
;---------------------------------------------------------------------------
[Statedef -3]
;AI
[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"
Trigger15 = NumHelper(40000) > 0 && RoundState = 2
Trigger15 = Helper(40000),Var(1) = 1
V = 59
Value = 1
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) = 1
Trigger1 = Win = 1
Trigger2 = Lose = 1
Trigger3 = DrawGame = 1
Trigger4 = RoundState = 4
Trigger5 = RoundState = [0,1]
V = 59
Value = -1
IgnoreHitPause = 1

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

[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
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) != 0
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
Trigger1 = Var(59) != 0
FV = 23
Value = IfElse(Random %10 = 0,10,IfElse(Random %10 = 1,11,0))
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;シールドカウンター
[State -3, AI]
Type = ChangeState
Value = 900
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear,MoveType = A
TriggerAll = EnemyNear,HitDefAttr = SA, NA, SA, HA
TriggerAll = InguardDist
TriggerAll = Var(39)%10 != 1
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [-40,60]
Trigger1 = P2BodyDist Y = [-50,50]
Trigger1 = Var(58) = [92,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 910
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear,MoveType = A
TriggerAll = EnemyNear,HitDefAttr = C, NA, SA, HA
TriggerAll = InguardDist
TriggerAll = Var(39)%10 != 1
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [-40,60]
Trigger1 = P2BodyDist Y = [-50,50]
Trigger1 = Var(58) = [92,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 920
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType = A
TriggerAll = EnemyNear,HitDefAttr = SCA, NA, SA, HA
TriggerAll = Ctrl || Var(2)/100%10 = 3 && MoveType != H
TriggerAll = InguardDist
TriggerAll = Var(39)%10 != 1
Trigger1 = PrevStateNo != [900,939]
Trigger1 = StateNo != [900,939]
Trigger1 = Enemy,NumProj = 0
Trigger1 = P2BodyDist X = [-40,60]
Trigger1 = P2BodyDist Y = [-50,50]
Trigger1 = Var(58) = [92,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 930
TriggerAll = Var(59) = 1
TriggerAll = Power >= 1000
Trigger1 = StateNo = 150 || StateNo = 152
Trigger1 = HitShakeOver
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X = [0,60]
Trigger1 = Enemy,NumProj = 0
Trigger1 = Var(58) = [92,93]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = EnemyNear,AnimTime <= -25
Trigger1 = P2StateNo != 200
Trigger1 = P2StateNo != 400
Trigger1 = StateNo = 900 || StateNo = 910
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [35,39]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = [-50,0]
Trigger1 = StateNo = 900 || StateNo = 910
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [40,49]
Trigger2 = P2StateType != C
Trigger2 = P2BodyDist X = [-45,45]
Trigger2 = P2BodyDist Y = [-50,0]
Trigger2 = StateNo = 750
Trigger2 = AnimTime = 0
Trigger2 = Var(58) = [40,49]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = 0
Trigger1 = StateNo = 900 || StateNo = 910
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [50,54]
Trigger2 = P2BodyDist X = [-45,45]
Trigger2 = P2BodyDist Y = 0
Trigger2 = StateNo = 750
Trigger2 = AnimTime = 0
Trigger2 = Var(58) = [20,39]

[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = [-70,0]
Trigger1 = StateNo = 900 || StateNo = 910
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [55,64]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = P2BodyDist X = [-45,45]
Trigger1 = P2BodyDist Y = [-30,0]
Trigger1 = StateNo = 900 || StateNo = 910
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [65,79]
Trigger2 = P2StateType = C
Trigger2 = P2BodyDist X = [-45,45]
Trigger2 = P2BodyDist Y = 0
Trigger2 = StateNo = 750
Trigger2 = AnimTime = 0
Trigger2 = Var(58) = [40,49]

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = StateNo = 750
Trigger1 = AnimTime = 0
Trigger1 = Var(58) = [0,19]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
Trigger1 = P2BodyDist X = [0,65]
Trigger1 = P2BodyDist Y = [-30,60]
Trigger1 = StateNo = 920
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [40,49]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
Trigger1 = P2BodyDist X = [0,65]
Trigger1 = P2BodyDist Y = [-30,60]
Trigger1 = StateNo = 920
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [50,69]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
Trigger1 = P2BodyDist X = [0,65]
Trigger1 = P2BodyDist Y = [-30,60]
Trigger1 = StateNo = 920
Trigger1 = MoveHit = 1
Trigger1 = Var(58) = [70,79]

;---------------------------------------------------------------------------
;カウンター
[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-45,45]
TriggerAll = P2BodyDist X = [-100,100]
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-100,100]
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 850
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-160,160]
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = HitOver
Trigger1 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-80,80]
TriggerAll = NumTarget(2101) = 0
Trigger1 = Var(10) = 0
Trigger1 = StateNo = 50 && Time >= 8 || StateNo = 110 || StateNo = 115 || StateNo = 600
Trigger1 = Var(11)%10 = 0
Trigger1 = Ctrl
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
Trigger2 = Var(58) = [80,89]
Trigger3 = Var(10) = 0
Trigger3 = Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger3 = Var(11)%10 = 0
Trigger3 = Var(58) = [80,89]

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear,MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2StateNo != [800,899]
TriggerAll = InguardDist
TriggerAll =! EnemyNear,HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
TriggerAll = EnemyNear,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 = 105
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2StateNo != 2156
Trigger1 = Enemy,NumProj = 0
Trigger1 = EnemyNear,MoveType = A
Trigger1 = P2StateType != A
Trigger1 = EnemyNear,HitDefAttr = SCA, NT, ST, HT
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [85,99]
IgnoreHitPause = 1

[State -3, AI]
Type = ChangeState
Value = 13300
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
Trigger1 = P2StateNo != 2156
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SC,NT,ST
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = P2BodyDist X = [-15,15]
Trigger1 = Var(58) = [0,9]

[State -3, AI]
Type = ChangeState
Value = 2300
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = Power >= 1000
Trigger1 = P2StateNo != 2156
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SC,NT,ST
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = P2BodyDist X = [-15,15]
Trigger1 = Var(58) = [10,19]

[State -3, AI]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != A
TriggerAll = NumHelper(1405) = 0
Trigger1 = P2StateNo != 2156
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SC,NT,ST
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = P2BodyDist X = [-15,15]
Trigger1 = Var(58) = [20,24]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 1
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateNo != 5120
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,MoveType != H
Trigger1 = EnemyNear,HitDefAttr = SCA,NA
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = [-50,0]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [0,9]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = Var(3) != 0
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SCA,NA
Trigger1 = P2BodyDist X = [0,50]
Trigger1 = P2BodyDist Y = [-30,30]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(58) = [0,9]

[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2StateType != A
TriggerAll = EnemyNear,MoveType != H
TriggerAll = P2BodyDist X = [-16,16]
TriggerAll = EnemyNear,PrevStateNo != 5120
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = EnemyNear,MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [0,24]
Trigger2 = EnemyNear,Time <= 1
Trigger2 =! EnemyNear,HitDefAttr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Trigger2 = EnemyNear,MoveType = A
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger2 = Var(58) = [0,19]

[State -3, AI]
Type = ChangeState
Value = 820
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = P2StateType = A
TriggerAll = P2BodyDist X = [-10,25]
TriggerAll = P2BodyDist Y = [-70,20]
Trigger1 = EnemyNear,MoveType != A
Trigger1 = EnemyNear,MoveType != A
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Var(58) = [0,24]
Trigger2 = EnemyNear,HitDefAttr = A, NA, SA
Trigger2 = EnemyNear,MoveType = A
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H || Var(2)/100%10 = 5 && MoveType != H
Trigger2 = Var(58) = [0,24]
Trigger3 = Var(10) = 1
Trigger3 = Var(11)%10 = 1
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 620

[State -3, AI]
Type = ChangeState
Value = 3200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateNo != 5120
Trigger1 = NumHelper(1505) = 0
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SCA,NA
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = [-50,0]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [20,22]

[State -3, AI]
Type = ChangeState
Value = 3210
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateNo != 5120
Trigger1 = NumHelper(1515) = 0
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SCA,NA
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = [-50,0]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [23,25]

[State -3, AI]
Type = ChangeState
Value = 2500
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateNo != 5120
TriggerAll = Power >= 1000
Trigger1 = NumHelper(2505) = 0
Trigger1 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
Trigger1 = EnemyNear,MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SCA,NA
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = P2BodyDist Y = [-50,0]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [26,29]

[State -3, AI]
Type = ChangeState
Value = 3050
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = Var(13) = -1
TriggerAll = Power < 500
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101

;---------------------------------------------------------------------------
;移動
[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
TriggerAll = P2BodyDist X != [-150,150]
Trigger1 = EnemyNear,MoveType != A
Trigger1 = Var(58) = [0,20]
Trigger2 = PrevStateNo = 990 || PrevStateNo = 995
Trigger2 = EnemyNear,MoveType = H
Trigger2 = Var(58) = [0,45]
Trigger3 = EnemyNear,MoveType = A
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist X >= 150
Trigger3 =! InGuardDist
Trigger3 = Var(58) = [0,19]
Value = 850

[State -3, AI]
Type = ChangeState
Value = 1400
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = NumTarget(2101) = 0
TriggerAll = NumHelper(1405) = 0
TriggerAll = EnemyNear,MoveType != H
TriggerAll = StateNo != [120,159]
Trigger1 = P2BodyDist X = [-100,100]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [30,34]

[State -3, AI]
Type = ChangeState
Value = 1410
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = NumTarget(2101) = 0
TriggerAll = EnemyNear,MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = NumHelper(1415) = 0
TriggerAll = Power >= 1000
Trigger1 = P2BodyDist X != [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [30,34]

[State -3, AI]
Type = ChangeState
Value = 19
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo = 5100
TriggerAll = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H
Trigger1 = P2BodyDist X = [0,29]
Trigger2 = P2BodyDist X = [60,100]

[State -3, AI]
Type = ChangeState
Value = 20
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = StateNo = 0
Trigger1 = Time >= 60
Trigger1 = Ctrl
Trigger1 = Random%2 = 0

[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = NumTarget(2101) = 0
TriggerAll = StateNo != [120,159]
Trigger1 = EnemyNear,MoveType != A 
Trigger1 = P2BodyDist X != [-50,50]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [0,19]
Trigger2 = EnemyNear,MoveType = H 
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist X = [0,80]
Trigger2 = P2BodyDist Y = [-140,-60]
Trigger2 = EnemyNear,Vel Y <= 0
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger2 = Var(58) = [0,59]
Trigger3 = StateNo = 850
Trigger4 = StateNo = 0
Trigger4 = Time >= 60
Trigger4 = Ctrl
Trigger4 = Random%2 = 1

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType != A
TriggerAll = NumTarget(2101) = 0
Trigger1 = Var(10) = 0
Trigger1 = StateNo = 50 && Time >= 8
Trigger1 = Var(11)%10 = 0
Trigger1 = Ctrl
Trigger1 = Var(58) = [0,5]
Trigger2 = Var(10) = 0
Trigger2 = StateNo = 110 || StateNo = 115 || StateNo = 5210
Trigger2 = Var(11)%10 = 0
Trigger2 = Ctrl
Trigger2 = Var(58) = [0,9]

[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = Ctrl || StateNo = 29
TriggerAll = P2BodyDist X != [-80,80]
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2BodyDist X >= 80
Trigger1= Var(58) = [10,29]
Value = 1400

[State -3, AI]
Type = ChangeState
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = StateNo = 100
Trigger1 = P2BodyDist X <= -80
Value = 101

[State -3, AI]
Type = ChangeState
Value = 1450
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2StateNo != 2156
TriggerAll = EnemyNear,MoveType != H
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2BodyDist X = [0,150]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [92,99]
Trigger2 = EnemyNear,MoveType = A
Trigger2 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
Trigger2 = P2BodyDist X = [0,60]
Trigger2 = P2BodyDist Y = [-60,0]
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger2 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType != A
TriggerAll = Var(11)/10%10 = 0
TriggerAll = NumTarget(2101) = 0
Trigger1 = P2StateType != A && EnemyNear,MoveType != H
Trigger1 = Var(10) = 0
Trigger1 = Ctrl || StateNo = 29
Trigger1 = Var(58) = [10,15]
Trigger2 = Pos Y = [-30,-25]
Trigger2 = Ctrl || StateNo = 29
Trigger2 = Var(58) = [10,24]

[State -3, AI]
Type = ChangeState
Value = 115
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType != A
TriggerAll = BackEdgeBodyDist >= 30
TriggerAll = Var(11)/10%10 = 0
TriggerAll = P2StateNo != 2156
TriggerAll = NumTarget(2101) = 0
TriggerAll = P2StateType != A && EnemyNear,MoveType != H
Trigger1 = P2BodyDist X = [50,150]
Trigger1 = Ctrl || StateNo = 29
Trigger1 = Var(58) = [15,20]
Trigger2 = Pos Y = [-20,-15]
Trigger2 = Ctrl || StateNo = 29
Trigger2 = Var(58) = [25,44]
Trigger3 = P2BodyDist X = [-1,1]
Trigger3 = P2BodyDist Y = [50,90]
Trigger3 = Ctrl || StateNo = 29
Trigger3 = Var(58) = [50,99]

;---------------------------------------------------------------------------
;攻撃　立ち回り
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 1
TriggerAll = Var(20)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [0,14]
Trigger2 = EnemyNear,MoveType != A
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X = [100,200]
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger2 = Var(58) = [0,14]
Trigger3 = EnemyNear,MoveType != A
Trigger3 = P2StateType != A
Trigger3 = StateNo = 200 || StateNo = 400
Trigger3 = MoveContact = 0
Trigger3 = Time = 7
Trigger3 = Var(58) = [0,9]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 1
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = P2StateNo != 5120
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2BodyDist X = [-55,55]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [15,24]
Trigger2 = EnemyNear,MoveType != A
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X = [120,200]
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger2 = Var(58) = [15,24]
Trigger3 = P2StateType != A
Trigger3 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,Ctrl = 0
Trigger3 = P2BodyDist X = [-55,55]
Trigger3 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101

[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = 1
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType = H
Trigger1 = Ctrl
Trigger1 = StateNo = 52
Trigger2 = EnemyNear,MoveType = H
Trigger2 = P2StateType = A
Trigger2 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y = [-80,-30]
Trigger2 = EnemyNear,Vel Y > 0

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 1
TriggerAll = Var(20)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2StateType = S
Trigger1 = P2BodyDist X = [-35,35]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [25,34]
Trigger2 = EnemyNear,MoveType != A
Trigger2 = P2StateType != A
Trigger2 = P2BodyDist X = [100,200]
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger2 = Var(58) = [25,34]
Trigger3 = EnemyNear,MoveType != A
Trigger3 = P2StateType != A
Trigger3 = StateNo = 200 || StateNo = 400
Trigger3 = MoveContact = 0
Trigger3 = Time = 8
Trigger3 = Var(58) = [10,14]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 1
TriggerAll = Var(21)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != 2156
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2StateType = S
Trigger1 = P2BodyDist X = [-40,40]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [35,44]
Trigger2 = P2BodyDist X = [120,200]
Trigger2 = EnemyNear,MoveType != A
Trigger2 = P2StateType != A
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger2 = Var(58) = [35,44]

[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = 1
TriggerAll = Var(22)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X = [140,220]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [45,54]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumTarget(2101) = 0
TriggerAll = Var(10) = 0
Trigger1 = Var(3) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2StateType != C
Trigger1 = P2BodyDist X = [10,50]
Trigger1 = P2BodyDist Y = [-30,45]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [0,14]
Trigger2 = Var(3) = 0
Trigger2 = EnemyNear,MoveType = A
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist X = [10,50]
Trigger2 = P2BodyDist Y = [-30,45]
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = Var(58) = [0,14]
Trigger3 = Var(3) != 0
Trigger3 = EnemyNear,MoveType != A
Trigger3 = P2StateType != C
Trigger3 = P2BodyDist X = [20,45]
Trigger3 = P2BodyDist Y = [-30,45]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [0,14]
Trigger4 = Var(3) != 0
Trigger4 = EnemyNear,MoveType = A
Trigger4 = P2StateType = A
Trigger4 = P2BodyDist X = [20,45]
Trigger4 = P2BodyDist Y = [-30,45]
Trigger4 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger4 = Var(58) = [0,14]
Trigger5 = Var(3) = 0
Trigger5 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger5 = StateNo = 110 || StateNo = 115
Trigger5 = EnemyNear,MoveType != A
Trigger5 = Pos Y = [-25,-10]
Trigger5 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumTarget(2101) = 0
TriggerAll = Var(10) = 0
Trigger1 = Var(3) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2BodyDist X = [0,50]
Trigger1 = P2BodyDist Y = [-20,45]
Trigger1 = Ctrl
Trigger1 = Var(58) = [15,24]
Trigger2 = Var(3) = 0
Trigger2 = EnemyNear,MoveType = I
Trigger2 = EnemyNear,Ctrl = 0
Trigger2 = P2BodyDist X = [0,50]
Trigger2 = P2BodyDist Y = [-20,45]
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(3) != 0
Trigger3 = EnemyNear,MoveType != A
Trigger3 = P2BodyDist X = [0,50]
Trigger3 = P2BodyDist Y = [-20,45]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [15,24]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = NumTarget(2101) = 0
TriggerAll = Var(10) = 0
Trigger1 = Var(3) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2BodyDist X = [-5,70]
Trigger1 = P2BodyDist Y = [-45,60]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [25,44]
Trigger2 = Var(3) = 0
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = StateNo = 110 || StateNo = 115
Trigger2 = EnemyNear,MoveType != A
Trigger2 = Pos Y = [-25,-10]
Trigger2 = Var(58) = [35,64]
Trigger3 = Var(3) != 0
Trigger3 = EnemyNear,MoveType != A
Trigger3 = P2BodyDist X = [-5,60]
Trigger3 = P2BodyDist Y = [-45,60]
Trigger3 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger3 = Var(58) = [25,44]

[State -3, AI]
Type = ChangeState
Value = 630
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = NumTarget(2101) = 0
TriggerAll = Var(10) = 0
Trigger1 = Var(3) = 0
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = StateNo = 110 || StateNo = 115
Trigger1 = EnemyNear,MoveType != A
Trigger1 = Var(58) = [65,94]
Trigger2 = Var(3) != 0
Trigger2 = EnemyNear,MoveType != A
Trigger2 = P2BodyDist X = [-15,50]
Trigger2 = P2BodyDist Y = [-45,60]
Trigger2 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger2 = Var(58) = [45,74]

[State -3, AI]
Type = ChangeState
Value = 750
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumTarget(2101) = 0
Trigger1 = EnemyNear,MoveType != A
Trigger1 = P2StateType != A
Trigger1 = P2BodyDist X = [140,320]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [45,49]

[State -3, AI]
Type = null;ChangeState
Value = 1000
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
TriggerAll = NumTarget(2101) = 0
TriggerAll = Var(24) = 0
TriggerAll = EnemyNear,MoveType != A
TriggerAll = P2StateType != A
TriggerAll = NumHelper(1010) + NumHelper(1011) + NumHelper(1012) + NumHelper(1013) <= 1
Trigger1 = P2BodyDist X != [-160,160]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [80,99]
Trigger2 = P2StateNo = 5120
Trigger2 = P2BodyDist X != [-120,120]
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger2 = Var(58) = [80,99]
Trigger2 = EnemyNear,AnimTime = -10

[State -3, AI]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
Trigger1 = P2StateNo = [39,40]
Trigger1 = P2BodyDist X = [-150,150]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [85,94]

[State -3, AI]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = Var(24) = 0
TriggerAll = EnemyNear,MoveType = A
TriggerAll = NumTarget(2101) = 0
Trigger1 = Pos Y < -20
Trigger1 = P2BodyDist X != [0,40]
Trigger1 = P2BodyDist X = [0,110]
Trigger1 = P2BodyDist Y = [-4,50]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 1205
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = Var(24) = 0
TriggerAll = EnemyNear,MoveType = A
TriggerAll = NumTarget(2101) = 0
Trigger1 = Pos Y < -20
Trigger1 = P2BodyDist X != [0,40]
Trigger1 = P2BodyDist X = [0,110]
Trigger1 = P2BodyDist Y = [-90,-25]
Trigger1 = Ctrl || Var(2)/100%10 = 3 && MoveType != H
Trigger1 = Var(58) = [90,99]

[State -3, AI]
Type = ChangeState
Value = 13310
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
TriggerAll = Var(24) = 0
TriggerAll = EnemyNear,MoveType != A
TriggerAll = P2StateType != A
TriggerAll = NumTarget(2101) = 0
Trigger1 = P2BodyDist X != [-100,100]
Trigger1 = Ctrl || Var(2)/100%10 = 5 && MoveType != H  || StateNo = 1400 && Time >= 5 || StateNo = 101
Trigger1 = Var(58) = [60,64]

[State -3, AI]
Type = ChangeState
Value = 3200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
TriggerAll = NumTarget(2101) = 0
TriggerAll = EnemyNear,MoveType != A
TriggerAll = P2StateType != A
TriggerAll = NumHelper(1505) = 0
Trigger1 = P2BodyDist X != [-120,120]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [75,79]

[State -3, AI]
Type = ChangeState
Value = 3210
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
TriggerAll = NumTarget(2101) = 0
TriggerAll = EnemyNear,MoveType != A
TriggerAll = P2StateType != A
TriggerAll = NumHelper(1515) = 0
Trigger1 = P2BodyDist X != [-120,120]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [70,74]

[State -3, AI]
Type = ChangeState
Value = 2100
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
TriggerAll = NumTarget(2101) = 0
TriggerAll = NumHelper(2505) = 0
TriggerAll = Power >= 1000
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X = [-120,120]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [97,99]
Trigger2 = P2StateNo = [39,40]
Trigger2 = P2BodyDist X = [-150,150]
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger2 = Var(58) = [97,99]

[State -3, AI]
Type = ChangeState
Value = 2500
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != 5110
TriggerAll = NumTarget(2101) = 0
TriggerAll = NumHelper(2505) = 0
TriggerAll = Power >= 1000
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist X = [-120,120]
Trigger1 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger1 = Var(58) = [95,96]
Trigger2 = P2StateNo = [39,40]
Trigger2 = P2BodyDist X = [-150,150]
Trigger2 = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
Trigger2 = Var(58) = [95,96]

;---------------------------------------------------------------------------
;攻撃　コンボ
[State -3, AI]
Type = ChangeState
Value = 39
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Var(10) = 0
TriggerAll = Var(50) = 1
Trigger1 = Var(2)/100 = 14
Trigger1 = P2StateType = A
Trigger1 = StateNo = 210
Trigger1 = NumTarget(212) > 0
Trigger2 = Var(2)/100 = 14
Trigger2 = P2StateType = A
Trigger2 = StateNo = 220
Trigger2 = NumTarget(220) > 0 || NumTarget(221) > 0
Trigger2 = Var(58) = [0,69]
Trigger3 = Var(2)/100 = 14
Trigger3 = P2StateType = A
Trigger3 = StateNo = 230
Trigger3 = Var(58) = [0,74]

[State -3, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType != A
TriggerAll = Var(11)%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 610 || StateNo = 620
Trigger1 = Var(58) = [40,49]
Trigger2 = P2StateType = A
Trigger2 = Var(11)/10%10 = 0
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 620
Trigger3 = P2StateType = A
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 620
Trigger4 = StateNo = 610
Trigger4 = Var(2)/100 = 14
Trigger4 = Var(58) = [70,99]

[State -3, AI]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType != A
TriggerAll = Var(11)/10%10 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 610 || StateNo = 620
Trigger1 = Var(58) = [50,59]

[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = 1
TriggerAll = Var(20)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [0,9]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = [220,239]
Trigger2 = Var(58) = [0,14]

[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = 1
TriggerAll = Var(21)%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateType = A
Trigger1 = Var(2) = 1404
Trigger1 = StateNo = 410
Trigger1 = Var(58) = [50,79]

[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = 1
TriggerAll = Var(22)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 230
TriggerAll = Var(59) = 1
TriggerAll = Var(23)%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 220
Trigger1 = NumTarget(224) > 0
Trigger1 = Var(58) = [0,49]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 410
Trigger2 = Var(58) = [80,99]

[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = 1
TriggerAll = Var(20)/10%10 = 0
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [10,19]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = [220,239]
Trigger2 = Var(58) = [15,29]

[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = 1
TriggerAll = Var(21)/10%10 = 0
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 200 || StateNo = 400
Trigger1 = Var(58) = [50,99]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 210
Trigger2 = NumTarget(212) > 0
Trigger2 = Var(58) = [30,59]

[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = Var(20)/100 = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 610 || StateNo = 620
Trigger1 = Var(58) = [0,14]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = 600
Trigger2 = Var(58) = [0,34]

[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType = H
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = Var(21)/100 = 0
Trigger1 = Var(10) = 1
Trigger1 = Var(11)%10 = 0
Trigger1 = StateNo = 50
Trigger1 = Ctrl || StateNo = 29
Trigger1 = Var(58) = [0,39]

[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Var(22)/100 = 0
Trigger1 = Var(10) = 1
Trigger1 = Var(11)%10 = 0
Trigger1 = StateNo = 50
Trigger1 = Var(58) = [40,69]
Trigger2 = Var(11)%10 = 1
Trigger2 = StateNo = 50
Trigger2 = Var(58) = [0,69]
Trigger3 = StateNo = 610
Trigger3 = Var(2)/100 = 14
Trigger3 = Var(58) = [0,59]

[State -3, AI]
Type = ChangeState
Value = 630
TriggerAll = Var(59) = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear,MoveType = H
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 610 || StateNo = 620
Trigger1 = Var(58) = [20,39]
Trigger2 = Var(10) = 0
Trigger2 = StateNo = 620
Trigger2 = Var(2)/100 = 14
Trigger2 = Var(58) = [0,69]

[State -3, AI]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = [220,239]
Trigger1 = Var(58) = [50,59]

[State -3, AI]
Type = ChangeState
Value = 1150
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [30,39]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = [220,239]
Trigger2 = Var(58) = [60,69]
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 210
Trigger3 = NumTarget(212) > 0
Trigger3 = Var(58) = [60,74]
Trigger4 = Var(2)/100 = 14
Trigger4 = StateNo = 220
Trigger4 = NumTarget(224) > 0
Trigger4 = Var(58) = [70,99]

[State -3, AI]
Type = ChangeState
Value = 3200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumHelper(1505) = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [40,44]

[State -3, AI]
Type = ChangeState
Value = 3210
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = P2StateNo != [5100,5120]
TriggerAll = NumHelper(1515) = 0
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = [220,239]
Trigger1 = Var(58) = [50,59]
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [45,49]
Trigger2 = Var(2)/100 = 24
Trigger2 = StateNo = [220,239]
Trigger2 = Var(58) = [70,74]

[State -3, AI]
Type = ChangeState
Value = 13300
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
Trigger1 = Var(2)/100 = 24
Trigger1 = StateNo = 210 || StateNo = 410
Trigger1 = StateNo != 400
Trigger1 = Var(58) = [40,49]
Trigger2 = Var(2)/100 = 14
Trigger2 = StateNo = 220
Trigger2 = NumTarget(224) > 0
Trigger2 = Var(58) = [50,59]
Trigger3 = Var(2)/100 = 14
Trigger3 = StateNo = 210
Trigger3 = NumTarget(212) > 0
Trigger3 = Var(58) = [75,99]

[State -3, AI]
Type = ChangeState
Value = 2100
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 220
Trigger1 = NumTarget(224) > 0
Trigger1 = Var(58) = [60,64]
Trigger2 = Var(2)/100 = 14
Trigger2 = P2StateType = A
Trigger2 = StateNo = 220
Trigger2 = NumTarget(220) > 0 || NumTarget(221) > 0
Trigger2 = Var(58) = [70,89]
Trigger3 = Var(2)/100 = 14
Trigger3 = P2StateType = A
Trigger3 = StateNo = 230
Trigger3 = Var(58) = [75,99]

[State -3, AI]
Type = ChangeState
Value = 2300
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 13300 || StateNo = 1302
Trigger1 = Var(58) = [0,49]

[State -3, AI]
Type = ChangeState
Value = 2500
TriggerAll = Var(59) = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = NumHelper(2505) = 0
Trigger1 = Var(2)/100 = 14
Trigger1 = StateNo = 220
Trigger1 = NumTarget(224) > 0
Trigger1 = Var(58) = [65,69]
Trigger2 = Var(2)/100 = 14
Trigger2 = P2StateType = A
Trigger2 = StateNo = 220
Trigger2 = NumTarget(220) > 0 || NumTarget(221) > 0
Trigger2 = Var(58) = [90,99]

;---------------------------------------------------------------------------
;攻撃　リバーサル
[State -3, AI]
Type = VarSet
V = 12
Value = 990
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-20,20]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = (100*Life/Const(Data.Life)) <= 50
TriggerAll = Var(58) = [60,99]
Trigger1 = Var(13) = 1
Trigger2 = Power >= 1000
Trigger2 = Var(13) = 0
Trigger2 = Var(14) = 0

[State -3, AI]
Type = VarSet
V = 12
Value = 13300
TriggerAll = Var(59) = 1
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = EnemyNear,MoveType = A
TriggerAll = Var(13) != 0 || Var(14) = 1
Trigger1 = Var(58) = [50,59]
Trigger1 = P2BodyDist X = [-40,40]

[State -3, AI]
Type = VarSet
V = 12
Value = 1400
TriggerAll = Var(59) = 1
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = EnemyNear,MoveType = A
TriggerAll = Var(13) != 0 || Var(14) = 1
Trigger1 = Var(58) = [50,59]
Trigger1 = P2BodyDist X != [-40,40]

[State -3, AI]
Type = VarSet
V = 12
Value = 1410
TriggerAll = Var(59) = 1
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = EnemyNear,MoveType = A
TriggerAll = Var(13) != 0 || Var(14) = 1
TriggerAll = Power >= 1000
Trigger1 = Var(58) = [60,74]
Trigger1 = P2BodyDist X != [-40,40]

[State -3, AI]
Type = VarSet
V = 12
Value = 2300
TriggerAll = Var(59) = 1
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
TriggerAll = Power >= 1000
TriggerAll = EnemyNear,MoveType = A
TriggerAll = Var(13) != 0 || Var(14) = 1
Trigger1 = Var(58) = [60,74]
Trigger1 = P2BodyDist X = [-60,60]

[State -3, AI]
Type = VarSet
V = 12
Value = 1400
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,MoveType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-100,100]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [0,4]

[State -3, AI]
Type = VarSet
V = 12
Value = 1450
TriggerAll = Var(59) = 1
TriggerAll = P2BodyDist X = [-50,50]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [5,9]

[State -3, AI]
Type = VarSet
V = 12
Value = 850
TriggerAll = Var(59) = 1
TriggerAll = EnemyNear,MoveType != A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X != [-140,140]
TriggerAll = StateNo = 5120
TriggerAll = AnimTime >= -1
Trigger1 = Var(58) = [10,14]

;---------------------------------------------------------------------------
;防御
[State -3, AI]
Type = ChangeState
Value = 5200
TriggerAll = Var(59) = 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y = [-20,-10]
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = MoveType = H
TriggerAll = StateNo != [5200,5210]
Trigger1 = Var(58) = [0,39]
Trigger1 = StateNo = 5050 || StateNo = 5071
Trigger1 = EnemyNear,MoveType != A
Trigger2 = Var(58) = [0,49]
Trigger2 = StateNo = 5050 || StateNo = 5071
Trigger2 = EnemyNear,MoveType = A
Trigger2 = P2BodyDist X = [-40,50]
Trigger2 = P2BodyDist Y = [-40,50]

[State -3, AI]
Type = ChangeState
Value = 5210
TriggerAll = Var(59) = 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = MoveType = H
TriggerAll = StateNo != [5200,5210]
Trigger1 = Var(58) = [0,19]
Trigger1 = StateNo = 5050 || StateNo = 5071
Trigger1 = EnemyNear,MoveType != A
Trigger2 = Var(58) = [0,39]
Trigger2 = StateNo = 5050 || StateNo = 5071
Trigger2 = EnemyNear,MoveType = A
Trigger2 = P2BodyDist X = [-40,50]
Trigger2 = P2BodyDist Y = [-40,50]

[State -3, AI]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = 1
TriggerAll = Ctrl || StateNo = 29 || Var(2)/100%10 = 5 && MoveType != H || StateNo = 101
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
                                                                                                                                                                                 
