;###########################################
[Statedef -3]
;###########################################

;------------------------------------------------------------------------------------------------
; A.I. Moves
;------------------------------------------------------------------------------------------------

;AIスイッチ
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) < 1
TriggerAll = RoundState = [1,2]
Trigger1 = Command = "AI00" || Command = "AI01" || Command = "AI02"
Trigger2 = Command = "AI03" || Command = "AI04" || Command = "AI05"
Trigger3 = Command = "AI06" || Command = "AI07" || Command = "AI08"
Trigger4 = Command = "AI09" || Command = "AI10" || Command = "AI11"
Trigger5 = Command = "AI12" || Command = "AI13" || Command = "AI14"
Trigger6 = Command = "AI15" || Command = "AI16" || Command = "AI17"
Trigger7 = Command = "AI18" || Command = "AI19" || Command = "AI20"
Trigger8 = Command = "AI21" || Command = "AI22" || Command = "AI23"
Trigger9 = Command = "AI24" || Command = "AI25" || Command = "AI26"
Trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
Trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
Trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
Trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
Trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
Trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
Trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
Trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
Trigger18 = NumHelper(20000) > 0
Trigger18 = Helper(20000),Var(59)
;Trigger19 = 1	;常時AIスイッチ。左端にある｢;｣を消すと、起動が早い変わりにプレイヤー操作は出来ません。
var(59) = 1

[State -3, AI]
Type = Null
Trigger1 = Var(59) > 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(59) > 0
Trigger1 = Var(59) := Helper(25000),Var(59)

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

;当身攻撃認識リセット
[State -3, Reset]
Type = VarSet
Trigger1 = !IsHelper
fvar(35) = 0

[State -3, Dummy]
Type = Helper
Trigger1 = !NumHelper(0)
Trigger1 = !NumHelper(25000)
HelperType = Normal
Name = "Learning_Dummy"
Stateno = 25001
ID = 0
Pos = 9999,9999
KeyCtrl = 0
PauseMoveTime = 2147483647
SuperMoveTime = 2147483647
Persistent = 0

;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
;Akiha_Tohno A.I. (ActCadenza Mode)
;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------

;空振り認識
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 2
Trigger1 = FVar(38) != 0
Trigger1 = Enemy,TeamMode = Turns
Trigger1 = RoundState = [0,1]
FV = 38
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 2
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),StateNo != [120,159]
Trigger1 = StateNo = 211 && AnimElemTime(4) = 0
Trigger1 = !MoveHit
FV = 38
Value = P2BodyDist X
IgnoreHitPause = 1

;端コン
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 2
Trigger1 = FVar(39) != 0
Trigger1 = Enemy,TeamMode = Turns
Trigger1 = RoundState = [0,1]
Trigger2 = Var(28) != 0
Trigger2 = FVar(5) = 1
Trigger2 = StateNo = 212
Trigger2 = MoveHit
FV = 39
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 2
Trigger1 = Var(28) != 0
Trigger1 = StateNo = 212
Trigger1 = !MoveHit
Trigger2 = FVar(5) = 2
Trigger2 = StateNo = 212
Trigger2 = MoveHit
FV = 39
Value = 1
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 2
Trigger1 = EnemyNear(Var(58)),BackEdgeBodyDist <= 25
Trigger1 = Var(28) = 0
Trigger1 = StateNo = 220
Trigger1 = !MoveHit
Trigger1 = EnemyNear(Var(58)),StateType = L
FV = 39
Value = 2
IgnoreHitPause = 1

;------------------------------------------------------------------------------------------------
;アークドライブ＆ラストアーク

;赤手・焔華
[State -3, AI]
Type = ChangeState
Value = 7900
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = S
TriggerAll = Alive
Trigger1 = Var(40) = 3
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = AnimElemTime(1) = 1

;赤主・檻髪
[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(40) > 0
TriggerAll = NumHelper(2015) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5122]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-5,5 + ((Vel X > 1.5) * (Vel X * 3)) + (EnemyNear(Var(58)),Vel X * 2)]
Trigger1 = Random > 1000 - Var(59) * 120
Trigger2 = PrevStateNo = [5110,5120]
Trigger2 = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),PrevStateNo = [200,699]) || (!EnemyNear(Var(58)),HitDefAttr = SCA, HA, HT, HP)
Trigger2 = Random > 1000 - Var(59) * 35

;------------------------------------------------------------------------------------------------
;必殺技(優先順位・高)

;赫訳･紅葉・強
[State -3, AI]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1500
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 310 && AnimElemTime(5) > 0
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random < Var(59) * 65

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [4,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Pos Y <= -33
TriggerAll = StateNo != [7400,7401]
Trigger1 = Var(14) = -1
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = MoveHit
Trigger1 = StateNo = 620
Trigger1 = P2BodyDist X > 25
Trigger1 = Random > 1000 - Var(59) * 100
Trigger2 = Var(14) = -1
Trigger2 = MoveHit
Trigger2 = StateNo = 620
Trigger2 = P2BodyDist Y > -25
Trigger2 = Random > 1000 - Var(59) * Var(59) * IfElse(P2BodyDist Y > -15, 40, 45 + (P2BodyDist Y))
Trigger3 = MoveHit
Trigger3 = Var(14) != -1
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(53) = 4 || P2BodyDist Y > 10
Trigger3 = StateNo = 610 && AnimElemTime(6) > 0
Trigger3 = Random > 1000 - Var(59) * 150

;----------------------------------------------------------------------------------------------
;投げ

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H || (EnemyNear(Var(58)),MoveType = H && EnemyNear(Var(58)),HitShakeOver = 1 && (EnemyNear(Var(58)),StateNo = [120,155]))
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5100,5299]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(46) = 0 || (Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46))
TriggerAll = P2BodyDist X = [-5,12 + ((Vel X > 1.5) * (Vel X * 3)) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = Random = [Var(59) * 80,Var(59) * 180]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101 || (Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))) && StateNo = 7501
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
Trigger3 = PrevStateNo = [200,399]
Trigger4 = EnemyNear(Var(58)),PrevStateNo = [140,159]
Trigger5 = !EnemyNear(Var(58)),Ctrl
Trigger5 = !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Trigger5 = EnemyNear(Var(58)),Time <= 1
Trigger6 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger6 = EnemyNear(Var(58)),Time >= Ceil(60 * Helper(25000),FVar(39))
Trigger7 = Helper(25000),FVar(38) <= 60
Trigger7 = EnemyNear(Var(58)),MoveType != A || (EnemyNear(Var(58)),PrevStateNo = [140,159])

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H || (EnemyNear(Var(58)),MoveType = H && EnemyNear(Var(58)),HitShakeOver = 1 && (EnemyNear(Var(58)),StateNo = [120,155]))
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),StateNo != [150,155]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5100,5299]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
TriggerAll = P2BodyDist X = [-5,12 + ((Vel X > 1.5) * (Vel X * 3)) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = Random = [Var(59) * 80,Var(59) * 180]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101 || (Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))) && StateNo = 7501
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
Trigger3 = PrevStateNo = [200,399]
Trigger4 = EnemyNear(Var(58)),PrevStateNo = [140,159]
Trigger5 = !EnemyNear(Var(58)),Ctrl
Trigger5 = !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Trigger5 = EnemyNear(Var(58)),Time <= 1
Trigger6 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger6 = EnemyNear(Var(58)),Time >= Ceil(60 * Helper(25000),FVar(39))
Trigger7 = Helper(25000),FVar(38) <= 60
Trigger7 = EnemyNear(Var(58)),MoveType != A || (EnemyNear(Var(58)),PrevStateNo = [140,159])

;空中投げ
[State -3, AI]
Type = ChangeState
Value = 810
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(28) < 3
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [120,155]
TriggerAll = P2BodyDist X = [-10,25 + (Vel X * 1) + (EnemyNear(Var(58)),Vel X * 1)]
TriggerAll = P2BodyDist Y = [-50,30]
TriggerAll = Pos Y < -40
TriggerAll = Ctrl
TriggerAll = Random < Var(59) * 100
Trigger1 = EnemyNear(Var(58)),MoveType != A || (EnemyNear(Var(58)),PrevStateNo = [140,159])
Trigger1 = EnemyNear(Var(58)),Ctrl || (PrevStateNo = [120,159])
Trigger2 = !(EnemyNear(Var(58)),Ctrl)
Trigger2 = !(EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;------------------------------------------------------------------------------------------------
;EXシールド後

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 2) - (EnemyNear(Var(58)),Vel X * 2) = [-25,40]
Trigger1 = Random = [Var(59) * 20,Var(59) * 70]

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),Pos Y >= -65 - (EnemyNear(Var(58)),Vel Y * 4)
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X - (EnemyNear(Var(58)),Vel X * 2) >= 0
Trigger1 = P2BodyDist X - (Vel X * 2) - (EnemyNear(Var(58)),Vel X * 2) = [-30,35]
Trigger1 = Random = [Var(59) * 60,Var(59) * 110]

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear(Var(58)),Vel X * 3) = [45,75]
Trigger1 = Random = [Var(59) * 100,Var(59) * 160]

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear(Var(58)),Vel X * 3) = [-35,35]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-20,70]
Trigger1 = Random = [Var(59) * 20,Var(59) * 70]

;空中中
[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(11) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 2) - (EnemyNear(Var(58)),Vel X * 2) = [-35,40]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-30,35]
Trigger1 = Random = [Var(59) * 60,Var(59) * 110]

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) = [25,35]
Trigger1 = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(58)),Vel Y * 7) = [-90,-20]
Trigger1 = Random = [Var(59) * 100,Var(59) * 160]

;赫訳･紅葉・弱
[State -3, AI]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 5) = [-90,-25]
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501 || StateNo = 7502
Trigger1 = P2Dist X - (EnemyNear(Var(58)),Vel X * 5) >= 0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) = [0,40]
Trigger1 = Random = [Var(59) * 100,Var(59) * 150]

;赫訳･紅葉・中
[State -3, AI]
Type = ChangeState
Value = 1210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501 || StateNo = 7502
Trigger1 = EnemyNear(Var(58)),AnimTime < -10
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) = [0,30]
Trigger1 = Random = [Var(59) * 100,Var(59) * 150]

;------------------------------------------------------------------------------------------------
;溜め・硬直反応系

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(Var(58)),MoveType = I
TriggerAll = EnemyNear(Var(58)),StateNo >= 200
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5120,5199]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(58)),Time >= Ceil((40 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [0,30]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 >= -65
Trigger1 = Random < Var(59) * 200

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = I
TriggerAll = EnemyNear(Var(58)),StateNo >= 200
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5120,5199]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(58)),Time >= Ceil((40 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [40,90]
Trigger1 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 8) >= -50
Trigger1 = Random < Var(59) * 200

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(58)),MoveType = I
TriggerAll = EnemyNear(Var(58)),StateNo >= 200
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5122]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5120,5122]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(58)),Time >= Ceil((40 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
TriggerAll = Ctrl
Trigger1 = Var(40) = 0
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) >= 80 - ((EnemyNear(Var(58)),StateType = A) * 50)
Trigger1 = Random < Var(59) * 200
Trigger2 = Var(40) > 0
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [90 - ((EnemyNear(Var(58)),StateType = A) * 60),160]
Trigger2 = Random < Var(59) * 200
Trigger3 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger3 = P2BodyDist X != [-5,14 + ((Vel X > 1.5) * (Vel X * 2)) + (EnemyNear(Var(58)),Vel X * 2)]
Trigger3 = Random < Helper(25000),Var(58) * 10

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((55 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [40,90]
Trigger1 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 8) >= -50
Trigger1 = Random < Var(59) * 200

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((55 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
TriggerAll = Ctrl
Trigger1 = Var(40) = 0 && Power < 1000
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) >= 80 - ((EnemyNear(Var(58)),StateType = A) * 50)
Trigger1 = Random < Var(59) * 200
Trigger2 = (Var(40) = 0 && Power >= 1000) || Var(40) > 0
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [90 - ((EnemyNear(Var(58)),StateType = A) * 60),180]
Trigger2 = Random < Var(59) * 200
Trigger3 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger3 = P2BodyDist X != [-5,14 + ((Vel X > 1.5) * (Vel X * 2)) + (EnemyNear(Var(58)),Vel X * 2)]
Trigger3 = Random < Helper(25000),Var(58) * 10

;赫訳･紅葉・中
[State -3, AI]
Type = ChangeState
Value = 1210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(Var(58)),Ctrl)
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(37) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((65 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [70,120]
Trigger1 = Random < Var(59) * 200

;月を穿つ・強
[State -3, AI]
Type = ChangeState
Value = 1120
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = (Var(40) = 0 && Power >= 1000) || Var(40) > 0
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),AnimTime <= -20
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(37) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((75 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) >= 180
Trigger1 = EnemyNear(Var(58)),StateType != A || EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 15) < -50
Trigger1 = Random < Var(59) * 200

;------------------------------------------------------------------------------------------------
;タッグ専用行動

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = NumPartner
TriggerAll = Partner,Life > 0 && Partner,Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = !InGuardDist
TriggerAll = Ctrl
TriggerAll = P2BodyDist X != [-100,100]
TriggerAll = Random < Var(59) * 50
Trigger1 = NumHelper(1300) = 1
Trigger1 = Helper(1300),StateNo = [1390,1391]
Trigger1 = Helper(1300),Time >= 100
Trigger1 = Helper(1300),P2Dist X = [-80,80]
Trigger2 = NumHelper(1301) = 1
Trigger2 = Helper(1301),StateNo = [1390,1391]
Trigger2 = Helper(1301),Time >= 100
Trigger2 = Helper(1301),P2Dist X = [-80,80]

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = NumPartner
Trigger1 = Partner,Life > 0 && Partner,Alive
Trigger1 = Partner,MoveType = H
Trigger1 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger1 = Facing*EnemyNear(Var(58)),Facing != -1
Trigger1 = P2BodyDist X = [-10,35 + (EnemyNear(Var(58)),Vel X * 2)]
Trigger1 = Random < Var(59) * 50

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = NumPartner
Trigger1 = Partner,Life > 0 && Partner,Alive
Trigger1 = Partner,MoveType = H
Trigger1 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger1 = Facing*EnemyNear(Var(58)),Facing != -1
Trigger1 = P2BodyDist X = [30,80]
Trigger1 = Random < Var(59) * 30

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(6) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = NumPartner
Trigger1 = Partner,Life > 0 && Partner,Alive
Trigger1 = Partner,MoveType = H
Trigger1 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger1 = Facing*EnemyNear(Var(58)),Facing != -1
Trigger1 = P2BodyDist X = [20,70]
Trigger1 = EnemyNear(Var(58)),Pos Y >= -50
Trigger1 = Random > 1000 - Var(59) * 30

;------------------------------------------------------------------------------------------------
;切り替えし系 (Helper(25000),Var(55) = 0)

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [30,75]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 3 = [-45,0]
TriggerAll = EnemyNear(Var(58)),AnimTime < -4
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.225 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random > 1000 - Var(59) * 20
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 20,Var(59) * 50]

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateType = C
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-10,35 + (EnemyNear(Var(58)),Vel X * 2)]
TriggerAll = EnemyNear(Var(58)),AnimTime < -4
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.225 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random = [Var(59) * 150,Var(59) * 180]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 30,Var(59) * 70]

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 5) = [-65,-10]
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-10,30 + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = EnemyNear(Var(58)),AnimTime < -4
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.225 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random = [Var(59) * 130,Var(59) * 160]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 50,Var(59) * 90]

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = MoveType = I
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateType = S
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),P2StateNo != [120,155]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = P2BodyDist X = [-5,13]
TriggerAll = EnemyNear(Var(58)),AnimTime <= -3
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.25 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random = [Var(59) * 110,Var(59) * 135]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 80,Var(59) * 110]

;赫訳･紅葉・強
[State -3, AI]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,50]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.30 + Helper(25000),FVar(39)))
Trigger1 = Random = [Var(59) * 100,Var(59) * 120]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 110,Var(59) * 130]

;鳥を落とす・強
[State -3, AI]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,80]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.275 + Helper(25000),FVar(39)))
Trigger1 = Random = [Var(59) * 90,Var(59) * 100]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 140,Var(59) * 150]

;シールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-10,75]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.275 + Helper(25000),FVar(39)))
Trigger1 = Random = [Var(59) * 70,Var(59) * 80]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 150,Var(59) * 160]

;バックステップ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = EnemyNear(Var(58)),Vel X < 3
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = EnemyNear(Var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.30 + Helper(25000),FVar(39)))
Trigger1 = Random = [Var(59) * 50,Var(59) * 60]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 160,Var(59) * 170]

;ジャンプ回避
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.25 + Helper(25000),FVar(39)))
Trigger1 = Random = [Var(59) * 20,Var(59) * 40]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 25

;------------------------------------------------------------------------------------------------
;切り替えし系 (Helper(25000),Var(55) > 0)

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [30,75]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 = [-40,0]
TriggerAll = EnemyNear(Var(58)),AnimTime < -4
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random > 1000 - Var(59) * 20
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random > 1000 - Var(59) * 20
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random > 1000 - Var(59) * 20
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random = [Var(59) * 20,Var(59) * 50]
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random = [Var(59) * 20,Var(59) * 50]
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random = [Var(59) * 20,Var(59) * 50]
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 5
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random = [Var(59) * 20,Var(59) * 40]
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 5
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random = [Var(59) * 20,Var(59) * 40]

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-10,35 + (EnemyNear(Var(58)),Vel X * 2)]
TriggerAll = EnemyNear(Var(58)),AnimTime < -4
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random = [Var(59) * 150,Var(59) * 180]
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random = [Var(59) * 150,Var(59) * 180]
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random = [Var(59) * 150,Var(59) * 180]
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random = [Var(59) * 40,Var(59) * 80]
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random = [Var(59) * 40,Var(59) * 80]
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random = [Var(59) * 40,Var(59) * 80]
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 4
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random = [Var(59) * 30,Var(59) * 50]
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 4
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random = [Var(59) * 30,Var(59) * 50]

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 4) = [-50,-10]
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-10,30 + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = EnemyNear(Var(58)),AnimTime < -4
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random = [Var(59) * 130,Var(59) * 160]
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random = [Var(59) * 130,Var(59) * 160]
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random = [Var(59) * 130,Var(59) * 160]
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random = [Var(59) * 60,Var(59) * 100]
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random = [Var(59) * 60,Var(59) * 100]
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random = [Var(59) * 60,Var(59) * 100]
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 4
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random = [Var(59) * 40,Var(59) * 60]
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 4
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random = [Var(59) * 40,Var(59) * 60]

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = MoveType = I
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateType = S
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),P2StateNo != [120,155]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = P2BodyDist X = [-5,13]
TriggerAll = EnemyNear(Var(58)),AnimTime = [-13,-3]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random = [Var(59) * 110,Var(59) * 140]
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random = [Var(59) * 110,Var(59) * 140]
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random = [Var(59) * 110,Var(59) * 140]
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random = [Var(59) * 80,Var(59) * 120]
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random = [Var(59) * 80,Var(59) * 120]
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random = [Var(59) * 80,Var(59) * 120]
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 3
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random = [Var(59) * 50,Var(59) * 70]
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 3
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random = [Var(59) * 50,Var(59) * 70]

;赫訳･紅葉・強
[State -3, AI]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,50]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random = [Var(59) * 100,Var(59) * 120]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 110,Var(59) * 130]

;鳥を落とす・強
[State -3, AI]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,80]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random = [Var(59) * 90,Var(59) * 100]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 140,Var(59) * 150]

;シールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-10,75]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random = [Var(59) * 70,Var(59) * 80]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 150,Var(59) * 160]

;バックステップ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = EnemyNear(Var(58)),Vel X < 3
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = EnemyNear(Var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random = [Var(59) * 50,Var(59) * 60]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random = [Var(59) * 160,Var(59) * 170]

;ジャンプ回避
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random = [Var(59) * 20,Var(59) * 40]
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 30

;------------------------------------------------------------------------------------------------
;学習反応系

;バックステップ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = EnemyNear(Var(58)),Vel X < 3
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = EnemyNear(Var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = Random > 1000 - Helper(25000),Var(58) * 8
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(5)
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(6)
Trigger3 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(7)
Trigger4 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(8)
Trigger5 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(9)

;ジャンプ回避
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT || P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [-30,80]
TriggerAll = Random < Helper(25000),Var(58) * 8
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(5)
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(6)
Trigger3 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(7)
Trigger4 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(8)
Trigger5 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(9)

;立ちシールド
[State -3, AI]
Type = ChangeState
Value = 7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = InGuardDist
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = P2BodyDist X = [-50,100 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-50,50]
Trigger1 = Helper(25000),Var(23) != 0
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(23)
Trigger1 = EnemyNear(Var(58)),Time >= Helper(25000),Var(43) - 3
Trigger1 = Random < Helper(25000),Var(57) * 10
Trigger2 = Helper(25000),Var(24) != 0
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(24)
Trigger2 = EnemyNear(Var(58)),Time >= Helper(25000),Var(44) - 3
Trigger2 = Random < Helper(25000),Var(57) * 10
Trigger3 = EnemyNear(Var(58)),AnimTime < -20
Trigger3 = Helper(25000),FVar(15) >= Floor((30 - (Var(59) * 2)) + (Helper(25000),FVar(22) * 0.5))
Trigger3 = IfElse(EnemyNear(Var(58)),StateType = A, EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 5) < 0, 1)
Trigger3 = Random < Floor(Helper(25000),FVar(15) * Var(59) * 5)
IgnoreHitPause = 1

;しゃがみシールド
[State -3, AI]
Type = ChangeState
Value = 7510
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = C, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = InGuardDist
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = P2BodyDist X = [-50,100 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-50,50]
Trigger1 = Helper(25000),Var(23) != 0
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(23)
Trigger1 = EnemyNear(Var(58)),Time >= Helper(25000),Var(43) - 3
Trigger1 = Random < Helper(25000),Var(57) * 10
Trigger2 = Helper(25000),Var(24) != 0
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(24)
Trigger2 = EnemyNear(Var(58)),Time >= Helper(25000),Var(44) - 3
Trigger2 = Random < Helper(25000),Var(57) * 10
Trigger3 = EnemyNear(Var(58)),AnimTime < -20
Trigger3 = Helper(25000),FVar(15) >= Floor((30 - (Var(59) * 2)) + (Helper(25000),FVar(22) * 0.5))
Trigger3 = IfElse(EnemyNear(Var(58)),StateType = A, EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 5) < 0, 1)
Trigger3 = Random < Floor(Helper(25000),FVar(15) * Var(59) * 5)
IgnoreHitPause = 1

;空中シールド
[State -3, AI]
Type = ChangeState
Value = 7520
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl)
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [-45,90 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-50,90]
Trigger1 = Helper(25000),Var(20) != 0
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(20)
Trigger1 = EnemyNear(Var(58)),Time >= Helper(25000),Var(40) - 3
Trigger1 = Random < Helper(25000),Var(57) * 10
Trigger2 = Helper(25000),Var(21) != 0
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(21)
Trigger2 = EnemyNear(Var(58)),Time >= Helper(25000),Var(41) - 3
Trigger2 = Random < Helper(25000),Var(57) * 10
Trigger3 = Helper(25000),Var(22) != 0
Trigger3 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(22)
Trigger3 = EnemyNear(Var(58)),Time >= Helper(25000),Var(42) - 3
Trigger3 = Random < Helper(25000),Var(57) * 10
IgnoreHitPause = 1

;------------------------------------------------------------------------------------------------
;起き攻め系

;赤主・檻髪
[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(40) > 0
TriggerAll = NumHelper(2015) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = 0
TriggerAll = Random < Var(59) * 200
Trigger1 = (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [-5,5 + ((Vel X > 1.5) * (Vel X * 3)) + (EnemyNear(Var(58)),Vel X * 2)]
Trigger2 = Ctrl
Trigger2 = StateNo != 100
Trigger2 = P2BodyDist X = [-5,70]

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = StateNo != [120,159]
TriggerAll = BackEdgeBodyDist >= 45
;TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist >= 30
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-5,50]
Trigger1 = EnemyNear(Var(58)),StateType = L
Trigger1 = EnemyNear(Var(58)),StateNo = 5120
Trigger1 = EnemyNear(Var(58)),AnimTime = [-35,-15]
Trigger1 = Random > 1000 - Var(59) * 35
Trigger2 = EnemyNear(Var(58)),StateNo = 5110
Trigger2 = EnemyNear(Var(58)),Time >= 15
Trigger2 = Random > 1000 - Var(59) * 30

;空中２強
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(13) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -20 || EnemyNear(Var(58)),AnimTime = [-13,-8]
TriggerAll = Ctrl
TriggerAll = Pos Y = [-35-(25-Var(59)*5),-5]
TriggerAll = P2BodyDist X = [-25,25]
TriggerAll = Random < Var(59) * Var(59) * 40
Trigger1 = P2Dist X > -5
Trigger2 = P2Dist X <= -5
Trigger2 = EnemyNear(Var(58)),Const(size.ground.front) <= 12

;空中２強
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(13) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5110
TriggerAll = EnemyNear(Var(58)),Time >= 10
TriggerAll = Ctrl
TriggerAll = Pos Y = [-45-(25-Var(59)*5),-5]
TriggerAll = P2BodyDist X = [-25,25]
TriggerAll = Random < Var(59) * Var(59) * 20
Trigger1 = P2Dist X > -5
Trigger2 = P2Dist X <= -5
Trigger2 = EnemyNear(Var(58)),Const(size.ground.front) <= 12

;鳥を落とす・空中中
[State -3, AI]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -13
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-25,50]
Trigger1 = Pos Y = [-50,-15]
Trigger1 = Random < Var(59) * 200

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-25,-15]
Trigger1 = Ctrl
Trigger1 = NumHelper(1300) = 1
Trigger1 = Helper(1300),StateNo = [1390,1391]
Trigger1 = Helper(1300),P2Dist X = [-80,80]
Trigger1 = Random < Var(59) * 100

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -15
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [45,145]
Trigger1 = Random < Var(59) * (50 + ((P2BodyDist X >= 100) * 50) + ((NumHelper(1301) > 0 && EnemyNear(Var(58)),BackEdgeBodyDist < 30) * 50))

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),AnimTime >= -25
Trigger1 = P2BodyDist X = [60,140]
Trigger1 = Random > 1000 - Var(59) * (30 + ((NumHelper(1301) > 0 && EnemyNear(Var(58)),BackEdgeBodyDist < 30) * 70))
Trigger2 = (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger2 = EnemyNear(Var(58)),AnimTime = [-15,-5]
Trigger2 = P2BodyDist X = [-5,80];[-5,40]
Trigger2 = Random < Var(59) * 35

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = Pos Y <= -33
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X = [55,160]
Trigger1 = Random < Var(59) * 100
Trigger2 = P2BodyDist X > 70
Trigger2 = Random < Var(59) * (100 + ((NumHelper(1301) > 0) * 50))

;鳥を落とす・空中弱
[State -3, AI]
Type = ChangeState
Value = 1030
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = !InGuardDist
;TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist < 30
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -15
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,100]
Trigger1 = Random > 1000 - Var(59) * 100

;バックステップ
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = PrevStateNo != 105
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -15
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = P2BodyDist X = [-5,50]
Trigger1 = Var(59) = 5
Trigger1 = Random = [0,49 + ((P2BodyDist X <= 5) * 25)]
Trigger2 = Var(59) = [1,4]
Trigger2 = Random > 1000 - Var(59) * 20

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-6,-3]
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [35,85]
Trigger1 = Random < Var(59) * 20

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -3
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [-5,40 + (Vel X * 4)]
Trigger1 = Random < Var(59) * 20

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-10,-5]
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [0 - ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20) * 30),35 + (Vel X * 5)]
Trigger1 = P2BodyDist Y = [-10,30 + (Vel Y * 5)]
Trigger1 = Random > 1000 - Var(59) * 20

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -10
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [0 - ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20) * 30),30 + (Vel X * 4)]
Trigger1 = P2BodyDist Y = [-10,60 + (Vel Y * 4)]
Trigger1 = Random = [Var(59) * 40,Var(59) * 60]

;鳥を落とす・強
[State -3, AI]
type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000 || Var(40) > 0
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-21,-16]
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [30,115]
Trigger1 = Random > 1000 - Var(59) * 5

;------------------------------------------------------------------------------------------------
;攻撃系

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(28) < 3
TriggerAll = FVar(5) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5999]
TriggerAll = EnemyNear(Var(58)),StateTime <= 20
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(34) != 2
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random > 1000 - Var(59) * 100
Trigger2 = MoveHit
Trigger2 = StateNo = 400
Trigger2 = P2BodyDist X = [-5,IfElse(Helper(25000),FVar(34) = 0, 30, 40)]
Trigger2 = Random > 1000 - Var(59) * 150

;しゃがみ中
[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(8) = 0
TriggerAll = Var(28) < 3
TriggerAll = FVar(5) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5999]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(34) != 2
Trigger1 = MoveHit
Trigger1 = StateNo = 400
Trigger1 = P2BodyDist X = [30,80]
Trigger1 = Random < Var(59) * 150

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = Var(28) < 3
TriggerAll = FVar(5) = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5999]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(34) != 2
Trigger1 = MoveHit
Trigger1 = StateNo = 410
Trigger1 = P2BodyDist X = [50,110]
Trigger1 = Random < Var(59) * 150

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,35]
Trigger1 = Random > 1000 - Var(59) * 80
Trigger2 = (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger2 = P2BodyDist X = [-5,35]
Trigger2 = Random > 1000 - Var(59) * (50 + ((P2BodyDist X = [-5,10]) * 20))
Trigger3 = MoveHit
Trigger3 = StateNo = 400
Trigger3 = P2BodyDist X = [-5,8]
Trigger3 = Random > 1000 - Var(59) * 60
Trigger4 = MoveGuarded
Trigger4 = StateNo = 400
Trigger4 = P2BodyDist X = [-5,12]
Trigger4 = Random > 1000 - Var(59) * 140
Trigger5 = Var(7) = 0
Trigger5 = MoveContact = [1,5]
Trigger5 = StateNo = 200
Trigger5 = Random > 1000 - Var(59) * 100
Trigger6 = Ctrl
Trigger6 = EnemyNear(Var(58)),StateNo != [120,159]
Trigger6 = Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0
Trigger6 = P2BodyDist X = [-80,45]
Trigger6 = Random > 1000 - Var(59) * 150
Trigger7 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger7 = FVar(5) = 2
Trigger7 = P2BodyDist X = [-5,35]
Trigger7 = Random > 1000 - Var(59) * 100

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),Vel Y != 0 ;>= 0
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 >= -65
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(28) = 0
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = Random < Var(59) * 50
Trigger2 = Var(28) = 0
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger2 = P2BodyDist X = [-5,30]
Trigger2 = Random < Var(59) * 40
Trigger3 = MoveContact
Trigger3 = StateNo = 200
Trigger3 = P2BodyDist X = [-5,15]
Trigger3 = Random < Var(59) * 100

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(2) = 0
Trigger1 = (MoveGuarded || MoveReversed) || ((MoveContact || MoveReversed) && !NumTarget)
Trigger1 = StateNo = 410 || StateNo = 420 || (StateNo = 310 && AnimElemTime(5) > 0)
Trigger1 = Random < Var(59) * 40

;立ち６強
[State -3, AI]
Type = ChangeState
Value = 300
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(5) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = MoveHit
Trigger1 = StateNo = 400 || StateNo = 410
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = Random < Var(59) * 100
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(53) = 2
Trigger2 = MoveHit
Trigger2 = StateNo = 420
Trigger2 = Random < Var(59) * 200

;しゃがみ中
[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(8) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl ;|| (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [30,55]
Trigger1 = Random < Var(59) * 30
Trigger2 = MoveHit
Trigger2 = StateNo = 400
Trigger2 = P2BodyDist X = [-5,45]
Trigger2 = Random < Var(59) * 200
Trigger3 = MoveGuarded
Trigger3 = StateNo = 400
Trigger3 = P2BodyDist X = [-5,55]
Trigger3 = Random < Var(59) * 200

;しゃがみ中２
[State -3, AI]
Type = Null;ChangeState
Value = 411
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
Trigger1 = Ctrl

;しゃがみ中３
[State -3, AI]
Type = ChangeState
Value = 412
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
Trigger1 = MoveHit
Trigger1 = StateNo = 411 && AnimElemTime(4) > 0
Trigger1 = Random < Var(59) * 200
Trigger2 = MoveGuarded
Trigger2 = StateNo = 411 && AnimElemTime(4) > 0
Trigger2 = Random < Var(59) * 10

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(53) = 3
Trigger1 = Var(7) = 0
Trigger1 = StateNo = 420
Trigger1 = MoveHit
Trigger1 = Random < Var(59) * 200

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [-15,80]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(28) = [1,2]
Trigger1 = MoveHit = [1,2]
Trigger1 = StateNo = 220
Trigger1 = Random < Var(59) * 200

;立ち強
[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(4) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Helper(25000),Var(53) = -1
TriggerAll = P2BodyDist X = [-5,100]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = Var(28) = 0
Trigger1 = MoveHit
Trigger1 = StateNo = 420
Trigger1 = EnemyNear(Var(58)),BackEdgeBodyDist <= 25
Trigger1 = EnemyNear(Var(58)),Pos Y <= -1.5 || EnemyNear(Var(58)),StateNo = 5042
Trigger2 = Var(28) = 1
Trigger2 = Ctrl
Trigger2 = PrevStateNo = 220
Trigger2 = NumTarget(220) > 0
Trigger2 = EnemyNear(Var(58)),Vel Y >= -5.5 + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 8)
Trigger2 = EnemyNear(Var(58)),Pos Y >= -50
Trigger3 = Var(28) = 1
Trigger3 = Ctrl
Trigger3 = NumTarget(220) > 0
Trigger3 = EnemyNear(Var(58)),StateNo = 228
Trigger3 = EnemyNear(Var(58)),Vel Y >= -5.5 + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 8)
Trigger3 = EnemyNear(Var(58)),Pos Y >= -50

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType != L
Trigger1 = P2BodyDist X = [45,80]
Trigger1 = Random < Var(59) * 40
Trigger2 = (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger2 = EnemyNear(Var(58)),StateType != L
Trigger2 = P2BodyDist X = [50,85 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger2 = Random < Var(59) * 10
Trigger3 = MoveContact
Trigger3 = StateNo = 410
Trigger3 = EnemyNear(Var(58)),BackEdgeBodyDist >= 25
Trigger3 = P2BodyDist X = [-5,75]
Trigger3 = Random < Var(59) * 100		;654強コンボ分岐

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = P2BodyDist X = [15,80]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveContact
Trigger1 = StateNo = 410
Trigger1 = EnemyNear(Var(58)),BackEdgeBodyDist <= 25
Trigger2 = MoveHit
Trigger2 = (StateNo = 310 || StateNo = 311) && AnimElemTime(5) > 0
Trigger3 = MoveGuarded
Trigger3 = PrevStateNo = 220
Trigger3 = StateNo = 310 && AnimElemTime(4) > 0
Trigger3 = Random < Var(59) * 70
Trigger4 = MoveHit
Trigger4 = StateNo = 220
Trigger4 = PrevStateNo = 310
Trigger5 = MoveHit
Trigger5 = StateNo = 400
Trigger5 = P2BodyDist X = [45,80]

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),MoveType = H
Trigger1 = EnemyNear(Var(58)),StateNo = 706
Trigger1 = EnemyNear(Var(58)),Vel Y > 0
Trigger1 = EnemyNear(Var(58)),Pos Y > -85

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(6) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = P2BodyDist X = [-5,75]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveContact
Trigger1 = StateNo = 300
Trigger1 = Random < Var(59) * 100
Trigger2 = MoveContact
Trigger2 = StateNo = 220
Trigger2 = PrevStateNo = 300
Trigger2 = Random < Var(59) * 200

;立ち強
[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(4) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = MoveContact
Trigger1 = StateNo = 300
Trigger1 = P2BodyDist X = [-5,70]
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(53) = 2
Trigger2 = MoveContact
Trigger2 = StateNo = 300

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(6) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [-5,75 + (Var(28) * 25)]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = FVar(39) = 1
Trigger1 = Var(28) != 0
Trigger1 = MoveHit
Trigger1 = StateNo = 420
Trigger2 = Var(28) = 0
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = EnemyNear(Var(58)),Pos Y <= -15
Trigger2 = MoveHit
Trigger2 = StateNo = 420
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(53) = 2
Trigger3 = MoveContact
Trigger3 = StateNo = 220
Trigger4 = FrontEdgeBodyDist <= 60
Trigger4 = EnemyNear(Var(58)),Pos Y = [-50,-10 - (Var(28) > 1) * 30] 
Trigger4 = StateNo = 220
Trigger4 = MoveHit = [1,5]

;立ち中
[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(3) = 0
TriggerAll = FVar(38) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [0,85]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(28) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(53) = -1
Trigger1 = MoveHit
Trigger1 = StateNo = 420
Trigger1 = EnemyNear(Var(58)),BackEdgeBodyDist >= 25 || (Var(4) != 0 && EnemyNear(Var(58)),BackEdgeBodyDist <= 25)
Trigger1 = Random < Var(59) * 200
Trigger2 = FVar(39) = 0
Trigger2 = Var(28) != 0
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(53) != 3
Trigger2 = MoveHit
Trigger2 = StateNo = 420
Trigger2 = Random < Var(59) * 200
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(53) = 1
Trigger3 = MoveHit
Trigger3 = StateNo = 420
Trigger3 = Random < Var(59) * 200

;立ち中
[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(3) = 0
TriggerAll = FVar(38) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [0,Floor(FVar(38))]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(28) = 0
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(53) = -1
Trigger1 = MoveHit
Trigger1 = StateNo = 420
Trigger1 = EnemyNear(Var(58)),BackEdgeBodyDist >= 25 || (Var(4) != 0 && EnemyNear(Var(58)),BackEdgeBodyDist <= 25)
Trigger1 = Random < Var(59) * 200
Trigger2 = FVar(39) = 0
Trigger2 = Var(28) != 0
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(53) != 3
Trigger2 = MoveHit
Trigger2 = StateNo = 420
Trigger2 = Random < Var(59) * 200
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(53) = 1
Trigger3 = MoveHit
Trigger3 = StateNo = 420
Trigger3 = Random < Var(59) * 200

;立ち中２
[State -3, AI]
Type = ChangeState
Value = 213
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveHit
Trigger1 = StateNo = 211
Trigger1 = P2BodyDist X < 80
Trigger2 = MoveHit
Trigger2 = StateNo = 212 && AnimElemTime(3) > 0
Trigger2 = P2BodyDist X < 80

;空中２強
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(13) = 0
TriggerAll = Var(28) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(5)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(6)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(7)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(8)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(9)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(14) = -1
Trigger1 = P2BodyDist X = [-10,15]
Trigger1 = Pos Y <= -60
Trigger1 = MoveHit
Trigger1 = StateNo = 610 && AnimElemTime(6) > 0
Trigger1 = StateNo = 610 && AnimElemTime(6) < 3
Trigger1 = Random > 1000 - Var(59) * 20
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = EnemyNear(Var(58)),MoveType != H
Trigger2 = Vel X >= 3.0 || Pos Y >= -10; || EnemyNear(Var(58)),BackEdgeBodyDist <= 10
Trigger2 = Vel Y <= -6.0 - (Var(59) * 0.4)
Trigger2 = P2BodyDist X - (Vel X * 1) = [-5,15]
Trigger2 = Random > 1000 - Var(59) * Var(59) * 40
Trigger3 = MoveGuarded
Trigger3 = StateNo = [600,620]
Trigger3 = EnemyNear(Var(58)),StateType != A
Trigger3 = EnemyNear(Var(58)),BackEdgeBodyDist <= 20
Trigger3 = P2BodyDist X = [-5,20]
Trigger3 = Pos Y >= -10
Trigger3 = Random > 1000 - Var(59) * Var(59) * (20 - ((StateNo = [610,620]) * 15));8
Trigger4 = NumHelper(1030) > 0
Trigger4 = Helper(1030),MoveContact
Trigger4 = Vel X > 0 && Vel Y >= 0
Trigger4 = P2BodyDist X = [-5,20]
Trigger4 = Pos Y >= -35
Trigger4 = Random > 1000 - Var(59) * (2 + ((Helper(1030),MoveGuarded) * 3))

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5120]
TriggerAll = P2BodyDist X = [-5,32]
TriggerAll = P2BodyDist Y = [-20,60];-27
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveGuarded || (EnemyNear(Var(58)),StateType != A && MoveContact)
Trigger1 = StateNo = 600
Trigger1 = Random < IfElse(MoveGuarded, Var(59) * 100, Var(59) * 50)
Trigger2 = Var(10) = 0
Trigger2 = (MoveGuarded = [1,5]) || (MoveReversed = [1,5])
Trigger2 = StateNo = 610 && AnimElemTime(6) > 0
Trigger2 = Random < Var(59) * 60
Trigger3 = Var(10) = 0
Trigger3 = (MoveGuarded = [1,5]) || (MoveReversed = [1,5])
Trigger3 = StateNo = 620
Trigger3 = Random < Var(59) * 70
Trigger4 = Var(10) = 0
Trigger4 = MoveContact = [1,5]
Trigger4 = EnemyNear(Var(58)),Vel Y != 0 && ((P2BodyDist X + P2BodyDist Y) > 25) || (P2BodyDist X > 35 && P2BodyDist Y > 0)
Trigger4 = StateNo = 610 && AnimElemTime(6) > 0
Trigger4 = Random < Var(59) * 150
Trigger5 = EnemyNear(Var(58)),Const(size.head.pos.y) > -50
Trigger5 = MoveContact = [1,5]
Trigger5 = (Var(10) = 0 && StateNo = 610 && AnimElemTime(6) > 0) || StateNo = 600
Trigger6 = MoveHit = [1,5]
Trigger6 = StateNo = 600
Trigger6 = EnemyNear(Var(58)),StateType = A
Trigger6 = P2BodyDist Y > 20
Trigger6 = Random < Var(59) * 100

;空中中
[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(11) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = StateNo != 1050
TriggerAll = StateNo != [811,813]
TriggerAll = StateNo != [1200,1220]
TriggerAll = Pos Y + (Vel Y * 6) < 0
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = Vel Y > 0
Trigger1 = P2BodyDist X = [-5 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20 || BackEdgeBodyDist <= 20) * -30),45 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger1 = Pos Y = [EnemyNear(Var(58)),Const(size.head.pos.y) + (Vel Y * 5) + 10,EnemyNear(Var(58)),Const(size.head.pos.y) + (Vel Y * 5) + 50]
Trigger1 = Random = [Var(59) * 20,Var(59) * 140]
Trigger2 = StateNo != 7401
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = !(Var(14) = -1 && StateNo = 7100 && EnemyNear(Var(58)),StateNo = [5000,5099])
Trigger2 = P2BodyDist X = [-10,40 + (Vel X * 5) + (EnemyNear(Var(58)),Vel X * 5)]
Trigger2 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-50,30]
Trigger2 = Random = [Var(59) * 40,Var(59) * 170]
Trigger3 = MoveContact = [1,5]
Trigger3 = StateNo = 600 || PrevStateNo = 600
Trigger3 = P2BodyDist X = [-5,45]
Trigger3 = P2BodyDist Y = [-30,35]
Trigger3 = Random = [Var(59) * 100,Var(59) * 150]
Trigger4 = MoveHit
Trigger4 = Var(14) = -1
Trigger4 = StateNo = 600
Trigger4 = P2BodyDist X = [-5,45]
Trigger4 = P2BodyDist Y = [-40,35]
Trigger4 = Random = [Var(59) * 50,Var(59) * 200]
Trigger5 = MoveHit
Trigger5 = StateNo = 600
Trigger5 = P2BodyDist X = [-5,45]
Trigger5 = P2BodyDist Y = [-50,10]
Trigger5 = Random < Var(59) * 200

;空中中
[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(11) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = StateNo != 1050
TriggerAll = StateNo != [811,813]
TriggerAll = StateNo != [1200,1220]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = !(Var(14) = -1 && StateNo = 7100 && EnemyNear(Var(58)),StateNo = [5000,5099])
TriggerAll = Random < Var(59) * 200
Trigger1 = StateNo = 7401
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = P2BodyDist Y = [-40,30]
Trigger2 = Ctrl
Trigger2 = Var(14) = -1
Trigger2 = P2BodyDist X = [-5,40]
Trigger2 = P2BodyDist Y = [-35,35]
Trigger3 = StateNo = 1221 && AnimElemTime(1) >= 1
Trigger3 = P2BodyDist X = [-5,30]
Trigger3 = P2BodyDist Y = [-30,30]
Trigger4 = Ctrl
Trigger4 = Var(14) != -1
Trigger4 = NumHelper(25000) > 0
Trigger4 = Helper(25000),Var(53) = 4
Trigger4 = P2BodyDist X = [-5,60]
Trigger4 = P2BodyDist Y = [-45,45]

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = StateNo != [7400,7401]
TriggerAll = P2BodyDist X = [0 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20 || BackEdgeBodyDist <= 20) * -30),35 + (Vel X * 6) + (EnemyNear(Var(58)),Vel X * 6)]
TriggerAll = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(58)),Vel Y * 7) = [-90,40]
TriggerAll = Pos Y <= -10 - (Vel Y * 6)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = Random > 1000 - Var(59) * 100
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = Vel Y >= -1.5
Trigger2 = Random > 1000 - Var(59) * 100
Trigger3 = MoveContact = [1,5]
Trigger3 = StateNo = 600
Trigger3 = Random = [Var(59) * 70,Var(59) * (100 + ((Var(11) = 0 && PrevStateNo = 600) * 100))]
Trigger4 = EnemyNear(Var(58)),Const(size.head.pos.y) > -50
Trigger4 = MoveContact = [1,5]
Trigger4 = StateNo = 600
Trigger4 = Random > 1000 - Var(59) * 100

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = P2BodyDist Y = [-80,15]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveContact
Trigger1 = StateNo = 610 && AnimElemTime(6) > 0
Trigger1 = P2BodyDist X = [-15,35 + (Vel X * 6)]
Trigger2 = MoveHit
Trigger2 = Var(14) = -1
Trigger2 = StateNo = 610 && AnimElemTime(6) > 0
Trigger2 = P2BodyDist X = [-15,35 + (Vel X * 6)]

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5199]
TriggerAll = StateNo != [7400,7401]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = IfElse(EnemyNear(Var(58)),StateType != A, Vel Y > -7.0, 1)
Trigger1 = P2BodyDist X = [0 + ((EnemyNear(Var(58)),BackEdgeBodyDist < 15 || BackEdgeBodyDist < 15) * -30),35 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger1 = P2BodyDist Y - (Vel Y * 2) + (EnemyNear(Var(58)),Vel Y * 2) = [-10,60]
Trigger1 = Random < IfElse(Var(14) = -1, Var(59) * 30, Var(59) * 70)
Trigger2 = Ctrl
Trigger2 = StateNo = 7300
Trigger2 = P2BodyDist X = [20,40 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger2 = P2BodyDist Y = [-15,60 + (Vel Y * 3)]
Trigger2 = Random < Var(59) * 40
Trigger3 = StateNo = 5210 && Ctrl
Trigger3 = P2BodyDist X = [-5 + ((BackEdgeBodyDist <= 20) * -20),40 + (Vel X * 2)]
Trigger3 = P2BodyDist Y = [-25,65 + (Vel Y * 5)]
Trigger3 = Random < Var(59) * 100
Trigger4 = Var(14) = -1 && Ctrl || (StateNo = 620 && MoveContact = [1,5])
Trigger4 = EnemyNear(Var(58)),StateType = A
Trigger4 = EnemyNear(Var(58)),MoveType = H
Trigger4 = P2BodyDist X = [-5,50]
Trigger4 = P2BodyDist Y = [45,70]
Trigger4 = Random < Var(59) * 100

;----------------------------------------------------------------------------------------------
;投げ

;空中投げ
[State -3, AI]
Type = ChangeState
Value = 810
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(28) < 3
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = StateNo != 7401
TriggerAll = Random < Var(59) * 200
Trigger1 = Var(14) = -1
Trigger1 = Movehit
Trigger1 = StateNo = 620
Trigger1 = P2BodyDist X = [-5,25]
Trigger2 = EnemyNear(Var(58)),Const(size.head.pos.y) <= -50
Trigger2 = Pos Y >= -50 || (Var(11) != 0 && Var(12) != 0)
Trigger2 = MoveHit
Trigger2 = StateNo = 600
Trigger2 = PrevStateNo = 600
Trigger2 = Vel Y >= 1.5
Trigger2 = P2BodyDist X = [-5,15]

;----------------------------------------------------------------------------------------------
;必殺技

;鳥を落とす・空中弱
[State -3, AI]
Type = ChangeState
Value = 1030
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(28) < 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = StateNo != [7400,7401]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl) || (StateNo = 5210 && Ctrl)
Trigger1 = Vel Y >= -1.5
Trigger1 = P2BodyDist X - (Vel X * 7) - (EnemyNear(Var(58)),Vel X * 7) = [60,170]
Trigger1 = P2BodyDist X - (Vel X * 12) - (EnemyNear(Var(58)),Vel X * 12) != [75,100]
Trigger1 = (EnemyNear(Var(58)),StateType != A && (Pos Y >= EnemyNear(Var(58)),Const(size.head.pos.y))) || (EnemyNear(Var(58)),StateType = A && (P2BodyDist Y = [-30,70]))
Trigger1 = Random > 1000 - Var(59) * 30
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),MoveType != A
Trigger2 = (Vel Y <= -6.0) || (Vel X >= 4.5 && Vel Y >= -1.5)
Trigger2 = P2BodyDist X - (Vel X * 8) - (EnemyNear(Var(58)),Vel X * 8) = [40,80]
Trigger2 = (EnemyNear(Var(58)),StateType != A && (Pos Y >= EnemyNear(Var(58)),Const(size.head.pos.y))) || (EnemyNear(Var(58)),StateType = A && (P2BodyDist Y = [-30,70]))
Trigger2 = Random > 1000 - Var(59) * 30
Trigger3 = MoveHit
Trigger3 = StateNo = 600 && AnimElemTime(4) >= 1
Trigger3 = P2BodyDist Y = [-30,70]
Trigger3 = Random < Var(59) * 200
Trigger4 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger4 = StateNo = 7501 || StateNo = 7502
Trigger4 = P2BodyDist X - (Vel X * 7) - (EnemyNear(Var(58)),Vel X * 7) = [45,150]
Trigger4 = P2BodyDist Y = [-30,70]
Trigger4 = Random = [Var(59) * 100,Var(59) * 120]
Trigger5 = EnemyNear(Var(58)),StateType != A
Trigger5 = (StateNo = 7100 || StateNo = 7110) && Ctrl
Trigger5 = P2BodyDist X = [-20,45]
Trigger5 = Pos Y = [EnemyNear(Var(58)),Const(size.head.pos.y)+25,EnemyNear(Var(58)),Const(size.head.pos.y)+40]
Trigger5 = Random > 1000 - Var(59) * 100
Trigger6 = EnemyNear(Var(58)),StateType != A
Trigger6 = Vel Y <= 4.5
Trigger6 = P2Dist X = [-20,150]
Trigger6 = StateNo = 600 && AnimElemTime(4) >= 1
Trigger6 = Random < Var(59) * 150

;鳥を落とす・空中中
[State -3, AI]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(28) < 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = StateNo != [7400,7401]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl) || (StateNo = 5210 && Ctrl)
Trigger1 = P2BodyDist X - (Vel X * 8) - (EnemyNear(Var(58)),Vel X * 8) = [60,110]
Trigger1 = P2BodyDist Y = [-10,85 + Vel Y * 3]
Trigger1 = Random = [Var(59) * 145,Var(59) * 160]

;鳥を落とす・空中強
[State -3, AI]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = StateNo != 7401
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = EnemyNear(Var(58)),StateType != L
Trigger1 = EnemyNear(Var(58)),MoveType != H
Trigger1 = EnemyNear(Var(58)),StateType = A || (EnemyNear(Var(58)),StateNo != [120,159])
Trigger1 = EnemyNear(Var(58)),Vel X > 2.5
Trigger1 = P2BodyDist X = [75,135]
Trigger1 = P2BodyDist Y = [-25,85]
Trigger1 = Random > 1000 - Var(59) * 3
Trigger2 = EnemyNear(Var(58)),StateType = L
Trigger2 = EnemyNear(Var(58)),StateNo = 5120
Trigger2 = EnemyNear(Var(58)),AnimTime <= -18
Trigger2 = P2BodyDist X = [50,100]
Trigger2 = Random > 1000 - Var(59) * 2

;赫訳･紅葉・弱
[State -3, AI]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [0,30 + Vel X * 2 + EnemyNear(Var(58)),Vel X * 2]
Trigger1 = Random > 1000 - (12 - (Var(59) * 2))

;赫訳･紅葉・中
[State -3, AI]
Type = ChangeState
Value = 1210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit
Trigger1 = StateNo = 310 && AnimElemTime(5) > 0
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = P2BodyDist X = [0,55]
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = ((Life*100)/LifeMax) >= 50
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = EnemyNear(Var(58)),MoveType != H
Trigger2 = EnemyNear(Var(58)),MoveType = A || EnemyNear(Var(58)),Ctrl
Trigger2 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger2 = P2BodyDist X = [40,80 + Vel X * 2 + EnemyNear(Var(58)),Vel X * 2]
Trigger2 = Random > 1000 - (8 - (Var(59) * 1))
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(53) = 3
Trigger3 = EnemyNear(Var(58)),MoveType = H
Trigger3 = StateNo = 400
Trigger3 = AnimElemTime(5) >= 1

;鳥を落とす・中
[State -3, AI]
Type = ChangeState
Value = 1000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit || MoveReversed
Trigger1 = StateNo = 420
Trigger1 = P2BodyDist X > 60 + ((!MoveReversed && Var(4) = 0 && EnemyNear(Var(58)),BackEdgeBodyDist < 15) * 40)
Trigger1 = Random < Var(59) * 80
Trigger2 = MoveGuarded
Trigger2 = StateNo = 420
Trigger2 = P2BodyDist X + ((EnemyNear(Var(58)),BackEdgeBodyDist > 15) * 20) = [0,75]
Trigger2 = Random > 1000 - Var(59) * 40
Trigger3 = !MoveContact
Trigger3 = EnemyNear(Var(58)),MoveType = H
Trigger3 = EnemyNear(Var(58)),StateType != A
Trigger3 = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger3 = StateNo = 200
Trigger3 = AnimElemTime(5) >= 1
Trigger3 = P2BodyDist X = [60,85]
Trigger3 = Random < Var(59) * 20

;鳥を落とす・弱
[State -3, AI]
Type = ChangeState
Value = 1010
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit || MoveReversed
Trigger1 = StateNo = 420
Trigger1 = P2BodyDist X > 60 + ((!MoveReversed && Var(4) = 0 && EnemyNear(Var(58)),BackEdgeBodyDist < 15) * 40)
Trigger1 = Random > 1000 - Var(59) * 80
Trigger2 = MoveGuarded
Trigger2 = StateNo = 420
Trigger2 = P2BodyDist X + ((EnemyNear(Var(58)),BackEdgeBodyDist > 15) * 20) = [0,70]
Trigger2 = Random = [Var(59) * 100,Var(59) * 130]
Trigger3 = !MoveContact
Trigger3 = EnemyNear(Var(58)),MoveType = H
Trigger3 = EnemyNear(Var(58)),StateType != A
Trigger3 = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger3 = StateNo = 200
Trigger3 = AnimElemTime(5) >= 1
Trigger3 = P2BodyDist X = [50,90]
Trigger3 = Random > 1000 - Var(59) * 20
Trigger4 = MoveHit || MoveReversed
Trigger4 = StateNo = 420
Trigger4 = Var(4) != 0 || EnemyNear(Var(58)),BackEdgeBodyDist > 25
Trigger4 = P2BodyDist X >= Floor(FVar(38))
Trigger4 = Random > 1000 - Var(59) * 150

;鳥を落とす・強
[State -3, AI]
type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Power >= 1000 || Var(40) > 0
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Power >= 2000 || Var(40) > 0
Trigger1 = P2BodyDist X = [40,90]
Trigger1 = StateNo = 1000
Trigger1 = AnimElemTime(8) > 0 && AnimElemTime(11) < 0
Trigger1 = Random > 1000 - Var(59) * 5
Trigger2 = Power >= 2000 || Var(40) > 0
Trigger2 = P2BodyDist X = [40,90]
Trigger2 = StateNo = 1010
Trigger2 = AnimElemTime(7) > 0 && AnimElemTime(12) < 0
Trigger2 = Random > 1000 - Var(59) * 5
Trigger3 = Power >= 2000 || Var(40) > 0
Trigger3 = PrevStateNo = 420
Trigger3 = P2BodyDist X = [40,100]
Trigger3 = StateNo = 1000
Trigger3 = AnimElemTime(8) > 0 && AnimElemTime(11) < 0
Trigger3 = Random > 1000 - Var(59) * 10
Trigger4 = Power >= 2000 || Var(40) > 0
Trigger4 = !MoveContact
Trigger4 = EnemyNear(Var(58)),MoveType = H
Trigger4 = EnemyNear(Var(58)),StateType != A
Trigger4 = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger4 = StateNo = 200
Trigger4 = AnimElemTime(5) >= 1
Trigger4 = P2BodyDist X = [50,130]
Trigger4 = Random = [Var(59) * 50,Var(59) * 60]

;獣を焦がす・空中中
[State -3, AI]
Type = ChangeState
Value = 1340
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = ((Life*100)/LifeMax) >= 40
TriggerAll = NumHelper(1300) = 0 && NumHelper(1301) = 0
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType = L || (EnemyNear(Var(58)),StateNo = 5050 && EnemyNear(Var(58)),Vel Y >= 7.0 && EnemyNear(Var(58)),Pos Y >= -20)
Trigger1 = Random > 1000 - Var(59) * 100

;獣を焦がす・中
[State -3, AI]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = ((Life*100)/LifeMax) >= 40
TriggerAll = NumHelper(1300) = 0 && NumHelper(1301) = 0
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType = L || (EnemyNear(Var(58)),StateNo = 5050 && EnemyNear(Var(58)),Vel Y >= 7.0 && EnemyNear(Var(58)),Pos Y >= -20)
Trigger1 = P2BodyDist X != [-15,15]
Trigger1 = Random < Var(59) * 100
Trigger2 = !InGuardDist
Trigger2 = EnemyNear(Var(58)),StateType != L
Trigger2 = EnemyNear(Var(58)),StateType != A || (EnemyNear(Var(58)),StateNo != [120,159])
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) = 0
Trigger2 = P2BodyDist X = [180,260]
Trigger2 = Random < Var(59) * 50

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),StateNo != 5110
TriggerAll = EnemyNear(Var(58)),StateNo != [39,40]
TriggerAll = Ctrl
TriggerAll = P2BodyDist X != [-60,60]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random = [Var(59) * 100,Var(59) * 140]
Trigger1 = NumHelper(1300) = 1
Trigger1 = Helper(1300),StateNo = [1390,1391]
Trigger1 = Helper(1300),Time >= 100
Trigger1 = Helper(1300),P2Dist X = [-80 - (EnemyNear(Var(58)),Vel X * 10),80 + (EnemyNear(Var(58)),Vel X * 10)]
Trigger2 = NumHelper(1301) = 1
Trigger2 = Helper(1301),StateNo = [1390,1391]
Trigger2 = Helper(1301),Time >= 100
Trigger2 = Helper(1301),P2Dist X = [-80 - (EnemyNear(Var(58)),Vel X * 10),80 + (EnemyNear(Var(58)),Vel X * 10)]

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
TriggerAll = NumHelper(1300) = 1
TriggerAll = Helper(1300),StateNo = [1390,1391]
TriggerAll = Helper(1300),Time >= 100
TriggerAll = Helper(1300),P2Dist X = [-100 - (EnemyNear(Var(58)),Vel X * 10),100 + (EnemyNear(Var(58)),Vel X * 10)]
TriggerAll = EnemyNear(Var(58)),Pos Y >= -75 + (EnemyNear(Var(58)),Vel Y * 10)
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist <= 30 || FrontEdgeBodyDist <= 60
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 70
Trigger1 = StateNo = 420
Trigger1 = MoveContact || MoveReversed
Trigger2 = StateNo = 200
Trigger2 = AnimElemTime(5) >= 1
Trigger3 = Ctrl
Trigger3 = PrevStateNo = [200,499]

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
TriggerAll = NumHelper(1301) = 1
TriggerAll = Helper(1301),StateNo = [1390,1391]
TriggerAll = Helper(1301),Time >= 100
TriggerAll = Helper(1301),P2Dist X = [-100 - (EnemyNear(Var(58)),Vel X * 10),100 + (EnemyNear(Var(58)),Vel X * 10)]
TriggerAll = EnemyNear(Var(58)),Pos Y >= -75 + (EnemyNear(Var(58)),Vel Y * 10)
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist <= 30 || FrontEdgeBodyDist <= 60
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 70
Trigger1 = StateNo = 420
Trigger1 = MoveContact || MoveReversed
Trigger2 = StateNo = 200
Trigger2 = AnimElemTime(5) >= 1
Trigger3 = Ctrl
Trigger3 = PrevStateNo = [200,499]

;月を穿つ・弱
[State -3, AI]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateNo = [39,40]
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 8) = [45,70]
Trigger1 = Random = [Var(59) * 20,Var(59) * 30]
Trigger2 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = EnemyNear(Var(58)),MoveType = A
Trigger2 = EnemyNear(Var(58)),AnimTime <= -15
Trigger2 = EnemyNear(Var(58)),Time >= 40
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 8) = [40,80]
Trigger2 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 8) = [-130,-80]
Trigger2 = Random = [Var(59) * 40,Var(59) * 100]
Trigger3 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger3 = EnemyNear(Var(58)),StateType = A
Trigger3 = EnemyNear(Var(58)),MoveType != A
Trigger3 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 8) = [50,85]
Trigger3 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 8) = [-135,-90]
Trigger3 = Random = [Var(59) * 60,Var(59) * 75]

;月を穿つ・中
[State -3, AI]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5120]
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),Vel X > 3.0
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = EnemyNear(Var(58)),StateNo = [39,40]
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 15) = [55,75]
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 15) = [50,80]
Trigger2 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 10) = [-135,-75]
Trigger2 = Random > 1000 - Var(59) * 10

;月を穿つ・強
[State -3, AI]
Type = ChangeState
Value = 1120
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),StateNo = [225,228]
TriggerAll = (Var(40) = 0 && Power >= 1000) || Var(40) > 0
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = FrontEdgeBodyDist >= 110
Trigger1 = StateNo = 220
Trigger1 = MoveHit = [7,11]
Trigger1 = Random < Var(59) * 200

;獣を焦がす・強
[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
;TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = ((Life*100)/LifeMax) >= 40
TriggerAll = NumHelper(1300) = 0 && NumHelper(1301) = 0
TriggerAll = (Var(40) = 0 && Power >= 1000) || Var(40) > 0
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(53) = 3
TriggerAll = Ctrl
TriggerAll = Random < Var(59) * 200
Trigger1 = StateNo = 1209
Trigger2 = PrevStateNo = 1209

;------------------------------------------------------------------------------------------------
;移動系

;避け
[State -3, AI]
Type = ChangeState
Value = 8000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateNo != [800,899]
TriggerAll = EnemyNear(Var(58)),Pos Y >= -75 + (EnemyNear(Var(58)),Vel Y * 2)
TriggerAll = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 20) <= 0 
TriggerAll = !EnemyNear(Var(58)),HitDefAttr = SCA, AA, AT, AP
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [-30,75]
Trigger1 = EnemyNear(Var(58)),Time >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = EnemyNear(Var(58)),AnimTime = [-30,-25]
Trigger1 = Random < Var(59) * 2
Trigger2 = P2BodyDist X = [-30,60]
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = EnemyNear(Var(58)),Time <= 1
Trigger2 = EnemyNear(Var(58)),AnimTime <= -28
Trigger2 = Random > 1000 - Var(59) * 2

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 8) != [160,210]
TriggerAll = Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = !Helper(25000),InGuardDist
Trigger1 = EnemyNear(Var(58)),MoveType = I
Trigger1 = !EnemyNear(Var(58)),Ctrl
Trigger1 = P2BodyDist X >= 90
Trigger1 = Random = [Var(59) * 170,Var(59) * 200]
Trigger2 = EnemyNear(Var(58)),MoveType != A
Trigger2 = !EnemyNear(Var(58)),Ctrl
Trigger2 = P2BodyDist X >= 120
Trigger2 = Random = [Var(59) * 20,Var(59) * 60]
Trigger3 = EnemyNear(Var(58)),MoveType = I
Trigger3 = P2BodyDist X >= 150
Trigger3 = Random = [Var(59) * 100,Var(59) * 130]
Trigger4 = EnemyNear(Var(58)),StateType != A
Trigger4 = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger4 = P2BodyDist X = [30,140]
Trigger4 = Random > 1000 - Var(59) * 50
Trigger5 = EnemyNear(Var(58)),MoveType != A
Trigger5 = EnemyNear(Var(58)),BackEdgeBodyDist <= 25
Trigger5 = P2BodyDist X >= 75
Trigger5 = Random = [Var(59) * 20,Var(59) * 80]
Trigger6 = BackEdgeBodyDist <= 10
Trigger6 = P2BodyDist X = [-30,20]
Trigger6 = P2BodyDist Y <= -100
Trigger6 = Random = [Var(59) * 30,Var(59) * 80]
Trigger7 = NumHelper(1020) > 0
Trigger7 = EnemyNear(Var(58)),StateType = A
Trigger7 = EnemyNear(Var(58)),MoveType = H
Trigger7 = Random > 1000 - Var(59) * 100
Trigger8 = NumHelper(1300) > 0 || NumHelper(1301) > 0
Trigger8 = EnemyNear(Var(58)),MoveType = H
Trigger8 = PrevStateNo = 1360
Trigger8 = P2BodyDist X = [40,140]
Trigger8 = Random > 1000 - Var(59) * 100
Trigger9 = NumHelper(1030) > 0
Trigger9 = EnemyNear(Var(58)),MoveType = H
Trigger9 = EnemyNear(Var(58)),StateNo = [120,159]
Trigger9 = Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0
Trigger9 = Random > 1000 - Var(59) * 150

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(25) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl || (Vel X > 0 && StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 10) != [-85,85]
Trigger1 = Random < Var(59) * 4;5
Trigger2 = EnemyNear(Var(58)),MoveType = I
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 10) != [-100,135]
Trigger2 = Random < Var(59) * 10
Trigger3 = EnemyNear(Var(58)),StateType = A
Trigger3 = EnemyNear(Var(58)),MoveType = H
Trigger3 = EnemyNear(Var(58)),StateNo != [120,159]
Trigger3 = P2BodyDist X = [20,80]
Trigger3 = P2BodyDist Y = [-140,-80]
Trigger3 = EnemyNear(Var(58)),Vel Y >= 0
Trigger3 = Random < Var(59) * 100
Trigger4 = EnemyNear(Var(58)),StateNo = [705,706]
Trigger4 = EnemyNear(Var(58)),Pos Y <= -20
Trigger4 = Random < Var(59) * 200
Trigger5 = EnemyNear(Var(58)),StateType != A
Trigger5 = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger5 = P2BodyDist X = [90,140]
Trigger5 = Random < Var(59) * 15

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(25) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != [120,159]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = EnemyNear(Var(58)),HitDefAttr = SCA, AT
Trigger1 = EnemyNear(Var(58)),Time >= 30
Trigger1 = Random < Var(59) * 30

;エリアルジャンプ
[State -3, AI]
Type = ChangeState
Value = 7400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
Trigger1 = MoveHit = [1,2]
Trigger1 = StateNo = 213
Trigger1 = Random < Var(59) * 200

;2段ジャンプ
[State -3, AI]
Type = ChangeState
Value = 7200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(14) = 1
TriggerAll = StateType = A
Trigger1 = MoveHit
Trigger1 = StateNo = 620
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = P2BodyDist Y < 10
Trigger1 = Random < Var(59) * 200
Trigger2 = MoveContact
Trigger2 = StateNo = 600
Trigger2 = PrevStateNo = 600
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0 * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 3))) * 3 < -15
Trigger2 = Random > 1000 - Var(59) * 20
Trigger3 = Ctrl
Trigger3 = EnemyNear(Var(58)),StateType != A
Trigger3 = EnemyNear(Var(58)),PrevStateNo != [120,159]
Trigger3 = P2BodyDist X = [10,40]
Trigger3 = P2BodyDist Y = [60,85]
Trigger3 = Random < Var(59) * 5
Trigger4 = EnemyNear(Var(58)),Const(size.head.pos.y) > -50
Trigger4 = Vel Y >= 2.0
Trigger4 = MoveContact
Trigger4 = StateNo = 600
Trigger4 = PrevStateNo = 600

;空中復帰
[State -3, AI]
Type = ChangeState
Value = 8200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Vel Y > 0
TriggerAll = Pos Y < -10
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [5200,5210]
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger1 = P2BodyDist X = [-80,80]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) != [-75,75]
Trigger1 = Random < Var(59) * 40
Trigger2 = InGuardDist
Trigger2 = EnemyNear(Var(58)),MoveType = A
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) != [-90,90]
Trigger2 = Random < Var(59) * 30

;空中復帰
[State -3, AI]
Type = ChangeState
Value = 5210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [5200,5210]
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) != [-90,90]
Trigger1 = Random < Var(59) * 50

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Pos Y <= -33
TriggerAll = StateNo != [7400,7401]
Trigger1 = Ctrl
;Trigger1 = EnemyNear(Var(58)),StateNo != [120,159]
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) = [75,120]
Trigger1 = Random > 1000 - Var(59) * 100
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = EnemyNear(Var(58)),BackEdgeBodyDist <= 25
Trigger2 = (EnemyNear(Var(58)),StateNo = [120,159]) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger2 = P2BodyDist X = [80,130]
Trigger2 = Random > 1000 - Var(59) * 70

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = Pos Y <= -33
TriggerAll = P2BodyDist X != [-40,40]
TriggerAll = StateNo != [7400,7401]
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != 2
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 8) = [85,160]
Trigger1 = Random = [Var(59) * 20,Var(59) * 50]
Trigger2 = Var(31) = 1
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != 2
Trigger2 = P2BodyDist X > 150 + (EnemyNear(Var(58)),Vel X * 8)
Trigger2 = Random > 1000 - Var(59) * 30
Trigger3 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != 2
Trigger3 = P2BodyDist X > 120 + (EnemyNear(Var(58)),Vel X * 8)
Trigger3 = Pos Y = [-40,-33]
Trigger3 = Random = [Var(59) * 110,Var(59) * 140]
Trigger4 = Enemy,NumHelper > Helper(25000),Var(0) || Enemy,NumProj > Helper(25000),Var(1) || Helper(25000),Var(2) = 1
Trigger4 = P2BodyDist X > 120 + (EnemyNear(Var(58)),Vel X * 8)
Trigger4 = Pos Y <= -75
Trigger4 = Random = [Var(59) * 120,Var(59) * 140]
Trigger5 = EnemyNear(Var(58)),BackEdgeBodyDist >= 40
Trigger5 = P2BodyDist X = [60,85]
Trigger5 = Pos Y = [-Const(size.head.pos.y),-Const(size.head.pos.y)+(-15)]
Trigger5 = Random > 1000 - Var(59) * 5
Trigger6 = StateNo = 8200 && Ctrl
Trigger6 = FrontEdgeBodyDist >= 80
Trigger6 = Facing * EnemyNear(Var(58)),Facing != -1
Trigger6 = P2BodyDist X < 0
Trigger6 = Random = [Var(59) * 100,Var(59) * 200]

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = Pos Y <= -33
TriggerAll = StateNo != [7400,7401]
Trigger1 = StateNo = 5210 && Ctrl
Trigger1 = BackEdgeBodyDist < 5
Trigger1 = EnemyNear(Var(58)),FrontEdgeBodyDist < 5
Trigger1 = P2BodyDist X = [-35,10]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) != [-100,100]
Trigger1 = Random = [Var(59) * 100,Var(59) * 200]

;バックステップ
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist >= 30
TriggerAll = !(EnemyNear(Var(58)),MoveType = I && !(EnemyNear(Var(58)),Ctrl))
TriggerAll = NumHelper(25000) > 0
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != [2,3]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger1 = P2BodyDist X = [50,150]
Trigger1 = Random > 1000 - Var(59) * 4
Trigger2 = EnemyNear(Var(58)),Ctrl
Trigger2 = EnemyNear(Var(58)),Vel Y > 2.0
Trigger2 = P2BodyDist X = [-20,10]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) >= -100
Trigger2 = Random > 1000 - Var(59) * 20
Trigger3 = EnemyNear(Var(58)),MoveType = A
Trigger3 = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
Trigger3 = P2BodyDist X = [20,70]
Trigger3 = P2BodyDist Y = [-70,0]
Trigger3 = Random > 1000 - Var(59) * 2
Trigger4 = EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),MoveType = A && P2BodyDist X = [-5,50]
Trigger4 = EnemyNear(Var(58)),Time >= 40
Trigger4 = Random > 1000 - Var(59) * 20

;空中バックダッシュ
[State -3, AI]
Type = ChangeState
Value = 7110
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = StateNo != [7400,7401]
TriggerAll = Pos Y <= -33
TriggerAll = Ctrl
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist >= 30
TriggerAll = Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != [2,3]
TriggerAll = !(EnemyNear(Var(58)),MoveType = I && !(EnemyNear(Var(58)),Ctrl))
Trigger1 = EnemyNear(Var(58)),MoveType != H
Trigger1 = P2BodyDist X = [60,150]
Trigger1 = Random = [Var(59) * 50,Var(59) * 65]
Trigger2 = P2BodyDist X = [-20,0]
Trigger2 = P2BodyDist Y = [50,90]
Trigger2 = Random > 1000 - Var(59) * 60
Trigger3 = EnemyNear(Var(58)),MoveType != H
Trigger3 = Var(31) = -1
Trigger3 = Random > 1000 - Var(59) * 10
Trigger4 = EnemyNear(Var(58)),MoveType != H
Trigger4 = P2BodyDist X >= 60
Trigger4 = Pos Y = [-43,-33]
Trigger4 = Random = [Var(59) * 120,Var(59) * 130]
Trigger5 = Var(14) = -1
Trigger5 = EnemyNear(Var(58)),MoveType != H
Trigger5 = P2BodyDist X - (Vel X * 3) - (EnemyNear(Var(58)),Vel X * 3) = [-20,50]
Trigger5 = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-50,50]
Trigger5 = Random > 1000 - Var(59) * 50
Trigger6 = EnemyNear(Var(58)),HitDefAttr = SCA, AT
Trigger6 = Random = [Var(59) * 100,Var(59) * 130]

;------------------------------------------------------------------------------------------------
;防御系

;ガードキャンセルシールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
;TriggerAll = MoveType = H
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = HitShakeOver = 0
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = PrevStateNo = [150,153]
TriggerAll = P2BodyDist X = [-5,75]
;TriggerAll = EnemyNear(Var(58)),Time <= 1 || EnemyNear(Var(58)),Time >= 10
Trigger1 = Var(40) > 0 || (Var(40) = 0 && Power >= 1500)
Trigger1 = Time <= 6
Trigger1 = Random > 1000 - Var(59) * 1
Trigger2 = Var(40) = 0
Trigger2 = Power >= 1750
Trigger2 = Helper(25000),Var(28) > 0
Trigger2 = FVar(21) >= 2000
Trigger2 = FVar(26) >= Life + 100
Trigger2 = ((Life*100)/LifeMax) <= 30
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 60
Trigger2 = Random > 1000 - Var(59) * 5
Trigger3 = Var(40) > 0
Trigger3 = Helper(25000),Var(28) > 0
Trigger3 = Random > 1000 - Var(59) * 5

;ガード
[State -3, AI]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateNo != [120,155]
TriggerAll = !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101 || (StateNo = 106 && Time >= 2)
TriggerAll = Random < Helper(25000),Var(56) * 10
Trigger1 = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP || InGuardDist
Trigger2 = InGuardDist
Trigger2 = Enemy,NumHelper > Helper(25000),Var(0) || Enemy,NumProj > Helper(25000),Var(1) || Helper(25000),Var(2) = 2
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),InGuardDist
Trigger3 = (P2BodyDist X = [-50,75]) || Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0
Trigger4 = NumHelper(25000) > 0
Trigger4 = Helper(25000),InGuardDist
Trigger4 = Helper(25000),Var(2) > 1

;立ちシールド
[State -3, AI]
Type = ChangeState
Value = 7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = !(Helper(25000),FVar(19) = 11 && Helper(25000),FVar(15) > 20)
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [-45,60 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 4) + (EnemyNear(Var(58)),Vel Y * 4) = [-60,50]
Trigger1 = Var(40) != 3
Trigger1 = Random < Helper(25000),Var(57) * 8
Trigger2 = Var(40) = 3
Trigger2 = Random < Helper(25000),Var(57) * 9
IgnoreHitPause = 1

;屈みシールド
[State -3, AI]
Type = ChangeState
Value = 7510
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = C, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X = [-45,60 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
Trigger1 = P2BodyDist Y = [-50,50]
Trigger1 = Random < Helper(25000),Var(57) * 8
IgnoreHitPause = 1

;空中シールド
[State -3, AI]
Type = ChangeState
Value = 7520
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = !(Helper(25000),FVar(19) = 11 && Helper(25000),FVar(15) > 20)
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl)
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [-45,70 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 4) + (EnemyNear(Var(58)),Vel Y * 4) = [-50,60]
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = Random < Helper(25000),Var(57) * 8
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = Random < Helper(25000),Var(57) * 8
IgnoreHitPause = 1

;シールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [0,60]
Trigger1 = Random < Ceil(Helper(25000),Var(57) * 0.75);(Var(59) = 5 && (Random = [935,999]

;色々手を加えたガード？
;[State -3, AI]
;Type = ChangeState
;Value = 120
;TriggerAll = Var(59) = [1,5]
;TriggerAll = StateNo != [120,155]
;TriggerAll = Ctrl || StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))
;TriggerAll = IfElse(Facing * (EnemyNear(Var(58)),Facing) * P2Dist X > 0,(Abs(P2Dist X) <= 45), 1)
;TriggerAll = Random < Helper(25000),Var(56) * 10
;Trigger1 = InGuardDist || (Facing * (EnemyNear(Var(58)),Facing) * P2Dist X > 0 && EnemyNear(Var(58)),MoveType = A)
;Trigger1 = EnemyNear(Var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(Var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
;Trigger2 = InGuardDist || Facing * (EnemyNear(Var(58)),Facing) * P2Dist X > 0
;Trigger2 = Enemy,NumProj > 0
;Trigger3 = EnemyNear(Var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(Var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
;Trigger3 = P2BodyDist X < 0
;Trigger4 = EnemyNear(Var(58)),Vel X > 0
;Trigger4 = EnemyNear(Var(58)),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(Var(58)),HitDefAttr = A,NA,SA,HA,NP,SP,HP
;Trigger5 = InGuardDist || (Facing * (EnemyNear(Var(58)),Facing) * P2Dist X > 0 && EnemyNear(Var(58)),MoveType = A)

;開放
[State -3, AI]
Type = ChangeState
Value = 7800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = FVar(26) >= Life + 100
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != 812
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5199]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0)
TriggerAll = Helper(25000),Var(2) = 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl
TriggerAll = P2BodyDist X > -10
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 15) != [10,170]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 15) >= -60
TriggerAll = Random > 1000 - Var(59) * 50
Trigger1 = Var(40) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 20
Trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger2 = Var(40) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 25
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger3 = Var(40) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(40) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;開放
[State -3, AI]
Type = ChangeState
Value = 7800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = FVar(26) >= Life + 100
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),Pos Y <= -50
TriggerAll = (EnemyNear(Var(58)),StateNo = [5000,5099]) || (EnemyNear(Var(58)),StateNo = [5600,5799])
TriggerAll = NumHelper(25000) > 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = !EnemyNear(Var(58)),CanRecover
TriggerAll = Ctrl
TriggerAll = Random > 1000 - Var(59) * 60
Trigger1 = Var(40) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 40
Trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger2 = Var(40) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 35
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger3 = Var(40) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(40) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;開放
[State -3, AI]
Type = ChangeState
Value = 7800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = FVar(26) >= Life + 100
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) = 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl
TriggerAll = P2BodyDist X != [-120,120]
TriggerAll = Random > 1000 - Var(59) * 70
Trigger1 = Var(40) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 40
Trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger2 = Var(40) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 35
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger3 = Var(40) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(40) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;サーキットスパーク
[State -3, AI]
Type = ChangeState
Value = 8100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(40) = 1
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = MoveType = H
TriggerAll = StateType != A
TriggerAll = StateType != L
TriggerAll = StateNo = [5000,5099]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),PrevStateNo >= 200
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,799]) || ((EnemyNear(Var(58)),StateNo = [1000,2999]) && (EnemyNear(Var(58)),StateTime >= 60 - (Var(59) * 3)))
TriggerAll = ((Life*100)/LifeMax) < 45
TriggerAll = (((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) - ((Life*100)/LifeMax)) = [-35,35]
Trigger1 = Time = [1,10-Var(59)]
Trigger1 = GetHitVar(hitcount) = [2,6]
Trigger1 = GetHitVar(hitshaketime) > 0
Trigger1 = P2BodyDist X = [-60,60]
Trigger1 = P2BodyDist Y >= -75
Trigger1 = Random > 1000 - Var(59) * Var(59) * 20
;開放当てようとしたらサキスパになっちゃったみたいな感じでー
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = Time = [1,6-Var(59)]
Trigger2 = GetHitVar(hitcount) = 1
Trigger2 = GetHitVar(hitshaketime) > 0
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 10) != [-60,60]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 10) >= -60
Trigger2 = Random > 970 + Var(59) * Var(59)

;立ちシールド(飛び道具反応)
[State -3, AI]
Type = ChangeState
Value = 7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
TriggerAll = NumHelper(25000) > 0
TriggerAll = Enemy,NumHelper > Helper(25000),Var(0)
TriggerAll = InGuardDist
TriggerAll = Random < Helper(25000),Var(57) * 9
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(3) = 1
Trigger1 = Helper(25000),FVar(1) + (Vel X * 2) = [Ceil(Helper(25000),FVar(2))-4,Ceil(Helper(25000),FVar(2))-2]
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),FVar(7) = 1
Trigger2 = Helper(25000),FVar(5) + (Vel X * 2) = [Ceil(Helper(25000),FVar(6))-4,Ceil(Helper(25000),FVar(6))-2]
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),FVar(11) = 1
Trigger3 = Helper(25000),FVar(9) + (Vel X * 2) = [Ceil(Helper(25000),FVar(10))-4,Ceil(Helper(25000),FVar(10))-2]
IgnoreHitPause = 1

;立ちシールド(飛び道具反応・連続シールド)
[State -3, AI]
Type = ChangeState
Value = IfElse(StateType = S, 7510, IfElse(StateType = C, 7510, 7520));7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(40) != 3
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = Enemy,NumHelper > Helper(25000),Var(0)
TriggerAll = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
TriggerAll = StateNo = 7501 && Time < 10
TriggerAll = Random < Helper(25000),Var(57) * 8
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(3) = 1
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),FVar(7) = 1
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),FVar(11) = 1
IgnoreHitPause = 1

;立ちシールド(判定持続攻撃・連続シールド)
[State -3, AI]
Type = ChangeState
Value = IfElse(StateType = S, 7510, IfElse(StateType = C, 7510, 7520));7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 2
TriggerAll = Var(40) != 3
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
TriggerAll = (StateNo = 7501 || StateNo = 7502) && Time < 10
TriggerAll = Random < Helper(25000),Var(57) * 8
Trigger1 = EnemyNear(Var(58)),StateNo = Floor(Helper(25000),FVar(31))
Trigger2 = EnemyNear(Var(58)),StateNo = Floor(Helper(25000),FVar(32))
Trigger3 = EnemyNear(Var(58)),StateNo = Floor(Helper(25000),FVar(33))
IgnoreHitPause = 1

;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
;Akiha_Tohno A.I. (ReACT Mode)
;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------

;空振り認識
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 1
Trigger1 = FVar(38) != 0
Trigger1 = Enemy,TeamMode = Turns
Trigger1 = RoundState = [0,1]
FV = 38
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 1
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),StateNo != [120,159]
Trigger1 = StateNo = 211 && AnimElemTime(4) = 0
Trigger1 = !MoveHit
FV = 38
Value = P2BodyDist X
IgnoreHitPause = 1

;ダウン追い討ちコンボ・空振り
[State -3, AI]
Type = VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 1
Trigger1 = FVar(39) != 0
Trigger1 = Enemy,TeamMode = Turns
Trigger1 = RoundState = [0,1]
FV = 39
Value = 0
IgnoreHitPause = 1

[State -3, AI]
Type = Null;VarSet
TriggerAll = Var(59) > 0
TriggerAll = Var(51)%10 = 1
Trigger1 = FVar(39) = 0
FV = 39
Value = 0
IgnoreHitPause = 1

;------------------------------------------------------------------------------------------------
;アークドライブ＆ラストアーク

;赤手・焔華
[State -3, AI]
Type = ChangeState
Value = 7900
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = S
TriggerAll = Alive
Trigger1 = Var(40) = 3
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = AnimElemTime(1) = 1

;赤主・檻髪
[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(40) > 0
TriggerAll = NumHelper(2015) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != [709,710]
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5122]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-5,6 + ((Vel X > 1.5) * (Vel X * 3)) + (EnemyNear(Var(58)),Vel X * 2)]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) = [-50,0]
Trigger1 = Random < Var(59) * 100
Trigger2 = PrevStateNo = [5110,5122]
Trigger2 = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),PrevStateNo = [200,699]) || (!EnemyNear(Var(58)),HitDefAttr = SCA, HA, HT, HP)
Trigger2 = Random < Var(59) * 50

;赤主・檻髪
[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = NumHelper(2015) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != [709,710]
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5122]
Trigger1 = Var(40) > 0
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = StateNo = 220
Trigger1 = MoveHit
Trigger1 = Random < Var(59) * 200

;------------------------------------------------------------------------------------------------
;必殺技(優先順位・高)

;赫訳･紅葉・強
[State -3, AI]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 310 && AnimElemTime(5) > 0
Trigger1 = P2BodyDist X = [-5,42]
Trigger1 = Random < Var(59) * 70

;獣を焦がす・強
[State -3, AI]
Type = ChangeState
Value = 1320
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(40) > 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = ((Life*100)/LifeMax) >= 50
TriggerAll = NumHelper(1300) = 0 && NumHelper(1301) = 0
Trigger1 = StateNo = 7630 || StateNo = 7631
Trigger1 = MoveHit
Trigger1 = Random < Var(59) * 50

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Pos Y <= -33
TriggerAll = StateNo != [7400,7401]
Trigger1 = MoveHit
Trigger1 = Var(14) = -1
Trigger1 = StateNo = 620
Trigger1 = Random > 1000 - Var(59) * 200
Trigger2 = MoveHit
Trigger2 = Var(14) != -1
Trigger2 = StateNo = 620
Trigger2 = P2BodyDist Y > -15
Trigger2 = Random > 1000 - Var(59) * 150
Trigger3 = MoveHit
Trigger3 = Var(14) != -1
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),Var(53) = 4 || P2BodyDist Y > 10
Trigger3 = StateNo = 610 && AnimElemTime(6) > 0
Trigger3 = Random > 1000 - Var(59) * 150

;----------------------------------------------------------------------------------------------
;投げ

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = (EnemyNear(Var(58)),StateType = S) || (EnemyNear(Var(58)),StateType = C)
TriggerAll = EnemyNear(Var(58)),MoveType != H || (EnemyNear(Var(58)),MoveType = H && EnemyNear(Var(58)),HitShakeOver = 1 && (EnemyNear(Var(58)),StateNo = [120,155]))
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),StateNo != [150,155]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(46) = 0 || (Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46))
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || (Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))) && StateNo = 7501
TriggerAll = P2BodyDist X = [-5,6]
TriggerAll = Facing*EnemyNear(Var(58)),Facing = -1
TriggerAll = Random < Var(59) * 90
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
Trigger3 = PrevStateNo = [200,399]
Trigger4 = EnemyNear(Var(58)),PrevStateNo = [120,159]
Trigger5 = !EnemyNear(Var(58)),Ctrl
Trigger5 = !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Trigger5 = EnemyNear(Var(58)),Time <= 1
Trigger6 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger6 = EnemyNear(Var(58)),Time >= Ceil(60 * Helper(25000),FVar(39))
Trigger7 = Helper(25000),FVar(38) <= 60
Trigger7 = EnemyNear(Var(58)),MoveType != A || (EnemyNear(Var(58)),PrevStateNo = [140,159])

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = (EnemyNear(Var(58)),StateType = S) || (EnemyNear(Var(58)),StateType = C)
TriggerAll = EnemyNear(Var(58)),MoveType != H || (EnemyNear(Var(58)),MoveType = H && EnemyNear(Var(58)),HitShakeOver = 1 && (EnemyNear(Var(58)),StateNo = [120,155]))
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),StateNo != [150,155]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || (Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))) && StateNo = 7501
TriggerAll = P2BodyDist X = [-5,6]
TriggerAll = Facing*EnemyNear(Var(58)),Facing = -1
TriggerAll = Random < Var(59) * 90
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
Trigger3 = PrevStateNo = [200,399]
Trigger4 = EnemyNear(Var(58)),PrevStateNo = [120,159]
Trigger5 = !EnemyNear(Var(58)),Ctrl
Trigger5 = !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Trigger5 = EnemyNear(Var(58)),Time <= 1
Trigger6 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger6 = EnemyNear(Var(58)),Time >= Ceil(60 * Helper(25000),FVar(39))
Trigger7 = Helper(25000),FVar(38) <= 60
Trigger7 = EnemyNear(Var(58)),MoveType != A || (EnemyNear(Var(58)),PrevStateNo = [140,159])

;空中投げ
[State -3, AI]
Type = ChangeState
Value = 810
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(28) < 3
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [120,155]
TriggerAll = P2BodyDist X = [-10,25 + (Vel X * 2) + (EnemyNear(Var(58)),Vel X * 2)]
TriggerAll = P2BodyDist Y = [-70,30]
TriggerAll = Pos Y < -40
TriggerAll = Ctrl
TriggerAll = Random < Var(59) * 100
Trigger1 = EnemyNear(Var(58)),MoveType != A || (EnemyNear(Var(58)),PrevStateNo = [140,159])
Trigger1 = EnemyNear(Var(58)),Ctrl || (PrevStateNo = [120,159])
Trigger2 = !(EnemyNear(Var(58)),Ctrl)
Trigger2 = !(EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;------------------------------------------------------------------------------------------------
;EXシールド後

;シールドカウンター(立ち)
[State -3 ,AI]
Type = ChangeState
Value = 7600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
Trigger1 = Anim = 7502 && StateNo = 7501
Trigger1 = P2BodyDist X = [-5,80]
Trigger1 = !EnemyNear(Var(58)),Ctrl
Trigger1 = EnemyNear(Var(58)),AnimTime <= -18
Trigger1 = Random > 1000 - Var(59) * 50

;シールドカウンター(しゃがみ)
[State -3 ,AI]
Type = ChangeState
Value = 7610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = C
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = 7512 && StateNo = 7501
Trigger1 = EnemyNear(Var(58)),BackEdgeBodyDist >= 25
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = !EnemyNear(Var(58)),Ctrl
Trigger1 = EnemyNear(Var(58)),AnimTime <= -22
Trigger1 = Random > 1000 - Var(59) * 75

;シールドカウンター(空中)
[State -3 ,AI]
Type = ChangeState
Value = 7620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Anim = 7522 && StateNo = 7501
TriggerAll = P2BodyDist X = [-5,35]
TriggerAll = Random > 1000 - Var(59) * 50
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = Pos Y >= EnemyNear(Var(58)),Const(size.head.pos.y) - 5
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-90,10]

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 2) - (EnemyNear(Var(58)),Vel X * 2) = [-30,40]
Trigger1 = Random < Var(59) * 50

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),Pos Y >= -70
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X - (EnemyNear(Var(58)),Vel X * 2) >= 0
Trigger1 = P2BodyDist X - (Vel X * 2) - (EnemyNear(Var(58)),Vel X * 2) = [-35,35]
Trigger1 = Random < Var(59) * 50

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear(Var(58)),Vel X * 3) = [45,75]
Trigger1 = Random < Var(59) * 60

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 3) - (EnemyNear(Var(58)),Vel X * 3) = [-35,35]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-20,70]
Trigger1 = Random < Var(59) * 50

;空中中
[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(11) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 2) - (EnemyNear(Var(58)),Vel X * 2) = [-35,40]
Trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-30,35]
Trigger1 = Random < Var(59) * 50

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
Trigger1 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger1 = StateNo = 7501
Trigger1 = P2Dist X >= 0
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) = [25,35]
Trigger1 = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(58)),Vel Y * 7) = [-90,-20]
Trigger1 = Random < Var(59) * 60

;------------------------------------------------------------------------------------------------
;溜め・硬直反応系

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(Var(58)),MoveType = I
TriggerAll = EnemyNear(Var(58)),StateNo >= 200
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5120,5199]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(58)),Time >= Ceil((40 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [0,30]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 >= -65
Trigger1 = Random < Var(59) * 200

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = I
TriggerAll = EnemyNear(Var(58)),StateNo >= 200
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5120,5199]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(58)),Time >= Ceil((40 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [40,90]
Trigger1 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 8) >= -50
Trigger1 = Random < Var(59) * 200

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(58)),MoveType = I
TriggerAll = EnemyNear(Var(58)),StateNo >= 200
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5122]
TriggerAll = EnemyNear(Var(58)),PrevStateNo != [5120,5122]
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = EnemyNear(Var(58)),Time >= Ceil((40 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
TriggerAll = Ctrl
Trigger1 = Var(40) = 0
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) >= 130
Trigger1 = Random < Var(59) * 200
Trigger2 = Var(40) > 0
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [60,170]
Trigger2 = Random < Var(59) * 200
Trigger3 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger3 = P2BodyDist X != [-5,6]
Trigger3 = Random < Helper(25000),Var(58) * 10

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((55 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))) || StateNo = 101
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [40,90]
Trigger1 = EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 8) >= -50
Trigger1 = Random < Var(59) * 200

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((55 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
TriggerAll = Ctrl
Trigger1 = Var(40) = 0 && Power < 1000
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) >= 130
Trigger1 = Random < Var(59) * 200
Trigger2 = (Var(40) = 0 && Power >= 1000) || Var(40) > 0
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [60,180]
Trigger2 = Random < Var(59) * 200
Trigger3 = Floor(FVar(36)) = EnemyNear(Var(58)),Anim
Trigger3 = P2BodyDist X != [-5,6]
Trigger3 = Random < Helper(25000),Var(58) * 10

;赫訳･紅葉・中
[State -3, AI]
Type = ChangeState
Value = 1210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = !(EnemyNear(Var(58)),Ctrl)
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(37) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((65 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) = [70,120]
Trigger1 = Random < Var(59) * 200

;月を穿つ・強
[State -3, AI]
Type = ChangeState
Value = 1120
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = (Var(40) = 0 && Power >= 1000) || Var(40) > 0
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),AnimTime <= -30
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil((65 - (Var(59) * Var(59))) + (60 * Helper(25000),FVar(39)))
Trigger1 = Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) >= 180
Trigger1 = EnemyNear(Var(58)),StateType != A || EnemyNear(Var(58)),Pos Y + (EnemyNear(Var(58)),Vel Y * 20) < -50
Trigger1 = Random < Var(59) * 200

;------------------------------------------------------------------------------------------------
;タッグ専用行動

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = NumPartner
TriggerAll = Partner,Life > 0 && Partner,Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = !InGuardDist
TriggerAll = Ctrl
TriggerAll = P2BodyDist X != [-100,100]
TriggerAll = Random < Var(59) * 50
Trigger1 = NumHelper(1300) = 1
Trigger1 = Helper(1300),StateNo = [1390,1391]
Trigger1 = Helper(1300),Time >= 100
Trigger1 = Helper(1300),P2Dist X = [-85,85]
Trigger2 = NumHelper(1301) = 1
Trigger2 = Helper(1301),StateNo = [1390,1391]
Trigger2 = Helper(1301),Time >= 100
Trigger2 = Helper(1301),P2Dist X = [-85,85]

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = NumPartner
Trigger1 = Partner,Life > 0 && Partner,Alive
Trigger1 = Partner,MoveType = H
Trigger1 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger1 = Facing*EnemyNear(Var(58)),Facing != -1
Trigger1 = P2BodyDist X = [-10,35 + (EnemyNear(Var(58)),Vel X * 2)]
Trigger1 = Random < Var(59) * 50

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = NumPartner
Trigger1 = Partner,Life > 0 && Partner,Alive
Trigger1 = Partner,MoveType = H
Trigger1 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger1 = Facing*EnemyNear(Var(58)),Facing != -1
Trigger1 = P2BodyDist X = [30,80]
Trigger1 = Random < Var(59) * 30

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(6) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = NumPartner
Trigger1 = Partner,Life > 0 && Partner,Alive
Trigger1 = Partner,MoveType = H
Trigger1 = (Partner,StateNo = [120,199]) || ((Partner,StateNo = [5000,5099]) && (Partner,Anim = [5000,5099]))
Trigger1 = Facing*EnemyNear(Var(58)),Facing != -1
Trigger1 = P2BodyDist X = [20,70]
Trigger1 = EnemyNear(Var(58)),Pos Y >= -50
Trigger1 = Random > 1000 - Var(59) * 30

;------------------------------------------------------------------------------------------------
;切り替えし系 (Helper(25000),Var(55) = 0)

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [30,75]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 = [-35,0]
TriggerAll = EnemyNear(Var(58)),AnimTime <= -5
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.225 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random < Var(59) * 30
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 40

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateType = C
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-5,35 + (EnemyNear(Var(58)),Vel X * 2)]
TriggerAll = EnemyNear(Var(58)),AnimTime < -6
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.225 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random < Var(59) * 30
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 40

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-5,30 + (EnemyNear(Var(58)),Vel X * 4)]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 5 = [-60,-10]
TriggerAll = EnemyNear(Var(58)),AnimTime < -5
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.225 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random < Var(59) * 30
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 40

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = MoveType = I
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateType = S
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),P2StateNo != [120,155]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = P2BodyDist X = [-5,15]
TriggerAll = EnemyNear(Var(58)),AnimTime < -3
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.25 + Helper(25000),FVar(39)))
TriggerAll = (Helper(25000),Var(46) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)) || (Helper(25000),Var(47) > 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger1 = Random > 1000 - Var(59) * 30
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 40

;赫訳･紅葉・強
[State -3, AI]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,50]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.30 + Helper(25000),FVar(39)))
Trigger1 = Random < Var(59) * 20
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 20

;鳥を落とす・強
[State -3, AI]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,80]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.275 + Helper(25000),FVar(39)))
Trigger1 = Random > 1000 - Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 15

;シールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-10,75]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.275 + Helper(25000),FVar(39)))
Trigger1 = Random < Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 15

;バックステップ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = EnemyNear(Var(58)),Vel X < 3
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = EnemyNear(Var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.30 + Helper(25000),FVar(39)))
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 10

;ジャンプ回避
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * (0.25 + Helper(25000),FVar(39)))
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 10

;------------------------------------------------------------------------------------------------
;切り替えし系 (Helper(25000),Var(55) > 0)

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != C
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [30,75]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 = [-35,0]
TriggerAll = EnemyNear(Var(58)),AnimTime <= -5
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random < Var(59) * 30
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random < Var(59) * 30
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random < Var(59) * 30
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random < Var(59) * 40
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random < Var(59) * 40
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random < Var(59) * 40
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 5
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random < Var(59) * 40
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 5
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random < Var(59) * 40

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateType = C
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 2) = [-10,35]
TriggerAll = EnemyNear(Var(58)),AnimTime <= -5
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random < Var(59) * 30
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random < Var(59) * 30
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random < Var(59) * 30
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random < Var(59) * 40
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random < Var(59) * 40
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random < Var(59) * 40
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 4
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random < Var(59) * 40
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 4
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random < Var(59) * 40

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-5,30 + (EnemyNear(Var(58)),Vel X * 4)]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0) * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 2)) * 4 = [-60,-10]
TriggerAll = EnemyNear(Var(58)),AnimTime <= -5
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random < Var(59) * 30
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random < Var(59) * 30
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random < Var(59) * 30
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random < Var(59) * 40
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random < Var(59) * 40
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random < Var(59) * 40
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 4
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random < Var(59) * 40
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) != 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 4
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random < Var(59) * 40

;地上投げ
[State -3, AI]
Type = ChangeState
Value = 800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = MoveType = I
TriggerAll = StateType = S
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),StateType = S
TriggerAll = EnemyNear(Var(58)),StateNo != 200
TriggerAll = EnemyNear(Var(58)),StateNo != 300
TriggerAll = EnemyNear(Var(58)),P2StateNo != [120,155]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = !EnemyNear(Var(58)),Ctrl
TriggerAll = P2BodyDist X = [-5,15]
TriggerAll = EnemyNear(Var(58)),AnimTime <= -3
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(54) = 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(36) = 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Helper(25000),Var(46) = 0
Trigger1 = Random > 1000 - Var(59) * 30
Trigger2 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger2 = Random > 1000 - Var(59) * 30
Trigger3 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger3 = Random > 1000 - Var(59) * 30
Trigger4 = Helper(25000),Var(46) = 0
Trigger4 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger4 = Random > 1000 - Var(59) * 40
Trigger5 = Helper(25000),Var(46) > 0 && Helper(25000),Var(47) = 0 && EnemyNear(Var(58)),StateNo != Helper(25000),Var(46)
Trigger5 = Helper(25000),Var(25) = 0
Trigger5 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger5 = Random > 1000 - Var(59) * 40
Trigger6 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo != Helper(25000),Var(46) && EnemyNear(Var(58)),StateNo != Helper(25000),Var(47))
Trigger6 = Helper(25000),Var(26) = 0
Trigger6 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger6 = Random > 1000 - Var(59) * 40
Trigger7 = Helper(25000),Var(46) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(46))
Trigger7 = Helper(25000),Var(25) != 0
Trigger7 = Helper(25000),Var(25) - EnemyNear(Var(58)),Time > 3
Trigger7 = PrevStateNo = [5000,5270]
Trigger7 = Random > 1000 - Var(59) * 40
Trigger8 = Helper(25000),Var(47) > 0 && (EnemyNear(Var(58)),StateNo = Helper(25000),Var(47))
Trigger8 = Helper(25000),Var(26) = 0
Trigger8 = Helper(25000),Var(26) - EnemyNear(Var(58)),Time > 3
Trigger8 = PrevStateNo = [5000,5270]
Trigger8 = Random > 1000 - Var(59) * 40

;赫訳･紅葉・強
[State -3, AI]
Type = ChangeState
Value = 1220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,50]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random < Var(59) * 20
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 20

;鳥を落とす・強
[State -3, AI]
Type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-5,80]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random > 1000 - Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 15

;シールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 3) = [-10,75]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random < Var(59) * 15
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 15

;バックステップ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = EnemyNear(Var(58)),Vel X < 3
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = EnemyNear(Var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random < Var(59) * 10
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 10

;ジャンプ回避
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(55) > 0
TriggerAll = Helper(25000),FVar(15) >= Ceil(60 * Helper(25000),FVar(39))
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159])
Trigger2 = Random > 1000 - Var(59) * 10

;------------------------------------------------------------------------------------------------
;学習反応系

;バックステップ回避
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = (EnemyNear(Var(58)),StateNo = [200,699]) || (EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = EnemyNear(Var(58)),Vel X < 3
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = EnemyNear(Var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = Random < Helper(25000),Var(58) * 8
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(5)
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(6)
Trigger3 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(7)
Trigger4 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(8)
Trigger5 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(9)

;ジャンプ回避
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Random > 1000 - Helper(25000),Var(58) * 8
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(5)
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(6)
Trigger3 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(7)
Trigger4 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(8)
Trigger5 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(9)

;立ちシールド
[State -3, AI]
Type = ChangeState
Value = 7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [-50,100 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-60,60]
Trigger1 = Helper(25000),Var(23) != 0
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(23)
Trigger1 = EnemyNear(Var(58)),Time >= Helper(25000),Var(43) - 2
Trigger1 = Random < Helper(25000),Var(57) * 10
Trigger2 = Helper(25000),Var(24) != 0
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(24)
Trigger2 = EnemyNear(Var(58)),Time >= Helper(25000),Var(44) - 2
Trigger2 = Random < Helper(25000),Var(57) * 10
IgnoreHitPause = 1

;しゃがみシールド
[State -3, AI]
Type = ChangeState
Value = 7510
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = C, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [-50,100 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-60,60]
Trigger1 = Helper(25000),Var(23) != 0
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(23)
Trigger1 = EnemyNear(Var(58)),Time >= Helper(25000),Var(43) - 2
Trigger1 = Random < Helper(25000),Var(57) * 10
Trigger2 = Helper(25000),Var(24) != 0
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(24)
Trigger2 = EnemyNear(Var(58)),Time >= Helper(25000),Var(44) - 2
Trigger2 = Random < Helper(25000),Var(57) * 10
IgnoreHitPause = 1

;空中シールド
[State -3, AI]
Type = ChangeState
Value = 7520
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl)
TriggerAll = InGuardDist
TriggerAll = P2BodyDist X = [-45,90 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-50,90]
Trigger1 = Helper(25000),Var(20) != 0
Trigger1 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(20)
Trigger1 = EnemyNear(Var(58)),Time >= Helper(25000),Var(40) - 2
Trigger1 = Random < Helper(25000),Var(57) * 10
Trigger2 = Helper(25000),Var(21) != 0
Trigger2 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(21)
Trigger2 = EnemyNear(Var(58)),Time >= Helper(25000),Var(41) - 2
Trigger2 = Random < Helper(25000),Var(57) * 10
Trigger3 = Helper(25000),Var(22) != 0
Trigger3 = EnemyNear(Var(58)),StateNo = Helper(25000),Var(22)
Trigger3 = EnemyNear(Var(58)),Time >= Helper(25000),Var(42) - 2
Trigger3 = Random < Helper(25000),Var(57) * 10
IgnoreHitPause = 1

;------------------------------------------------------------------------------------------------
;起き攻め系

;赤主・檻髪
[State -3, AI]
Type = ChangeState
Value = 2000
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(40) > 0
TriggerAll = NumHelper(2015) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -1
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist <= 30
TriggerAll = Random < Var(59) * 50
Trigger1 = StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22))
Trigger1 = P2BodyDist X = [-5,6 + ((Vel X > 1.5) * (Vel X * 3)) + (EnemyNear(Var(58)),Vel X * 2)]
Trigger2 = Ctrl
Trigger2 = StateNo != 100
Trigger2 = P2BodyDist X = [-5,70]

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = StateNo != [120,159]
TriggerAll = BackEdgeBodyDist >= 45
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist >= 45
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-5,50]
Trigger1 = EnemyNear(Var(58)),StateType = L
Trigger1 = EnemyNear(Var(58)),StateNo = 5120
Trigger1 = EnemyNear(Var(58)),AnimTime = [-35,-15]
Trigger1 = Random > 1000 - Var(59) * 30
Trigger2 = EnemyNear(Var(58)),StateNo = 5110
Trigger2 = EnemyNear(Var(58)),Time >= 15
Trigger2 = Random > 1000 - Var(59) * 10

;空中２強
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(13) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-7,-2]
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-30,20]
Trigger1 = Pos Y = [-35-(25-Var(59)*5),-5]
Trigger1 = Random < Var(59) * Var(59) * 40

;空中２強
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(13) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5110
TriggerAll = EnemyNear(Var(58)),Time >= 10
TriggerAll = Ctrl
TriggerAll = Pos Y = [-45-(25-Var(59)*5),-5]
TriggerAll = P2BodyDist X = [-25,25]
TriggerAll = Random < Var(59) * Var(59) * 20
Trigger1 = P2Dist X > -5
Trigger2 = P2Dist X <= -5
Trigger2 = EnemyNear(Var(58)),Const(size.ground.front) <= 12

;鳥を落とす・空中中
[State -3, AI]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -10
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [-25,60]
Trigger1 = Pos Y = [-50,-15]
Trigger1 = Random < Var(59) * 200
Trigger2 = Ctrl
Trigger2 = P2Dist X < -5
Trigger2 = Random < Var(59) * 200

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-25,-15]
Trigger1 = Ctrl
Trigger1 = NumHelper(1300) = 1
Trigger1 = Helper(1300),StateNo = [1390,1391]
Trigger1 = Helper(1300),P2Dist X = [-85,85]
Trigger1 = Random < Var(59) * 100

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -15
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [45,145]
Trigger1 = Random < Var(59) * (30 + ((P2BodyDist X >= 100) * 50) + (((NumHelper(1300) > 0 || NumHelper(1301) > 0) && EnemyNear(Var(58)),BackEdgeBodyDist < 30) * 70))

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),AnimTime >= -20
Trigger1 = P2BodyDist X = [60,140]
Trigger1 = Random > 1000 - Var(59) * (30 + (((NumHelper(1300) > 0 || NumHelper(1301) > 0) && EnemyNear(Var(58)),BackEdgeBodyDist < 30) * 70))
Trigger2 = Vel X > 0 && (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger2 = EnemyNear(Var(58)),AnimTime = [-15,-5]
Trigger2 = P2BodyDist X = [-5,80]
Trigger2 = Random < Var(59) * 25

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = Pos Y <= -33
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [45,160]
Trigger1 = Random < Var(59) * 100

;鳥を落とす・空中弱
[State -3, AI]
Type = ChangeState
Value = 1030
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = !InGuardDist
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -10
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [15,100]
Trigger1 = Random > 1000 - Var(59) * 100

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-6,-3]
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [35,85]
Trigger1 = Random < Var(59) * 20

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -3
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [-5,35]
Trigger1 = Random < Var(59) * 20

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime = [-10,-5]
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [0 - ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20) * 30),35 + (Vel X * 5)]
Trigger1 = P2BodyDist Y = [-10,30 + (Vel Y * 5)]
Trigger1 = Random > 1000 - Var(59) * 20

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime >= -10
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [0 - ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20) * 30),30 + (Vel X * 4)]
Trigger1 = P2BodyDist Y = [-10,60 + (Vel Y * 4)]
Trigger1 = Random = [Var(59) * 40,Var(59) * 60]

;バックステップ
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = PrevStateNo != 105
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo = 5120
TriggerAll = EnemyNear(Var(58)),AnimTime <= -15
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random < Var(59) * 20

;鳥を落とす・強
[State -3, AI]
type = ChangeState
Value = 1020
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = Power >= 1000 || Var(40) > 0
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [25,115]
Trigger1 = EnemyNear(Var(58)),StateNo = 5110
Trigger1 = EnemyNear(Var(58)),Time = [0,5]
Trigger1 = Random > 1000 - Var(59) * 20
Trigger2 = EnemyNear(Var(58)),StateNo = 5120
Trigger2 = EnemyNear(Var(58)),AnimTime = [-21,-16]
Trigger2 = Random > 1000 - Var(59) * 5

;----------------------------------------------------------------------------------------------
;コンボ〆投げ

;空中投げ
[State -3, AI]
Type = ChangeState
Value = IfElse((P2BodyDist Y = [-70,30]), 810, 620)
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(28) < 3
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = StateNo != 620
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = StateNo != 7401
TriggerAll = Random < Var(59) * 200
Trigger1 = Var(14) = -1
Trigger1 = Ctrl
Trigger1 = StateNo = 7100
Trigger1 = P2BodyDist X = [-10,20]
Trigger2 = EnemyNear(Var(58)),Const(size.head.pos.y) <= -50
Trigger2 = Pos Y >= -45 && (Var(11) != 0 && Var(12) != 0)
Trigger2 = MoveHit
Trigger2 = StateNo = 600
Trigger2 = PrevStateNo = 600
Trigger2 = Vel Y >= 1.5
Trigger2 = P2BodyDist X = [-10,20]
Trigger2 = P2BodyDist Y >= 30

;------------------------------------------------------------------------------------------------
;攻撃系

;しゃがみ弱
[State -3, AI]
Type = ChangeState
Value = 400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [-5,35 + (EnemyNear(Var(58)),Vel X * 4)]
Trigger1 = Random < Var(59) * 80
Trigger2 = Var(7) = 1
Trigger2 = MoveHit = [1,5]
Trigger2 = StateNo = 400
Trigger2 = P2BodyDist X = [-5,8]
Trigger2 = Random < Var(59) * 60
Trigger3 = Var(7) = 1
Trigger3 = MoveGuarded = [1,5]
Trigger3 = StateNo = 400
Trigger3 = P2BodyDist X = [-5,12]
Trigger3 = Random < Var(59) * 140
Trigger4 = Var(7) = 0
Trigger4 = MoveContact = [1,5]
Trigger4 = StateNo = 200
Trigger4 = Random < Var(59) * 100
Trigger5 = Var(7) = 0
Trigger5 = P2BodyDist X = [-5,30]
Trigger5 = StateNo = 7630 || StateNo = 7631
Trigger5 = MoveGuarded
Trigger5 = Random < Var(59) * 200
Trigger6 = Ctrl
Trigger6 = EnemyNear(Var(58)),StateNo != [120,159]
Trigger6 = Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0
Trigger6 = P2BodyDist X = [-80,35]
Trigger6 = Random < Var(59) * 150

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),Pos Y >= -70 + (EnemyNear(Var(58)),Vel Y * 4)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(2) = 1
Trigger1 = MoveContact = [1,5]
Trigger1 = StateNo = 200
Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = Random < Var(59) * 100
Trigger2 = Var(2) = 1
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = MoveHit = [1,5]
Trigger2 = StateNo = 200
Trigger2 = PrevStateNo = 200
Trigger2 = P2BodyDist X = [-5,25]
Trigger2 = Random < Var(59) * 80
Trigger3 = Var(2) = 0
Trigger3 = P2BodyDist X = [-5,30]
Trigger3 = StateNo = 7630 || StateNo = 7631
Trigger3 = MoveHit
Trigger3 = Random < Var(59) * 200

;立ち弱
[State -3, AI]
Type = ChangeState
Value = 200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),Vel Y >= 0
TriggerAll = EnemyNear(Var(58)),Pos Y >= -65 + (EnemyNear(Var(58)),Vel Y * 2)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = Random < Var(59) * 50
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger2 = P2BodyDist X = [-5,30]
Trigger2 = Random < Var(59) * 40
Trigger3 = Var(2) = 0
Trigger3 = (MoveGuarded = [1,11]) || (MoveReversed = [1,11]) || (((MoveContact = [1,11]) || (MoveReversed = [1,11])) && !NumTarget)
Trigger3 = StateNo = 420 || (StateNo = 410 && P2BodyDist X >= 50) || (StateNo = 310 && AnimElemTime(5) > 0)
Trigger3 = Random < Var(59) * 40

;しゃがみ中
[State -3, AI]
Type = ChangeState
Value = 410
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(8) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [30,50]
Trigger1 = Random < Var(59) * 30
Trigger2 = MoveHit
Trigger2 = StateNo = 400
Trigger2 = P2BodyDist X = [-5,30 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20) * 15)]
Trigger2 = Random < Var(59) * 200
Trigger3 = MoveGuarded
Trigger3 = StateNo = 400
Trigger3 = P2BodyDist X = [-5,35 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20) * 10)]
Trigger3 = Random < Var(59) * 200

;しゃがみ中２
[State -3, AI]
Type = Null;ChangeState
Value = 411
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
Trigger1 = Ctrl

;しゃがみ中３
[State -3, AI]
Type = ChangeState
Value = 412
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 411 && AnimElemTime(4) > 0
Trigger1 = Random < Var(59) * 200
Trigger2 = MoveGuarded = [1,11]
Trigger2 = StateNo = 411 && AnimElemTime(4) > 0
Trigger2 = Random < Var(59) * 10

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = EnemyNear(Var(58)),StateType != L
Trigger1 = P2BodyDist X = [40,75 + (EnemyNear(Var(58)),Vel X * 3)]
Trigger1 = Random < Var(59) * 40
Trigger2 = MoveHit = [1,11]
Trigger2 = StateNo = 410
Trigger2 = P2BodyDist X = [-5,25]
Trigger2 = Random < Var(59) * 50	;654強コンボ分岐
Trigger3 = MoveHit = [1,11]
Trigger3 = StateNo = 410
Trigger3 = P2BodyDist X = [25,55]
Trigger3 = Random < Var(59) * 150
Trigger4 = MoveGuarded = [1,11]
Trigger4 = StateNo = 410
Trigger4 = P2BodyDist X = [-5,55]
Trigger4 = Random < Var(59) * 80

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = P2BodyDist X = [15,85]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveContact = [1,11]
Trigger1 = PrevStateNo = 220
Trigger1 = StateNo = 310 && AnimElemTime(5) > 0
Trigger2 = MoveHit = [1,11]
Trigger2 = PrevStateNo != 220
Trigger2 = StateNo = 310 && AnimElemTime(5) > 0
Trigger3 = MoveHit
Trigger3 = StateNo = 400
Trigger3 = P2BodyDist X = [40,80]

;しゃがみ強
[State -3, AI]
Type = ChangeState
Value = 420
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(9) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = P2BodyDist X = [-5,80]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),MoveType = H
Trigger1 = EnemyNear(Var(58)),StateNo = 706
Trigger1 = EnemyNear(Var(58)),Vel Y > 0
Trigger1 = EnemyNear(Var(58)),Pos Y > -85

;立ち強
[State -3, AI]
Type = ChangeState
Value = 220
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(4) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = MoveContact
Trigger1 = StateNo = 300
Trigger1 = P2BodyDist X = [0,70]
Trigger1 = Random < Var(59) * 200
Trigger2 = Var(40) > 0
Trigger2 = FrontEdgeBodyDist <= 60 || EnemyNear(Var(58)),BackEdgeBodyDist <= 35
Trigger2 = MoveHit = [1,11]
Trigger2 = StateNo = 420
Trigger2 = Random < Var(59) * 100

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(6) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = P2BodyDist X = [0,75]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveContact
Trigger1 = StateNo = 300
Trigger1 = PrevStateNo = 410
Trigger2 = MoveContact
Trigger2 = StateNo = 220
Trigger2 = PrevStateNo = 300

;立ち６強
[State -3, AI]
Type = ChangeState
Value = 300
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(5) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 410
Trigger1 = P2BodyDist X = [-5,23]
Trigger1 = Random < Var(59) * 200

;立ち４強
[State -3, AI]
Type = ChangeState
Value = 310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(6) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [-5,75]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(53) = -1
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = EnemyNear(Var(58)),Pos Y <= -15
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 420
Trigger1 = Random < Var(59) * 200
Trigger2 = MoveHit
Trigger2 = StateNo = 7630 || StateNo = 7631
Trigger2 = Random > 1000 - Var(59) * 100

;立ち中
[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(3) = 0
TriggerAll = FVar(38) = 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [0,90]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(53) = -1
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 420
Trigger1 = Random < Var(59) * 200
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(53) = 1
Trigger2 = MoveHit = [1,11]
Trigger2 = StateNo = 420
Trigger2 = Random < Var(59) * 200
Trigger3 = MoveHit = [1,11]
Trigger3 = StateNo = 7630 || StateNo = 7631
Trigger3 = Random < Var(59) * 100

;立ち中
[State -3, AI]
Type = ChangeState
Value = 210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(3) = 0
TriggerAll = FVar(38) != 0
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = P2BodyDist X = [0,Floor(FVar(38))]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),Var(53) = -1
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 420
Trigger1 = Random < Var(59) * 200
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),Var(53) = 1
Trigger2 = MoveHit = [1,11]
Trigger2 = StateNo = 420
Trigger2 = Random < Var(59) * 200
Trigger3 = MoveHit = [1,11]
Trigger3 = StateNo = 7630 || StateNo = 7631
Trigger3 = Random < Var(59) * 100

;立ち中２
[State -3, AI]
Type = ChangeState
Value = 213
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveHit
Trigger1 = StateNo = 211
Trigger1 = P2BodyDist X <= 75
Trigger2 = MoveHit
Trigger2 = StateNo = 212 && AnimElemTime(3) > 0
Trigger2 = P2BodyDist X <= 75

;空中２強
[State -3, AI]
Type = ChangeState
Value = 700
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(13) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(5)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(6)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(7)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(8)
TriggerAll = EnemyNear(Var(58)),StateNo != Helper(25000),Var(9)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Var(14) = -1
Trigger1 = P2BodyDist X = [-10,25]
Trigger1 = P2BodyDist Y = [-50,80]
Trigger1 = Pos Y <= -60
Trigger1 = MoveHit
Trigger1 = StateNo = 620
Trigger1 = Random < Var(59) * 40
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = EnemyNear(Var(58)),MoveType != H
Trigger2 = Vel X >= 3.0 || Pos Y >= -10; || EnemyNear(Var(58)),BackEdgeBodyDist <= 10
Trigger2 = Vel Y <= -6.0 - (Var(59) * 0.4)
Trigger2 = P2BodyDist X - (Vel X * 1) = [-5,15]
Trigger2 = Random > 1000 - Var(59) * Var(59) * 40
Trigger3 = MoveGuarded
Trigger3 = StateNo = 600
Trigger3 = EnemyNear(Var(58)),StateType != A
Trigger3 = EnemyNear(Var(58)),BackEdgeBodyDist <= 20
Trigger3 = P2BodyDist X = [-5,20]
Trigger3 = Pos Y >= -10
Trigger3 = Random > 1000 - Var(59) * Var(59) * 20;8
Trigger4 = NumHelper(1030) > 0
Trigger4 = Helper(1030),MoveGuarded
Trigger4 = Vel X > 0 && Vel Y >= 0
Trigger4 = P2BodyDist X = [-5,20]
Trigger4 = Pos Y >= -40
Trigger4 = Random > 1000 - Var(59) * Var(59) * 8

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5120]
TriggerAll = P2BodyDist X = [-5,32]
TriggerAll = P2BodyDist Y = [-27,60]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveContact
Trigger1 = StateNo = 600
Trigger1 = Random < IfElse(MoveGuarded, Var(59) * 100, Var(59) * 50)
Trigger2 = Var(10) = 0
Trigger2 = (MoveGuarded = [1,5]) || (MoveReversed = [1,5])
Trigger2 = StateNo = 610 && AnimElemTime(6) > 0
Trigger2 = Random < Var(59) * 60
Trigger3 = Var(10) = 0
Trigger3 = (MoveGuarded = [1,5]) || (MoveReversed = [1,5])
Trigger3 = StateNo = 620
Trigger3 = Random < Var(59) * 40
Trigger4 = Var(10) = 0
Trigger4 = MoveContact = [1,5]
Trigger4 = EnemyNear(Var(58)),Vel Y > 0 && ((P2BodyDist X + P2BodyDist Y) > 30) || (P2BodyDist X > 35 && P2BodyDist Y > 0)
Trigger4 = StateNo = 610 && AnimElemTime(6) > 0
Trigger4 = Random < Var(59) * 150
Trigger5 = EnemyNear(Var(58)),Const(size.head.pos.y) > -50
Trigger5 = MoveContact = [1,5]
Trigger5 = (Var(10) = 0 && StateNo = 610 && AnimElemTime(6) > 0) || StateNo = 600
Trigger5 = Random < Var(59) * 200
Trigger6 = MoveHit = [1,5]
Trigger6 = StateNo = 600
Trigger6 = EnemyNear(Var(58)),StateType = A
Trigger6 = P2BodyDist Y > 20
Trigger6 = Random < Var(59) * 100

;空中中
[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(11) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = StateNo != 1050
TriggerAll = StateNo != [811,813]
TriggerAll = StateNo != [1200,1220]
TriggerAll = Pos Y + Vel Y * 6 < 0
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = Vel Y > 0
Trigger1 = P2BodyDist X = [-5 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20 || BackEdgeBodyDist <= 20) * -30),45 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger1 = Pos Y = [EnemyNear(Var(58)),Const(size.head.pos.y) + (Vel Y * 5) + 10,EnemyNear(Var(58)),Const(size.head.pos.y) + (Vel Y * 5) + 50]
Trigger1 = Random > 1000 - Var(59) * 120
Trigger2 = StateNo != 7401
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = P2BodyDist X = [-10,40 + (Vel X * 5) + (EnemyNear(Var(58)),Vel X * 5)]
Trigger2 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-35,30]
Trigger2 = Random > 1000 - Var(59) * 130
Trigger3 = MoveContact = [1,5]
Trigger3 = StateNo = 600 || PrevStateNo = 600
Trigger3 = P2BodyDist X = [-5,45]
Trigger3 = P2BodyDist Y = [-30,35]
Trigger3 = Random > 1000 - Var(59) * 50
Trigger4 = MoveHit = [1,5]
Trigger4 = Var(14) = -1
Trigger4 = StateNo = 600
Trigger4 = P2BodyDist X = [-5,45]
Trigger4 = P2BodyDist Y = [-40,35]
Trigger4 = Random > 1000 - Var(59) * 150
Trigger5 = Ctrl
Trigger5 = Var(14) = 1
Trigger5 = StateNo != 7401
Trigger5 = EnemyNear(Var(58)),MoveType = H
Trigger5 = EnemyNear(Var(58)),StateNo != 5210
Trigger5 = P2BodyDist X = [-5,55]
Trigger5 = P2BodyDist Y = [-55,55]

;空中中
[State -3, AI]
Type = ChangeState
Value = 610
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(11) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = StateNo != 1050
TriggerAll = StateNo != [811,813]
TriggerAll = StateNo != [1200,1220]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = StateNo = 7401
Trigger1 = Ctrl && Time >= 10
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = P2BodyDist Y = [-40,30]
Trigger2 = Ctrl
Trigger2 = Var(14) = -1
Trigger2 = P2BodyDist X = [-5,40]
Trigger2 = P2BodyDist Y = [-35,35]
Trigger3 = StateNo = 1221 && AnimElemTime(1) >= 1
Trigger3 = P2BodyDist X = [-5,30]
Trigger3 = P2BodyDist Y = [-30,30]
Trigger4 = Ctrl
Trigger4 = Var(14) != -1
Trigger4 = NumHelper(25000) > 0
Trigger4 = Helper(25000),Var(53) = 4
Trigger4 = P2BodyDist X = [-5,60]
Trigger4 = P2BodyDist Y = [-45,45]

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = StateNo != [7400,7401]
TriggerAll = P2BodyDist X = [0 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 20 || BackEdgeBodyDist <= 20) * -30),35 + (Vel X * 6) + (EnemyNear(Var(58)),Vel X * 6)]
TriggerAll = P2BodyDist Y - (Vel Y * 7) + (EnemyNear(Var(58)),Vel Y * 7) = [-90,40]
TriggerAll = Pos Y <= -10 - (Vel Y * 6)
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = Random < Var(59) * 100
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = Vel Y >= -1.5
Trigger2 = Random < Var(59) * 100
Trigger3 = MoveContact = [1,5]
Trigger3 = StateNo = 600
Trigger3 = Random < Var(59) * 30
Trigger4 = EnemyNear(Var(58)),Const(size.head.pos.y) > -50
Trigger4 = MoveContact = [1,5]
Trigger4 = StateNo = 600
Trigger4 = Random < Var(59) * 100

;空中強
[State -3, AI]
Type = ChangeState
Value = 620
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(12) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = P2BodyDist Y = [-80,0];15
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 200
Trigger1 = MoveContact
Trigger1 = StateNo = 610 && AnimElemTime(6) > 0
Trigger1 = P2BodyDist X = [-15,35 + (Vel X * 6)]
Trigger2 = MoveHit
Trigger2 = Var(14) = -1
Trigger2 = StateNo = 610 && AnimElemTime(6) > 0
Trigger2 = P2BodyDist X = [-15,35 + (Vel X * 6)]

;空中弱
[State -3, AI]
Type = ChangeState
Value = 600
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5199]
TriggerAll = StateNo != [7400,7401]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = IfElse(EnemyNear(Var(58)),StateType != A, Vel Y > -7.0, 1)
Trigger1 = P2BodyDist X = [0 + ((EnemyNear(Var(58)),BackEdgeBodyDist < 10 || BackEdgeBodyDist < 10) * -30),35 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger1 = P2BodyDist Y - (Vel Y * 4) + (EnemyNear(Var(58)),Vel Y * 4) = [-5,60]
Trigger1 = Random < IfElse(Var(14) = -1, Var(59) * 30, Var(59) * 70)
Trigger2 = Ctrl
Trigger2 = StateNo = 7300
Trigger2 = P2BodyDist X = [20,40 + (Vel X * 4) + (EnemyNear(Var(58)),Vel X * 4)]
Trigger2 = P2BodyDist Y = [-15,60 + (Vel Y * 3)]
Trigger2 = Random < Var(59) * 40
Trigger3 = StateNo = 5210 && Ctrl
Trigger3 = P2BodyDist X = [-5 + ((BackEdgeBodyDist <= 20) * -20),40 + (Vel X * 2)]
Trigger3 = P2BodyDist Y = [-25,65 + (Vel Y * 5)]
Trigger3 = Random < Var(59) * 100
Trigger4 = Var(14) = -1 && Ctrl || (StateNo = 620 && MoveContact = [1,5])
Trigger4 = EnemyNear(Var(58)),StateType = A
Trigger4 = EnemyNear(Var(58)),MoveType = H
Trigger4 = P2BodyDist X = [-5,50]
Trigger4 = P2BodyDist Y = [45,70]
Trigger4 = Random < Var(59) * 100

;----------------------------------------------------------------------------------------------
;必殺技

;鳥を落とす・空中弱
[State -3, AI]
Type = ChangeState
Value = 1030
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = Stateno != [7400,7401]
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl) || (StateNo = 5210 && Ctrl)
Trigger1 = Vel Y >= -1.5
Trigger1 = P2BodyDist X - (Vel X * 7) - (EnemyNear(Var(58)),Vel X * 7) = [60,200]
Trigger1 = P2BodyDist X - (Vel X * 12) - (EnemyNear(Var(58)),Vel X * 12) != [100,140]
Trigger1 = (EnemyNear(Var(58)),StateType != A && (Pos Y >= EnemyNear(Var(58)),Const(size.head.pos.y) + 30)) || (EnemyNear(Var(58)),StateType = A && (P2BodyDist Y = [-50,90]))
Trigger1 = Random < Var(59) * 10
Trigger2 = Ctrl
Trigger2 = EnemyNear(Var(58)),MoveType != A
Trigger2 = (Vel Y <= -6.0) || (Vel X >= 4.5 && Vel Y >= -1.5)
Trigger2 = P2BodyDist X - (Vel X * 8) - (EnemyNear(Var(58)),Vel X * 8) = [30,100]
Trigger2 = (EnemyNear(Var(58)),StateType != A && (Pos Y >= EnemyNear(Var(58)),Const(size.head.pos.y) + 30)) || (EnemyNear(Var(58)),StateType = A && (P2BodyDist Y = [-50,90]))
Trigger2 = Random < Var(59) * 10
Trigger3 = MoveHit
Trigger3 = StateNo = 600 && AnimElemTime(4) >= 1
Trigger3 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) >= 0
Trigger3 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-50,90]
Trigger3 = Random < Var(59) * 200
Trigger4 = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
Trigger4 = StateNo = 7501 || StateNo = 7502
Trigger4 = P2BodyDist X - (Vel X * 7) - (EnemyNear(Var(58)),Vel X * 7) = [80,140]
Trigger4 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-50,90]
Trigger4 = Random < Var(59) * 20

;鳥を落とす・空中中
[State -3, AI]
Type = ChangeState
Value = 1040
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = Stateno != [7400,7401]
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || ((StateNo = 7100 || StateNo = 7110) && Ctrl) || (StateNo = 5210 && Ctrl)
Trigger1 = P2BodyDist X - (Vel X * 8) - (EnemyNear(Var(58)),Vel X * 8) = [90,180]
Trigger1 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(58)),Vel Y * 6) = [-50,90]
Trigger1 = Random > 1000 - Var(59) * 10

;鳥を落とす・空中強
[State -3, AI]
Type = ChangeState
Value = 1050
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = RoundState = 2
TriggerAll = Power >= 1000
TriggerAll = NumExplod(1030) = 0
TriggerAll = NumExplod(1040) = 0
TriggerAll = NumExplod(1050) = 0
TriggerAll = StateNo != 7401
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = EnemyNear(Var(58)),StateType != L
Trigger1 = EnemyNear(Var(58)),MoveType != H
Trigger1 = EnemyNear(Var(58)),StateType = A || (EnemyNear(Var(58)),StateNo != [120,159])
Trigger1 = EnemyNear(Var(58)),Vel X > 2.5
Trigger1 = P2BodyDist X = [75,135]
Trigger1 = P2BodyDist Y = [-25,85]
Trigger1 = Random > 1000 - Var(59) * 3
Trigger2 = EnemyNear(Var(58)),StateType = L
Trigger2 = EnemyNear(Var(58)),StateNo = 5120
Trigger2 = EnemyNear(Var(58)),AnimTime <= -18
Trigger2 = P2BodyDist X = [50,100]
Trigger2 = Random > 1000 - Var(59) * 2

;赫訳･紅葉・弱
[State -3, AI]
Type = ChangeState
Value = 1200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [0,30 + Vel X * 2 + EnemyNear(Var(58)),Vel X * 2]
Trigger1 = Random < (18 - (Var(59) * 3))

;赫訳･紅葉・中
[State -3, AI]
Type = ChangeState
Value = 1210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 310 && AnimElemTime(5) > 0
Trigger1 = P2BodyDist X = [0,55]
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = EnemyNear(Var(58)),MoveType != H
Trigger2 = EnemyNear(Var(58)),MoveType = A || EnemyNear(Var(58)),Ctrl
Trigger2 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger2 = P2BodyDist X = [40,80 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
Trigger2 = Random > 1000 - (11 - (Var(59) * 2))

;鳥を落とす・弱
[State -3, AI]
Type = ChangeState
Value = 1005
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),MoveType = A || EnemyNear(Var(58)),Ctrl
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [100,140 + (Vel X * 5) + (EnemyNear(Var(58)),Vel X * 5)]
Trigger1 = Random < Var(59) * 5

;鳥を落とす・弱
[State -3, AI2]
Type = ChangeState
Value = 1005
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveHit = [1,11]
Trigger1 = StateNo = 420
Trigger1 = P2BodyDist X > 80
Trigger1 = Random < Var(59) * 100
Trigger2 = (MoveGuarded = [1,11]) || (MoveReversed = [1,11])
Trigger2 = StateNo = 420
Trigger2 = P2BodyDist X > 80 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 25) * 20)
Trigger2 = Random > 1000 - Var(59) * 40
Trigger3 = StateNo = 200
Trigger3 = AnimElemTime(5) >= 1
Trigger3 = (EnemyNear(Var(58)),MoveType = H && (EnemyNear(Var(58)),StateNo = [120,159])) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger3 = P2BodyDist X = [75 + ((EnemyNear(Var(58)),BackEdgeBodyDist <= 25) * 25),150]
Trigger3 = Random > 1000 - Var(59) * 10
Trigger4 = (MoveHit = [1,11]) || (MoveReversed = [1,11])
Trigger4 = StateNo = 420
Trigger4 = P2BodyDist X >= Floor(FVar(38))
Trigger4 = Random > 1000 - Var(59) * 150

;鳥を落とす・中
[State -3, AI1]
Type = ChangeState
Value = 1015
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = MoveGuarded = [1,11]
Trigger1 = StateNo = 420
Trigger1 = Random < Var(59) * 3
Trigger2 = StateNo = 200
Trigger2 = AnimElemTime(5) >= 1
Trigger2 = EnemyNear(Var(58)),BackEdgeBodyDist <= 25
Trigger2 = (EnemyNear(Var(58)),MoveType = H && (EnemyNear(Var(58)),StateNo = [120,159])) || (EnemyNear(Var(58)),PrevStateNo = [120,159])
Trigger2 = Random < Var(59) * 6

;獣を焦がす・空中中
[State -3, AI]
Type = ChangeState
Value = 1340
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateNo != 5120
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = ((Life*100)/LifeMax) >= 40
TriggerAll = NumHelper(1300) = 0 && NumHelper(1301) = 0
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType = L || (EnemyNear(Var(58)),StateNo = 5050 && EnemyNear(Var(58)),Vel Y >= 7.0 && EnemyNear(Var(58)),Pos Y >= -20)
Trigger1 = Random < Var(59) * 100

;獣を焦がす・中
[State -3, AI]
Type = ChangeState
Value = 1310
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != 5120
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = ((Life*100)/LifeMax) >= 40
TriggerAll = NumHelper(1300) = 0 && NumHelper(1301) = 0
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType = L || (EnemyNear(Var(58)),StateNo = 5050 && EnemyNear(Var(58)),Vel Y >= 7.0 && EnemyNear(Var(58)),Pos Y >= -20)
Trigger1 = P2BodyDist X != [-15,15]
Trigger1 = Random < Var(59) * 100
Trigger2 = !InGuardDist
Trigger2 = EnemyNear(Var(58)),StateType != L
Trigger2 = (EnemyNear(Var(58)),StateNo != [120,159]) || EnemyNear(Var(58)),StateType != A
Trigger2 = P2BodyDist X = [180,260]
Trigger2 = Random < Var(59) * 50

;獣を焦がす・開放
[State -3, AI]
Type = ChangeState
Value = 1360
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != A
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),StateNo != [39,40]
TriggerAll = Ctrl
TriggerAll = P2BodyDist X != [-60,60]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Random < Var(59) * 30
Trigger1 = NumHelper(1300) = 1
Trigger1 = Helper(1300),StateNo = [1390,1391]
Trigger1 = Helper(1300),Time >= 100
Trigger1 = Helper(1300),P2Dist X = [-85 - (EnemyNear(Var(58)),Vel X * 10),85 + (EnemyNear(Var(58)),Vel X * 10)]
Trigger2 = NumHelper(1301) = 1
Trigger2 = Helper(1301),StateNo = [1390,1391]
Trigger2 = Helper(1301),Time >= 100
Trigger2 = Helper(1301),P2Dist X = [-95 - (EnemyNear(Var(58)),Vel X * 10),95 + (EnemyNear(Var(58)),Vel X * 10)]

;月を穿つ・弱
[State -3, AI]
Type = ChangeState
Value = 1100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5199]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
Trigger1 = Ctrl
Trigger1 = EnemyNear(Var(58)),StateNo = [39,40]
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 4) = [45,70]
Trigger1 = Random < Var(59) * 10
Trigger2 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = EnemyNear(Var(58)),MoveType = A
Trigger2 = EnemyNear(Var(58)),AnimTime <= -15
Trigger2 = EnemyNear(Var(58)),Time >= 40
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 4) = [60,80]
Trigger2 = EnemyNear(Var(58)),Pos Y = [-130,-80]
Trigger2 = Random < Var(59) * 60
Trigger3 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger3 = EnemyNear(Var(58)),StateType = A
Trigger3 = EnemyNear(Var(58)),MoveType != A
Trigger3 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 4) = [60,85]
Trigger3 = EnemyNear(Var(58)),Pos Y = [-135,-90]
Trigger3 = Random < Var(59) * 15

;月を穿つ・中
[State -3, AI]
Type = ChangeState
Value = 1110
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),StateNo != [5110,5120]
TriggerAll = Floor(FVar(36)) != EnemyNear(Var(58)),Anim
TriggerAll = Ctrl
TriggerAll = EnemyNear(Var(58)),Vel X > 3.0
Trigger1 = EnemyNear(Var(58)),StateNo = [39,40]
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 15) = [55,75]
Trigger1 = Random < Var(59) * 20
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 15) = [50,80]
Trigger2 = EnemyNear(Var(58)),Pos Y = [-135,-75]
Trigger2 = Random < Var(59) * 15

;------------------------------------------------------------------------------------------------
;移動系

;ダッシュ
[State -3, AI]
Type = ChangeState
Value = 100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != [100,101]
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 8) != [170,220]
TriggerAll = Ctrl
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = !Helper(25000),InGuardDist
Trigger1 = EnemyNear(Var(58)),MoveType = I
Trigger1 = !EnemyNear(Var(58)),Ctrl
Trigger1 = P2BodyDist X >= 90
Trigger1 = Random > 1000 - Var(59) * 35
Trigger2 = EnemyNear(Var(58)),MoveType != A
Trigger2 = !EnemyNear(Var(58)),Ctrl
Trigger2 = P2BodyDist X >= 120
Trigger2 = Random > 1000 - Var(59) * 35
Trigger3 = EnemyNear(Var(58)),MoveType = I
Trigger3 = P2BodyDist X >= 150
Trigger3 = Random > 1000 - Var(59) * 25
Trigger4 = EnemyNear(Var(58)),StateType != A
Trigger4 = EnemyNear(Var(58)),StateNo = [120,159]
Trigger4 = P2BodyDist X = [25,120]
Trigger4 = Random < Var(59) * 25
Trigger5 = EnemyNear(Var(58)),MoveType != A
Trigger5 = EnemyNear(Var(58)),BackEdgeBodyDist <= 20
Trigger5 = P2BodyDist X >= 100
Trigger5 = Random < Var(59) * 20
Trigger6 = NumHelper(1020) > 0
Trigger6 = EnemyNear(Var(58)),StateType = A
Trigger6 = EnemyNear(Var(58)),MoveType = H
Trigger6 = Random < Var(59) * 100
Trigger7 = NumHelper(1300) > 0 || NumHelper(1301) > 0
Trigger7 = EnemyNear(Var(58)),MoveType = H
Trigger7 = PrevStateNo = 1360
Trigger7 = P2BodyDist X = [40,140]
Trigger7 = Random > 1000 - Var(59) * 150
Trigger8 = NumHelper(1030) > 0
Trigger8 = EnemyNear(Var(58)),MoveType = H
Trigger8 = EnemyNear(Var(58)),StateNo = [120,159]
Trigger8 = Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0
Trigger8 = Random > 1000 - Var(59) * 150

;ジャンプ
[State -3, AI]
Type = ChangeState
Value = 40
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(25) = 0
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = StateNo != [120,159]
TriggerAll = !InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl || Vel X > 0 && (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 10) != [-85,85]
Trigger1 = Random > 1000 - Var(59) * 10
Trigger2 = EnemyNear(Var(58)),MoveType = I
Trigger2 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 10) != [-100,130]
Trigger2 = Random > 1000 - Var(59) * 20
Trigger3 = EnemyNear(Var(58)),StateType = A
Trigger3 = EnemyNear(Var(58)),MoveType = H
Trigger3 = P2BodyDist X = [20,80]
Trigger3 = P2BodyDist Y = [-140,-80]
Trigger3 = EnemyNear(Var(58)),Vel Y >= 0
Trigger3 = Random > 1000 - Var(59) * 100
Trigger4 = EnemyNear(Var(58)),MoveType = H
Trigger4 = EnemyNear(Var(58)),StateNo = [705,706]
Trigger4 = EnemyNear(Var(58)),Pos Y <= -20
Trigger4 = Random > 1000 - Var(59) * 200
Trigger5 = EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
Trigger5 = EnemyNear(Var(58)),Time >= 30
Trigger5 = Random > 1000 - Var(59) * 30
Trigger6 = PrevStateNo = 1120
Trigger6 = EnemyNear(Var(58)),StateType = A
Trigger6 = EnemyNear(Var(58)),MoveType = H
Trigger6 = P2BodyDist X = [0,70]
Trigger6 = Random > 1000 - Var(59) * 200

;エリアルジャンプ
[State -3, AI]
Type = ChangeState
Value = 7400
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
Trigger1 = MoveHit = [1,2]
Trigger1 = StateNo = 213
Trigger1 = Random < Var(59) * 200

;2段ジャンプ
[State -3, AI]
Type = ChangeState
Value = 7200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(14) = 1
TriggerAll = StateType = A
Trigger1 = MoveHit
Trigger1 = StateNo = 620
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = P2BodyDist Y < 15
Trigger1 = Random < Var(59) * 200
Trigger2 = MoveContact
Trigger2 = StateNo = 600
Trigger2 = PrevStateNo = 600
Trigger2 = EnemyNear(Var(58)),StateType = A
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y != 0 * (EnemyNear(Var(58)),Vel Y + (EnemyNear(Var(58)),Const(MoveMent.Yaccel) * 3))) * 3 < -15
Trigger2 = Random < Var(59) * 20
Trigger3 = Ctrl
Trigger3 = EnemyNear(Var(58)),StateType != A
Trigger3 = EnemyNear(Var(58)),MoveType != H
Trigger3 = EnemyNear(Var(58)),PrevStateNo != [120,159]
Trigger3 = P2BodyDist X = [10,40]
Trigger3 = P2BodyDist Y = [60,85]
Trigger3 = Random < Var(59) * 5
Trigger4 = EnemyNear(Var(58)),Const(size.head.pos.y) > -50
Trigger4 = Vel Y >= 2.0
Trigger4 = MoveContact
Trigger4 = StateNo = 600
Trigger4 = PrevStateNo = 600
Trigger4 = Random < Var(59) * 200

;空中復帰
[State -3, AI]
Type = ChangeState
Value = 8200
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y < -10
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [5200,5210]
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger1 = P2BodyDist X = [-80,80]
Trigger1 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) != [-75,75]
Trigger1 = Random < Var(59) * 40
Trigger2 = InGuardDist
Trigger2 = EnemyNear(Var(58)),MoveType = A
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) != [-90,90]
Trigger2 = Random < Var(59) * 30

;空中復帰
[State -3, AI]
Type = ChangeState
Value = 5210
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = StateNo = 5050
TriggerAll = StateNo != [5200,5210]
Trigger1 = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 5) != [-90,90]
Trigger1 = Random < Var(59) * 50

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = Pos Y <= -33
TriggerAll = StateNo != [7400,7401]
Trigger1 = Ctrl
;Trigger1 = EnemyNear(Var(58)),StateNo != [120,159]
Trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(58)),Vel X * 5) = [80,120]
Trigger1 = Random < Var(59) * 100

;空中前ダッシュ
[State -3, AI]
Type = ChangeState
Value = 7100
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = Pos Y <= -10
TriggerAll = P2BodyDist X != [-40,60]
TriggerAll = StateNo != [7400,7401]
TriggerAll = Ctrl
Trigger1 = EnemyNear(Var(58)),StateType != A
Trigger1 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != 2
Trigger1 = P2BodyDist X + (35 + Pos Y) - (EnemyNear(Var(58)),Vel X * 8) = [85,160]
Trigger1 = Random < Var(59) * 30
Trigger2 = Var(31) = 1
Trigger2 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != 2
Trigger2 = P2BodyDist X > 150 + (EnemyNear(Var(58)),Vel X * 8)
Trigger2 = Random < Var(59) * 30
Trigger3 = Enemy,NumHelper <= Helper(25000),Var(0) || Enemy,NumProj <= Helper(25000),Var(1) || Helper(25000),Var(2) != 2
Trigger3 = P2BodyDist X > 120 + (EnemyNear(Var(58)),Vel X * 8)
Trigger3 = Pos Y = [-40,-33]
Trigger3 = Random < Var(59) * 30
Trigger4 = Enemy,NumHelper > Helper(25000),Var(0) || Enemy,NumProj > Helper(25000),Var(1) || Helper(25000),Var(2) = 1
Trigger4 = P2BodyDist X > 120 + (EnemyNear(Var(58)),Vel X * 8)
Trigger4 = Pos Y <= -75
Trigger4 = Random < Var(59) * 20
Trigger5 = StateNo = 8200 && Ctrl
Trigger5 = FrontEdgeBodyDist >= 80
Trigger5 = Facing * EnemyNear(Var(58)),Facing != -1
Trigger5 = P2BodyDist X < 0
Trigger5 = Random = [Var(59) * 100,Var(59) * 200]

;バックステップ
[State -3, AI]
Type = ChangeState
Value = 105
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = StateNo != 101
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist >= 30
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = EnemyNear(Var(58)),MoveType != A
Trigger1 = P2BodyDist X = [50,150]
Trigger1 = Random < Var(59) * 5
Trigger2 = EnemyNear(Var(58)),Ctrl
Trigger2 = EnemyNear(Var(58)),Vel Y > 2.0
Trigger2 = P2BodyDist X = [-20,10]
Trigger2 = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 5) >= -100
Trigger2 = Random < Var(59) * 20
Trigger3 = EnemyNear(Var(58)),MoveType = A
Trigger3 = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
Trigger3 = P2BodyDist X = [20,70]
Trigger3 = P2BodyDist Y = [-70,0]
Trigger3 = Random < Var(59) * 2
Trigger4 = EnemyNear(Var(58)),HitDefAttr = SCA, AT || EnemyNear(Var(58)),MoveType = A && P2BodyDist X = [-5,50]
Trigger4 = EnemyNear(Var(58)),Time >= 30
Trigger4 = Random < Var(59) * 20

;空中バックダッシュ
[State -3, AI]
Type = ChangeState
Value = 7110
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(15) = 0
TriggerAll = StateType = A
TriggerAll = Pos Y <= -33
TriggerAll = BackEdgeBodyDist >= 60
TriggerAll = EnemyNear(Var(58)),BackEdgeBodyDist >= 30
TriggerAll = !(EnemyNear(Var(58)),MoveType = I && !(EnemyNear(Var(58)),Ctrl))
TriggerAll = Ctrl
TriggerAll = StateNo != [7400,7401]
Trigger1 = EnemyNear(Var(58)),MoveType != H
Trigger1 = P2BodyDist X = [60,150]
Trigger1 = Random < Var(59) * 12
Trigger2 = P2BodyDist X = [-25,0]
Trigger2 = P2BodyDist Y = [50,90]
Trigger2 = Random < Var(59) * 60
Trigger3 = EnemyNear(Var(58)),MoveType != H
Trigger3 = Var(31) = -1
Trigger3 = Random < Var(59) * 10
Trigger4 = EnemyNear(Var(58)),MoveType != H
Trigger4 = P2BodyDist X >= 60
Trigger4 = Pos Y = [-43,-33]
Trigger4 = Random < Var(59) * 10
Trigger5 = Var(14) = -1
Trigger5 = EnemyNear(Var(58)),MoveType != H
Trigger5 = P2BodyDist X - (Vel X * 3) - (EnemyNear(Var(58)),Vel X * 3) = [-20,50]
Trigger5 = P2BodyDist Y - (Vel Y * 3) + (EnemyNear(Var(58)),Vel Y * 3) = [-50,50]
Trigger5 = Random > 1000 - Var(59) * 50
Trigger6 = EnemyNear(Var(58)),HitDefAttr = SCA, AT
Trigger6 = Random < Var(59) * 20

;------------------------------------------------------------------------------------------------
;防御系

;ガードキャンセルシールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
;TriggerAll = MoveType = H
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumProj <= Helper(25000),Var(1)
TriggerAll = HitShakeOver = 0
TriggerAll = StateNo = 150 || StateNo = 152
TriggerAll = PrevStateNo = [150,153]
;TriggerAll = EnemyNear(Var(58)),Time <= 1 || EnemyNear(Var(58)),Time >= 10
Trigger1 = Var(40) > 0 || (Var(40) = 0 && Power >= 1000)
Trigger1 = Time < 8
Trigger1 = P2BodyDist X = [-5,95]
Trigger1 = Random > 1000 - Var(59) * 2

;ガード
[State -3, AI]
Type = ChangeState
Value = 120
Ctrl = 1
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateNo != [120,155]
TriggerAll = !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = Random < Helper(25000),Var(56) * 10
Trigger1 = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP || InGuardDist
Trigger2 = InGuardDist
Trigger2 = Enemy,NumHelper > Helper(25000),Var(0) || Enemy,NumProj > Helper(25000),Var(1) || Helper(25000),Var(2) = 2
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),InGuardDist
Trigger3 = (P2BodyDist X = [-50,75]) || Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0
Trigger4 = NumHelper(25000) > 0
Trigger4 = Helper(25000),InGuardDist
Trigger4 = Helper(25000),Var(2) > 1

;ガード
;[State -3, AI]
;Type = ChangeState
;Value = 120
;TriggerAll = Var(59) = [1,5]
;TriggerAll = Var(51)%10 = 1
;TriggerAll = StateNo != [120,155]
;TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
;TriggerAll = Random < Helper(25000),Var(56) * 10
;Trigger1 = InGuardDist
;Trigger1 = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
;Trigger2 = InGuardDist
;Trigger2 = Enemy,NumHelper > Helper(25000),Var(0) || Enemy,NumProj > Helper(25000),Var(1) || Helper(25000),Var(2) = 1
;Trigger3 = NumHelper(25000) > 0
;Trigger3 = Helper(25000),InGuardDist
;Trigger3 = P2BodyDist X = [-50,75]
;Trigger3 = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
;Trigger3 = Facing * EnemyNear(Var(58)),Facing != -1 || P2Dist X < 0

;立ちシールド
[State -3, AI]
Type = ChangeState
Value = 7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0)
TriggerAll = !(Helper(25000),FVar(19) = 11 && Helper(25000),FVar(15) > 20)
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-45,60 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 4) + (EnemyNear(Var(58)),Vel Y * 4) = [-50,50]
Trigger1 = Var(40) != 3
Trigger1 = Random < Helper(25000),Var(57) * 8
Trigger2 = Var(40) = 3
Trigger2 = Random < Helper(25000),Var(57) * 9
IgnoreHitPause = 1

;屈みシールド
[State -3, AI]
Type = ChangeState
Value = 7510
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = C, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0)
TriggerAll = !(Helper(25000),FVar(19) = 11 && Helper(25000),FVar(15) > 20)
TriggerAll = InGuardDist
Trigger1 = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
Trigger1 = P2BodyDist X = [-45,60 + Vel X * 3 + EnemyNear(Var(58)),Vel X * 3]
Trigger1 = P2BodyDist Y = [-50,50]
Trigger1 = Random < Helper(25000),Var(57) * 8
IgnoreHitPause = 1

;空中シールド
[State -3, AI]
Type = ChangeState
Value = 7520
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = EnemyNear(Var(58)),HitDefAttr = SCA, NA, SA, HA
TriggerAll = EnemyNear(Var(58)),MoveContact = 0
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(50) = 0
TriggerAll = Enemy,NumHelper <= Helper(25000),Var(0)
TriggerAll = !(Helper(25000),FVar(19) = 11 && Helper(25000),FVar(15) > 20)
TriggerAll = InGuardDist
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = P2BodyDist X = [-45,60 + (Vel X * 3) + (EnemyNear(Var(58)),Vel X * 3)]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(58)),Vel Y * 5) = [-50,70]
Trigger1 = EnemyNear(Var(58)),StateType = A
Trigger1 = Random < Helper(25000),Var(57) * 8
Trigger2 = EnemyNear(Var(58)),StateType != A
Trigger2 = Random < Helper(25000),Var(57) * 8
IgnoreHitPause = 1

;シールドバンカー
[State -3, AI]
Type = ChangeState
Value = 7630
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType != L
TriggerAll = EnemyNear(Var(58)),StateType != A
TriggerAll = EnemyNear(Var(58)),MoveType != H
TriggerAll = EnemyNear(Var(58)),MoveType = A
TriggerAll = Helper(25000),Var(2) != [2,3]
TriggerAll = (!EnemyNear(Var(58)),HitDefAttr = SCA, AT || !EnemyNear(Var(58)),HitDefAttr = SCA, NT, ST, HT)
Trigger1 = Ctrl
Trigger1 = P2BodyDist X = [0,60]
Trigger1 = Random < Ceil(Helper(25000),Var(57) * 0.75);(Var(59) = 5 && (Random = [935,999])

;開放
[State -3, AI]
Type = ChangeState
Value = 7800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = FVar(26) >= Life + 100
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateNo != 812
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) = 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl
TriggerAll = P2BodyDist X > -10
TriggerAll = P2BodyDist X - (EnemyNear(Var(58)),Vel X * 16) != [10,160]
TriggerAll = P2BodyDist Y + (EnemyNear(Var(58)),Vel Y * 16) >= -65
TriggerAll = Random < Var(59) * 50
Trigger1 = Var(40) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 20
Trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger2 = Var(40) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 25
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger3 = Var(40) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(40) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;開放
[State -3, AI]
Type = ChangeState
Value = 7800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = FVar(26) >= Life + 100
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = A
TriggerAll = EnemyNear(Var(58)),MoveType = H
TriggerAll = EnemyNear(Var(58)),Pos Y <= -50
TriggerAll = (EnemyNear(Var(58)),StateNo = [5000,5099]) || (EnemyNear(Var(58)),StateNo = [5600,5799])
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = !EnemyNear(Var(58)),CanRecover
TriggerAll = Ctrl
TriggerAll = Random < Var(59) * 60
Trigger1 = Var(40) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 30
Trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger2 = Var(40) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 25
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger3 = Var(40) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(40) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;開放
[State -3, AI]
Type = ChangeState
Value = 7800
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = FVar(26) >= Life + 100
TriggerAll = Power >= 1000
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = EnemyNear(Var(58)),StateType = L
TriggerAll = EnemyNear(Var(58)),StateNo != [5120,5199]
TriggerAll = NumHelper(25000) > 0
TriggerAll = Helper(25000),Var(2) = 0
TriggerAll = !InGuardDist
TriggerAll = !Helper(25000),InGuardDist
TriggerAll = Ctrl
TriggerAll = P2BodyDist X != [-140,140]
TriggerAll = Random < Var(59) * 70
Trigger1 = Var(40) = 1
Trigger1 = RoundNo = 1
Trigger1 = ((Life*100)/LifeMax) <= 30
Trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger2 = Var(40) = 0
Trigger2 = RoundNo = 1
Trigger2 = ((Life*100)/LifeMax) <= 25
Trigger2 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 49
Trigger3 = Var(40) = 1
Trigger3 = RoundNo >= 2
Trigger3 = ((Life*100)/LifeMax) <= 35
Trigger4 = Var(40) = 0
Trigger4 = RoundNo >= 2
Trigger4 = ((Life*100)/LifeMax) <= 40

;立ちシールド(飛び道具反応)
[State -3, AI]
Type = ChangeState
Value = 7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = StateNo != [7500,7529]
TriggerAll = PrevStateNo != [7500,7529]
TriggerAll = Ctrl || (StateNo = 100 && Time >= 2+Ceil(NumHelper(25000)&&Helper(25000*(NumHelper(25000)>0)),FVar(22)))
TriggerAll = Enemy,NumHelper > Helper(25000),Var(0)
TriggerAll = InGuardDist
TriggerAll = Random < Helper(25000),Var(57) * 9
Trigger1 = Helper(25000),FVar(3) = 1
Trigger1 = Helper(25000),FVar(1) + (Vel X * 2) = [Ceil(Helper(25000),FVar(2))-4,Ceil(Helper(25000),FVar(2))-2]
Trigger2 = Helper(25000),FVar(7) = 1
Trigger2 = Helper(25000),FVar(1) + (Vel X * 2) = [Ceil(Helper(25000),FVar(6))-4,Ceil(Helper(25000),FVar(6))-2]
Trigger3 = Helper(25000),FVar(11) = 1
Trigger3 = Helper(25000),FVar(1) + (Vel X * 2) = [Ceil(Helper(25000),FVar(10))-4,Ceil(Helper(25000),FVar(10))-2]
IgnoreHitPause = 1

;立ちシールド(飛び道具反応・連続シールド)
[State -3, AI]
Type = ChangeState
Value = IfElse(StateType = S, 7510, IfElse(StateType = C, 7510, 7520));7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(40) != 3
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = Enemy,NumHelper > Helper(25000),Var(0)
TriggerAll = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
TriggerAll = StateNo = 7501 && Time < 10
TriggerAll = Random < Helper(25000),Var(57) * 8
Trigger1 = NumHelper(25000) > 0
Trigger1 = Helper(25000),FVar(3) = 1
Trigger2 = NumHelper(25000) > 0
Trigger2 = Helper(25000),FVar(7) = 1
Trigger3 = NumHelper(25000) > 0
Trigger3 = Helper(25000),FVar(11) = 1
IgnoreHitPause = 1

;立ちシールド(判定持続攻撃・連続シールド)
[State -3, AI]
Type = ChangeState
Value = IfElse(StateType = S, 7510, IfElse(StateType = C, 7510, 7520));7500
TriggerAll = Var(59) = [1,5]
TriggerAll = Var(51)%10 = 1
TriggerAll = Var(40) != 3
TriggerAll = Alive
TriggerAll = StateType != A
TriggerAll = InGuardDist
TriggerAll = NumHelper(25000) > 0
TriggerAll = Anim = IfElse(StateType = S, 7502, IfElse(StateType = C, 7512, 7522))
TriggerAll = (StateNo = 7501 || StateNo = 7502) && Time < 10
TriggerAll = Random < Helper(25000),Var(57) * 8
Trigger1 = EnemyNear(Var(58)),StateNo = Floor(Helper(25000),FVar(31))
Trigger2 = EnemyNear(Var(58)),StateNo = Floor(Helper(25000),FVar(32))
Trigger3 = EnemyNear(Var(58)),StateNo = Floor(Helper(25000),FVar(33))
IgnoreHitPause = 1

;------------------------------------------------------------------------------------------------
;学習格納

;投げ学習格納
[State -3, 学習回収]
Type = Null
TriggerAll = Enemy,TeamMode = Single
TriggerAll = FVar(30) = 0
TriggerAll = RoundState > 2
Trigger1 = Helper(25000),Var(5) > 0
Trigger1 = FVar(30) := Helper(25000),Var(5)

;中段学習格納
[State -3, 学習回収]
Type = Null
TriggerAll = Enemy,TeamMode = Single
TriggerAll = FVar(31) = 0
TriggerAll = RoundState > 2
Trigger1 = Helper(25000),Var(10) > 0
Trigger1 = FVar(31) := Helper(25000),Var(10) + Helper(25000),Var(30) * 0.001 + 0.0001
Trigger2 = Helper(25000),Var(10) = 0 && Helper(25000),Var(11) > 0
Trigger2 = FVar(31) := Helper(25000),Var(11) + Helper(25000),Var(31) * 0.001 + 0.0001
Trigger3 = Helper(25000),Var(10) = 0 && Helper(25000),Var(11) = 0 && Helper(25000),Var(12) > 0
Trigger3 = FVar(31) := Helper(25000),Var(12) + Helper(25000),Var(32) * 0.001 + 0.0001
Trigger4 = Helper(25000),Var(10) = 0 && Helper(25000),Var(11) = 0 && Helper(25000),Var(12) = 0 && Helper(25000),Var(13) > 0
Trigger4 = FVar(31) := Helper(25000),Var(13) + Helper(25000),Var(33) * 0.001 + 0.0001
Trigger5 = Helper(25000),Var(10) = 0 && Helper(25000),Var(11) = 0 && Helper(25000),Var(12) = 0 && Helper(25000),Var(13) = 0 && Helper(25000),Var(14) > 0
Trigger5 = FVar(31) := Helper(25000),Var(14) + Helper(25000),Var(34) * 0.001 + 0.0001

;下段学習格納
[State -3, 学習回収]
Type = Null
TriggerAll = Enemy,TeamMode = Single
TriggerAll = FVar(32) = 0
TriggerAll = RoundState > 2
Trigger1 = Helper(25000),Var(15) > 0
Trigger1 = FVar(32) := Helper(25000),Var(15) + Helper(25000),Var(35) * 0.001 + 0.0001
Trigger2 = Helper(25000),Var(15) = 0 && Helper(25000),Var(16) > 0
Trigger2 = FVar(32) := Helper(25000),Var(16) + Helper(25000),Var(36) * 0.001 + 0.0001
Trigger3 = Helper(25000),Var(15) = 0 && Helper(25000),Var(16) = 0 && Helper(25000),Var(17) > 0
Trigger3 = FVar(32) := Helper(25000),Var(17) + Helper(25000),Var(37) * 0.001 + 0.0001
Trigger4 = Helper(25000),Var(15) = 0 && Helper(25000),Var(16) = 0 && Helper(25000),Var(17) = 0 && Helper(25000),Var(18) > 0
Trigger4 = FVar(32) := Helper(25000),Var(18) + Helper(25000),Var(38) * 0.001 + 0.0001
Trigger5 = Helper(25000),Var(15) = 0 && Helper(25000),Var(16) = 0 && Helper(25000),Var(17) = 0 && Helper(25000),Var(18) = 0 && Helper(25000),Var(19) > 0
Trigger5 = FVar(32) := Helper(25000),Var(19) + Helper(25000),Var(39) * 0.001 + 0.0001

;空不学習格納
[State -3, 学習回収]
Type = Null
TriggerAll = Enemy,TeamMode = Single
TriggerAll = FVar(33) = 0
TriggerAll = RoundState > 2
Trigger1 = Helper(25000),Var(20) > 0
Trigger1 = FVar(33) := Helper(25000),Var(20) + Helper(25000),Var(40) * 0.001 + 0.0001

;ガー不学習格納
[State -3, 学習回収]
Type = Null
TriggerAll = Enemy,TeamMode = Single
TriggerAll = FVar(34) = 0
TriggerAll = RoundState > 2
Trigger1 = Helper(25000),Var(23) > 0
Trigger1 = FVar(34) := Helper(25000),Var(23) + Helper(25000),Var(43) * 0.001 + 0.0001
