = 1
var(52) = 0

;aj`ƕtZƍaw̎gp̍dݒ肵܂
;var(52) = 0@EEEUM^Cv(d)
;var(52) = 1@EEE2000`2001^Cv(d)
;ݒ͑SẴ[hɔf܂






;牺̍ڂ͕ύXȂłB

[state 190]
type = stopsnd
trigger1 = movetype = H
channel = 3

[State 240, 4]
type = varset
triggerall = sysvar(4) != 0
trigger1 = stateno = 0
trigger2 = statetype = S
;trigger1 = 1
sysvar(4) = 0

[State 240, 4]
type = varset
trigger1 = stateno = 5101
trigger1 = anim = 5110
sysvar(4) = 0

[State 240, 4]
type = varset
trigger1 = stateno = 5101
trigger1 = anim = 5171 || anim = 5172  || anim = 5161 || anim = 5162
sysvar(4) = 1

[state 190]
type = AfterImageTime
trigger1 = movetype = H
Time = 0

[State Snd]
type = PlaySnd
triggerall = Time = 1
triggerall = (StateNo != 3610 && StateNo != 4010) || MoveType = H
trigger1 = PrevStateNo = 3600
trigger2 = PrevStateNo = 4000
value = S0,93
channel = 0
volume = 150
persistent = 0

[State x];
type = Explod
triggerall = Time = 1
triggerall = (StateNo != 3610 && StateNo != 4010) || MoveType = H
trigger1 = PrevStateNo = 3600
trigger2 = PrevStateNo = 4000
anim = 8102
id = 8102
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -99
facing = ifelse(facing=-1,-1,1)
persistent = 0

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, ai]
type = Null;varset
triggerall = var(59) = 0
trigger1 = command = "cpu"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger33 = command = "cpu34"
var(59) = 1

;ʏ탂[hΗ͕␳
[state 190]
type = AttackMulSet
trigger1 = Var(57) < 2
trigger1 = StateNo >= 1000 && StateNo < 4100
value = .7

[state 190]
type = AttackMulSet
trigger1 = Var(57) < 2
trigger1 = StateNo < 1000 && StateNo >= 4100
value = 1

[State 180,1]
type = changestate
;trigger1 = sysvar(5) = 1
;trigger1 = time = 0
trigger1 = stateno = 5110
trigger1 = alive
;trigger1 = anim = 5120
value = 1895

[State x]
type = Explod
triggerall = numexplod(3130) = 0
triggerall = var(57) != 0
triggerall = roundstate != 0
triggerall = roundstate != 1
triggerall = roundstate != 3
trigger1 = roundstate = 2
anim = 3130
ID = 3130
postype = back
pos = 30,210
sprpriority = 6
persistent = 0
bindtime = -1
ownpal = 1

[State x]
type = RemoveExplod
trigger1 = roundstate = 4
ID = 3130

[State Snd];
type = stopSnd
trigger1 = movetype = H
trigger2 = movetype != A
channel = 2

[State 191, 1]
type = AssertSpecial
;triggerall = stateno != [3020,3022]
;triggerall = stateno != [3050,3052]
trigger1 = roundstate = 0
trigger2 = roundstate = 1
;trigger3 = roundstate = 4
flag = nobardisplay

[State -3, 3];n
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = S0,16

[State -3, 5];炢
type = PlaySnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5000 && (anim = 5000 || anim = 5010)
trigger2 = Time = 1 && stateno = 5010 && (anim = 5020)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5000 || anim = 5010)
triggerall = random <= 333
value = S0,33

[State -3, 5];炢
type = PlaySnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5000 && (anim = 5001 || anim = 5011)
trigger2 = Time = 1 && stateno = 5011 && (anim = 5021)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5001 || anim = 5011)
triggerall = random <= 300
value = S0,33

[State -3, 5];炢
type = PlaySnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5000 && (anim = 5002 || anim = 5012)
trigger2 = Time = 1 && stateno = 5010 && (anim = 5022)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5002 || anim = 5012)
trigger4 = Time = 1 && stateno = 5020 && (anim = 5030 || anim = 5012)
trigger5 = Time = 1 && stateno = 5070 && (anim = 5070)
triggerall = random <= 300
value = S0,34

[State -3, 5];ӂƂ
type = PlaySnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5020 && (anim = 5030)
trigger2 = Time = 1 && stateno = 5000 && (anim = 5030)
trigger3 = Time = 1 && stateno = 5020 && (anim = 5052 || anim = 5051)
triggerall = random <= 300
value = S0,34

[State -3, 5];炢_E
type = PlaySnd
triggerall = alive = 1
trigger1 = Time = 1 && stateno = 5101
triggerall = random <= 333
value = S0,35

[State -2]
type = Null;AssertSpecial
trigger1 = 1
flag = NoAirGuard
ignorehitpause = 1

[State -2]
type = null;AssertSpecial
triggerall = 1
triggerall hitshakeover = 1
trigger1 = stateno = [3020,3022]
trigger2 = stateno = [3050,3052]
flag = nokoslow
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = P2statetype = S
trigger1 = 1
var(12) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(12) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype = A
var(12) = -150 - (-150 - floor(p2bodydist y))

[State -2]
type = Null;Helper
trigger1 = winko = 1
trigger1 = numhelper(10000) = 0
ID = 10000
name = "winflash"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Null;Helper
trigger1 = winko = 1
trigger1 = numhelper(10001) = 0
;trigger1 = numhelper(11) = 1
ID = 10001
name = "sound"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

;-------------------------------------------------------
;AI
;K[h(藧)
[State -3]
type = ChangeState
value = 130
triggerall = P2Life > 0
triggerall = var(59) = 1
triggerall = ctrl
triggerall = time > 0
triggerall = statetype != A
;triggerall = stateno != 130
triggerall = random <= 970
trigger1 = inguarddist

;U
[State -3]
type = ChangeState
value = 900
triggerall = p2movetype = A
;triggerall = P2bodydist X <= 90
;triggerall = P2Life > 0
triggerall = statetype != A
triggerall = enemy, hitdefattr = SCA, NA,SA ,AT, NP,SP
triggerall = var(59) = 1
triggerall = ctrl
triggerall = stateno != [150,153]
trigger1 = inguarddist
triggerall = random <= 17

;--------------------------
;Ⴊ݃K[h
[State -3]
type = ChangeState
value = 131
triggerall = P2Life > 0
triggerall = var(59) = 1
triggerall = ctrl
triggerall = stateno != 131
triggerall = random <= 970
triggerall = inguarddist
triggerall = statetype != A
trigger1 = Enemy, Numproj >= 1 && P2MoveType = A
trigger2 = Enemy, Numhelper >= 1 && P2MoveType = A
trigger3 = p2dist X < 100 && enemy, hitdefattr = C, NA,SA, NP,SP && ctrl
trigger4 = p2dist X < 100 &&Enemy, Numproj = 1 && P2MoveType = A
Trigger5 = Enemy,NumProj > 0 || Enemy,NumHelper > 0 
trigger5 = p2movetype = A
Trigger6 = EnemyNear,HitDefAttr = C,AA,AP 

;---------------------------------------------------------------------------
;g
[State -1]
type = ChangeState
value = 5201
triggerall = var(59) = 1
triggerall = random <= 100
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1 = alive
;trigger1 = CanRecover
trigger1 = stateno = 5050

[State -1];low kick
type = ChangeState
value = 430
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 90
triggerall = p2statetype = S
;triggerall != inguarddist
triggerall = power < 1000
trigger1 = P2BodyDist X < 50
trigger1 = P2BodyDist X > 1
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact
trigger2 = stateno = 430

[State -1]
type = ChangeState
value = 1000
triggerall = p2life > 0
triggerall = var(59) = 1
;triggerall = var(58) = 0
triggerall = random <= 120
triggerall = p2statetype != L
triggerall != inguarddist
trigger1 = P2BodyDist X < 30
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = [210,211]
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 240
trigger6 = movecontact
trigger6 = stateno = 241
trigger7 = movecontact
trigger7 = stateno = 701
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = movecontact
trigger9 = stateno = 650

[State -1]
type = ChangeState
value = 1001
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 170
triggerall = p2statetype != L
;triggerall = var(58) = 0
triggerall != inguarddist
trigger1 = P2BodyDist X < 100
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = [210,211]
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 240
trigger6 = movecontact
trigger6 = stateno = 241
trigger7 = movecontact
trigger7 = stateno = 701
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = movecontact
trigger9 = stateno = 650

[State -1]
type = ChangeState
value = 1010
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 100
triggerall = p2statetype != L
;triggerall = var(58) = 0
;triggerall != inguarddist
trigger1 = P2BodyDist X < 60
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movehit
trigger2 = stateno = 200
trigger3 = movehit
trigger3 = stateno = [210,211]
trigger4 = movehit
trigger4 = stateno = 230
trigger5 = movehit
trigger5 = stateno = 240
trigger6 = movehit
trigger6 = stateno = 241
trigger7 = movehit
trigger7 = stateno = 701
trigger8 = movehit
trigger8 = stateno = 440
trigger9 = movehit
trigger9 = stateno = 650

[State -1]
type = ChangeState
value = 1020
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 110
triggerall = p2statetype != L
;triggerall = var(58) = 0
;triggerall != inguarddist
trigger1 = P2BodyDist X < 50
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movehit
trigger2 = stateno = 200
trigger3 = movehit
trigger3 = stateno = [210,211]
trigger4 = movehit
trigger4 = stateno = 230
trigger5 = movehit
trigger5 = stateno = 240
trigger6 = movehit
trigger6 = stateno = 241
trigger7 = movehit
trigger7 = stateno = 701
trigger8 = movehit
trigger8 = stateno = 440
trigger9 = movehit
trigger9 = stateno = 650

[State -1]
type = ChangeState
value = 800
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 85
triggerall = P2statetype != A
triggerall = p2stateno != [150,153]
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X < 15
trigger1 = statetype != A && ctrl

[State -1]
type = ChangeState
value = 200
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 50
triggerall = P2statetype != A
trigger1 = P2BodyDist X < 55
trigger1 = statetype != A && ctrl

[State -1];aw
type = ChangeState
value = 3000
triggerall = p2life > 0
triggerall = var(59) = 1
;triggerall = var(58) = 0
triggerall = random <= 120
triggerall = power >= 1000
triggerall = p2statetype != L
triggerall != inguarddist
trigger1 = P2BodyDist X < 50
;trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movehit
trigger2 = stateno = 200
trigger3 = movehit
trigger3 = stateno = [210,211]
trigger4 = movehit
trigger4 = stateno = 230
trigger5 = movehit
trigger5 = stateno = 240
trigger6 = movehit
trigger6 = stateno = 241
trigger7 = movehit
trigger7 = stateno = 701
trigger8 = movehit
trigger8 = stateno = 440
trigger9 = movehit
trigger9 = stateno = 650

[State -1];Ő
type = ChangeState
value = 3020
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 40
triggerall = power >= 1000
;triggerall = var(58) = 0
triggerall = p2statetype != L
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A

kijin geki
[State -1, ]
type = ChangeState
value = 3420
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 100
triggerall = power >= 1000
triggerall = var(58) = 1
triggerall = p2bodydist X < 15
triggerall = p2statetype != L && p2statetype != A
triggerall = statetype != A
trigger1 = ctrl


[State -1];
type = ChangeState
value = 3100
triggerall = p2life > 0
triggerall = var(59) = 1
;triggerall = var(58) = 0
triggerall = var(57) != 0
triggerall = random <= 8
triggerall = numhelper(3000) = 0
triggerall = p2dist x >= 60
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != A
triggerall != inguarddist

[State -1];NUbh
type = ChangeState
value = 3120
triggerall = p2life > 0
triggerall = var(59) = 1
;triggerall = var(58) = 0
triggerall = var(57) != 0
triggerall = random <= 8
triggerall = numhelper(3120) = 0
triggerall = p2dist x >= 60
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != A
triggerall != inguarddist

[State -1];
type = ChangeState
value = 195
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 2
triggerall = p2dist x >= 40
trigger1 = ctrl && p2statetype = L
triggerall = statetype != A

;˕Ԃ
[State -1]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = random <= 220
;triggerall = var(58) = 0
triggerall = statetype != A
trigger1   = p2bodydist X >= 30
trigger1 = Enemy, Numproj = 1 && P2MoveType = A || enemy, hitdefattr = SCA, SP || enemy, hitdefattr = SCA, HP
trigger1 = ctrl
triggerall = p2life > 0

[State -1];
type = ChangeState
value = 2000
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 23
triggerall = var(57) != 1
;triggerall = var(58) = 0
trigger1   = p2bodydist X <= 40
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = [210,211]
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 240
trigger6 = movecontact
trigger6 = stateno = 241
trigger7 = movecontact
trigger7 = stateno = 701
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = movecontact
trigger9 = stateno = 650

[State -1];e
type = ChangeState
value = 2010
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = var(57) != 1
triggerall = random <= 30
;triggerall = var(58) = 0
trigger1 = p2bodydist X >= 100
trigger1 = p2bodydist X <= 160
trigger1 = enemy,vel x = 0
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = [210,211]
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 240
trigger6 = movecontact
trigger6 = stateno = 241
trigger7 = movecontact
trigger7 = stateno = 701
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = movecontact
trigger9 = stateno = 650

[State -1];iai
type = ChangeState
value = 3400
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = random <= 100
triggerall = power >= 1000
triggerall = p2statetype != L
trigger1 != inguarddist
trigger1 = P2BodyDist X < 90
trigger1 = P2movetype = A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = [210,211]
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 240
trigger6 = movecontact
trigger6 = stateno = 241
trigger7 = movecontact
trigger7 = stateno = 701
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = movecontact
trigger9 = stateno = 650

[State -1];̖
type = ChangeState
value = 3200
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 117
triggerall = power >= 1000
triggerall = var(58) = 1
triggerall != inguarddist
trigger1 = p2bodydist X >= 70
triggerall = p2statetype != L
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact = 1
trigger2 = stateno = 210
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 241
trigger5 = movecontact = 1
trigger5 = stateno = 701
trigger6 = movecontact = 1
trigger6 = stateno = 440
trigger7 = movecontact = 1
trigger7 = stateno = 650

[State -1];blood
type = ChangeState
value = 3220
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 30
triggerall = var(58) = 1
;trigger1 != inguarddist
trigger1 = numproj = 0
trigger1 = p2bodydist X >= 130
trigger1 = enemynear,movetype != A
trigger1 = ctrl
triggerall = statetype != A
trigger2 = movecontact = 1
trigger2 = stateno = 210
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 241
trigger5 = movecontact = 1
trigger5 = stateno = 701
trigger6 = movecontact = 1
trigger6 = stateno = 440
trigger7 = movecontact = 1
trigger7 = stateno = 650

[State -1];iwa
type = ChangeState
value = 3610
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 40
triggerall = var(58) = 1
;trigger1 != inguarddist
trigger1 = numhelper(3610) = 0
trigger1 = p2bodydist X >= 100
;trigger1 = enemynear,movetype != A
trigger1 = ctrl
triggerall = statetype != A

[State -1];
type = ChangeState
value = 3230
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 80
triggerall = var(58) = 1
;trigger1 = inguarddist
triggerall = p2statetype != L
triggerall = statetype != A
trigger1 = p2bodydist X <= 140
trigger1 = p2bodydist X >= 50
trigger1 = ctrl
trigger2 = movecontact = 1
trigger2 = stateno = 210
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 241
trigger5 = movecontact = 1
trigger5 = stateno = 701
trigger6 = movecontact = 1
trigger6 = stateno = 440
trigger7 = movecontact = 1
trigger7 = stateno = 650

[State -1];
type = ChangeState
value = 3245
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 90
triggerall = var(58) = 1
trigger1 != inguarddist
triggerall = p2statetype != L
triggerall = statetype != A
trigger1 = p2bodydist X <= 60
trigger1 = ctrl
trigger2 = movecontact = 1
trigger2 = stateno = 210
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 241
trigger5 = movecontact = 1
trigger5 = stateno = 701
trigger6 = movecontact = 1
trigger6 = stateno = 440
trigger7 = movecontact = 1
trigger7 = stateno = 650

[State -1];
type = ChangeState
value = 3232
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 380
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = moveguarded = 1
trigger1 = stateno = 3230 || stateno = 3245
trigger1 = p2statetype != A

[State -1];i
type = ChangeState
value = 3234
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 380
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = moveguarded = 1 && p2statetype = C
trigger1 = stateno = 3230 || stateno = 3245
trigger1 = p2statetype = C

[State -1];ǂ
type = ChangeState
value = 3231
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 380
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = movehit
trigger1 = stateno = 3230 || stateno = 3245

[State -1];
type = ChangeState
value = 3233
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 380
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = movecontact = 1 && p2statetype = S
trigger1 = stateno = 3230 || stateno = 3245
trigger1 = p2statetype = S

[State -1];i
type = ChangeState
value = 3234
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 380
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = movecontact = 1 && p2statetype = C
trigger1 = stateno = 3230 || stateno = 3245
trigger1 = p2statetype = C

[State -1];荞
type = ChangeState
value = 3235
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = random <= 240
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = moveguarded = 1
trigger1 = stateno = 3230 || stateno = 3245

[State -1]
type = ChangeState
value = 3300
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = random <= 140
triggerall = P2statetype != A
triggerall = p2stateno != [150,153]
triggerall = p2stateno != 140
triggerall = p2stateno != [130,131]
;triggerall != inguarddist
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X < 40
trigger1 = statetype != A && ctrl
trigger2 = movecontact = 1
trigger2 = stateno = 210
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 241
trigger5 = movecontact = 1
trigger5 = stateno = 701
trigger6 = movecontact = 1
trigger6 = stateno = 440
trigger7 = movecontact = 1
trigger7 = stateno = 650

[State -1]
type = ChangeState
value = 3400
triggerall = p2life > 0
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = random <= 140
triggerall = P2statetype != A
triggerall = power >= 1000
triggerall != inguarddist
trigger1 = P2BodyDist X < 60
trigger1 = statetype != A && ctrl
triggerall = P2statetype != L
trigger2 = movecontact = 1
trigger2 = stateno = 210
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 241
trigger5 = movecontact = 1
trigger5 = stateno = 701
trigger6 = movecontact = 1
trigger6 = stateno = 440
trigger7 = movecontact = 1
trigger7 = stateno = 650

[State -1]
type = ChangeState
value = 10
triggerall = var(59) = 1
triggerall = p2life > 0
;triggerall = random <= 800
;triggerall = numproj = 0
triggerall = !inguarddist
;trigger1 = p2statetype != A
trigger1 = statetype != A
trigger1 = ctrl&&stateno = 40
trigger1 animelem = 1

[State dist]
Trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "enemy dist X= %f pos y = %f var(13) = %d var(10) = %d"
params = p2bodydist x,pos y,var(13),var(10)
ignorehitpause = 1


[State -1]
type = VarSet
triggerall = Var(33) = 0
trigger1 = p2Name = "lin"
trigger2 = p4Name = "lin"
trigger3 = p2Name = "Lin"
trigger4 = p4Name = "Lin"
v = 33
value = 2

[State -1]
type = VarSet
triggerall = Var(33) = 0
trigger1 = p2Name = "K'"
trigger2 = p4Name = "K'"
trigger3 = p2Name = "Kula Diamond"
trigger4 = p4Name = "Kula Diamond"
trigger5 = p2Name = "Kula"
trigger6 = p4Name = "Kula"
v = 33
value = 1
