;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; Meirin -3.AI File.
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef -3]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 俙俬
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~婲摦偟偨AI偼巭傔傜傟側偄~]
Type       = VarSet
TriggerAll = Var(59) = 0
TriggerAll = RoundState <= 2
Trigger1   = Command = "CPU1" || Command = "CPU2" || Command = "CPU3" || Command = "CPU4"
Trigger2   = Command = "CPU5" || Command = "CPU6" || Command = "CPU7" || Command = "CPU8"
Trigger3   = Command = "CPU9" || Command = "CPU10" || Command = "CPU11" || Command = "CPU12"
Trigger4   = Command = "CPU13" || Command = "CPU14" || Command = "CPU15" || Command = "CPU16"
Trigger5   = Command = "CPU17" || Command = "CPU18" || Command = "CPU19" || Command = "CPU20"
Trigger6   = Command = "CPU21" || Command = "CPU22" || Command = "CPU23" || Command = "CPU24"
Trigger7   = Command = "CPU25" || Command = "CPU26" || Command = "CPU27" || Command = "CPU28"
Trigger8   = Command = "CPU29" || Command = "CPU30" || Command = "CPU31" || Command = "CPU32"
Trigger9   = Command = "CPU33" || Command = "CPU34" || Command = "CPU35" || Command = "CPU36"
Trigger10  = Command = "CPU37" || Command = "CPU38" || Command = "CPU39" || Command = "CPU40"
Trigger11  = Command = "CPU41" || Command = "CPU42" || Command = "CPU43" || Command = "CPU44"
Trigger12  = Command = "CPU45" || Command = "CPU46" || Command = "CPU47" || Command = "CPU48"
Trigger13  = Command = "CPU49" || Command = "CPU50" || Command = "CPU51" || Command = "CPU52"
Trigger14  = Command = "CPU53" || Command = "CPU54" || Command = "CPU55" || Command = "CPU56"
Trigger15  = Command = "CPU57" || Command = "CPU58" || Command = "CPU59" || Command = "CPU60"
V          = 59
Value      = 1

[State -3,~儔儞僟儉(堧晞)~]
Type     = VarRandom
Trigger1 = RoundNo = 1
Trigger1 = Var(59) = 1 && Var(5) = 0
V        = 51
Range    = 1,3
IgnoreHitPause = 1
[State -3,~儔儞僟儉(擉晞)~]
Type     = VarRandom
Trigger1 = RoundNo = 1
Trigger1 = Var(59) = 1 && Var(5) = 0
V        = 52
Range    = 1,3
IgnoreHitPause = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僔僗僥儉
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~棫僈乕僪~]
Type       = ChangeState
Value      = 130
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && InGuardDist
Trigger1   = Ctrl && EnemyNear,StateType = A && EnemyNear,MoveType = A && Random >= 150
Trigger2   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= 300

[State -3,~孅僈乕僪~]
Type       = ChangeState
Value      = 131
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && InGuardDist
Trigger1   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= 100

[State -3,~Air僈乕僪~]
Type       = ChangeState
Value      = 132
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A && InGuardDist
Trigger1   = Ctrl && EnemyNear,MoveType = A && Random >= 350

[State -3,~僟僢僔儏~]
Type       = ChangeState
Value      = 100
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType = S && Random >= 750
Trigger1   = (Ctrl) && (P2BodyDist X >= 40) && (StateNo != 101)

[State -3,~屻戅僟僢僔儏~]
Type       = ChangeState
Value      = 105
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = S && BackEdgeBodyDist >= 80 && Random >= 750
Trigger1   = Ctrl && P2BodyDist X <= 30

[State -3,~僇乕僪愰尵~]
Type       = ChangeState
Value      = 900
TriggerAll = Life <= 300 && Random >= 250
TriggerAll = Power >= 1000 && Var(59) = 1 && Var(58) <= 1
TriggerAll = StateType != A && Var(5) = 0
Trigger1   = Ctrl && StateNo != 1011 && P2BodyDist X >= 100
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僗儁儖僇乕僪
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 嵤晞乽嵤岝晽楅乿丒嬌嵤乽嵤岝棎晳乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3]
Type       = ChangeState
Value      = 3000
TriggerAll = Var(59) = 1
TriggerAll = Power >= 1000 && Var(5) = 1
TriggerAll = Var(51) = 1 && Var(53) = 0 || Var(52) = 1 && Var(53) = 1
TriggerAll = StateType != A && FVar(4) > 500
TriggerAll = Random >= 120 && P2BodyDist X <= 80 && P2BodyDist Y >= -100
Trigger1   = Ctrl
Trigger2   = (StateNo = [205,215]) && (MoveHit)
Trigger3   = (StateNo = 230) && (Time >= 15) && EnemyNear,MoveType = A
Trigger4   = (StateNo = 240) && (Time >= 18) && EnemyNear,MoveType = A
Trigger5   = (StateNo = 250) && (Time >= 23) && EnemyNear,MoveType = A
Trigger6   = (StateNo = 430) && (Time >= 28) && EnemyNear,MoveType = A
Trigger7   = (StateNo = 450) && (Time >= 33) && EnemyNear,MoveType = A
Trigger8   = (StateNo = 500) && (MoveHit)
Trigger9   = (StateNo = 700) && (MoveHit)
Trigger10  = (StateNo = 1000) && (MoveHit)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 岝晞乽壺岝嬍乿丒嬌岝乽壺尩柧惎乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3]
Type       = ChangeState
Value      = 3010
TriggerAll = Var(59) = 1
TriggerAll = Power >= 1000 && Var(5) = 1
TriggerAll = Var(51) = 2 && Var(53) = 0 || Var(52) = 2 && Var(53) = 1
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl
Trigger2   = StateNo = 100 && Time <= 2
Trigger3   = (StateNo = [200,499]) && (MoveContact)
Trigger4   = (StateNo = 230) && (Time >= 15)
Trigger5   = (StateNo = 240) && (Time >= 18)
Trigger6   = (StateNo = 250) && (Time >= 23)
Trigger7   = (StateNo = 430) && (Time >= 28)
Trigger8   = (StateNo = 450) && (Time >= 33)
Trigger9   = (StateNo = [500,530]) && (MoveContact)
Trigger10  = (StateNo = [700,710]) && (MoveContact)
Trigger11  = (StateNo = [1000,1090]) && (MoveContact)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 壺晞乽攋嶳朇乿丒嶰壺乽曵嶳嵤嬌朇乿
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3]
Type       = ChangeState
Value      = 3020
TriggerAll = Var(59) = 1
TriggerAll = Power >= 1000 && Var(5) = 1
TriggerAll = Var(51) = 3 && Var(53) = 0 || Var(52) = 3 && Var(53) = 1
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl && EnemyNear,StateType != A && EnemyNear,MoveType = A && Random >= 150
Trigger2   = (StateNo = 210) && (MoveContact)
Trigger3   = (StateNo = [500,530]) && (MoveContact)
Trigger4   = (StateNo = [700,710]) && (MoveContact)
Trigger5   = (StateNo = [1000,1090]) && (MoveContact)
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 峌寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3,~棫偪  対~]
Type       = ChangeState
Value      = 200
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 300
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 30 && StateNo != 101

[State -3,~墦棫偪  対~]
Type       = ChangeState
Value      = 230
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 820
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X >= 150 && StateNo != 101

[State -3,~墦偟傖偑傒  対~]
Type       = ChangeState
Value      = 430
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && Random >= 900
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X >= 170 && StateNo != 101

[State -3,~僟僢僔儏  対~]
Type       = ChangeState
Value      = 500
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 850
Trigger1   = StateNo = 100 && P2BodyDist X <= 70

[State -3,~僟僢僔儏  廟~]
Type       = ChangeState
Value      = 510
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && Random >= 975
Trigger1   = StateNo = 100 && P2BodyDist X <= 120

[State -3,~僟僢僔儏  伀対~]
Type       = ChangeState
Value      = 520
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 850
Trigger1   = StateNo = 100 && P2BodyDist X <= 70

[State -3,~僟僢僔儏  伀廟~]
Type       = ChangeState
Value      = 530
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && Random >= 910
Trigger1   = StateNo = 100 && P2BodyDist X <= 70 && EnemyNear,StateType != A

[State -3,~墦嬻拞  対~]
Type       = ChangeState
Value      = 630
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A && Random >= 700 && FVar(4) >= 201
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X >= 160

[State -3,~墦嬻拞  廟~]
Type       = ChangeState
Value      = 640
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A && Random >= 700 && FVar(4) >= 201
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X >= 160

[State -3,~嬻拞  幩寕~]
Type       = ChangeState
Value      = 650
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType = A && FVar(4) >= 251
Trigger1   = (StateNo = 610) && (MoveContact)

[State -3,~僋儔僢僔儏対~]
Type       = ChangeState
Value      = 700
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 120 && Random >= 980
Trigger2   = Ctrl && FVar(4) <= 0 && Random >= 980
Trigger3   = (StateNo = [400,410]) && (MoveGuarded = [1,8]) && (Random >= 670)

[State -3,~僋儔僢僔儏廟~]
Type       = ChangeState
Value      = 710
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A
Trigger1   = Ctrl && FVar(4) >= 0.00001 && P2BodyDist X <= 120 && Random >= 980
Trigger2   = Ctrl && FVar(4) <= 0 && Random >= 980
Trigger3   = (StateNo = [400,410]) && (MoveGuarded = [1,8]) && (Random >= 720)

[State -3,~梿岝曕~]
Type       = ChangeState
Value      = 1000
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl && P2BodyDist X <= 200 && P2BodyDist Y >= -120 && Random >= 920
Trigger2   = (StateNo = [200,215]) && (MoveContact = [1,8]) && (Random >= 700)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 860)

[State -3,~峠朇~]
Type       = ChangeState
Value      = 1010
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = EnemyNear,StateType != L
TriggerAll = StateType != A && FVar(4) >= 0.00001
TriggerAll = EnemyNear,StateType != L && P2BodyDist X <= 50 && P2BodyDist Y >= -200
Trigger1   = Ctrl && Random >= 400
Trigger2   = (StateNo = [200,215]) && (MoveContact = [1,8]) && (Random >= 700)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 720)

[State -3,~墿恔媟~]
Type       = ChangeState
Value      = 1020
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl && P2BodyDist X >= 20 && P2BodyDist X <= 90 && Random >= 800
Trigger2   = (StateNo = [200,215]) && (MoveContact = [1,8]) && (Random >= 820)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 950)

[State -3,~崀壺廟~]
Type       = ChangeState
Value      = 1030
TriggerAll = Var(59) = 1
TriggerAll = Alive && RoundState = 2
TriggerAll = StateType != A && FVar(4) >= 0.00001
Trigger1   = Ctrl && P2BodyDist X >= 70 && P2BodyDist Y >= -90 && Random >= 900
Trigger2   = (StateNo = [200,215]) && (MoveContact = [1,8]) && (Random >= 820)
Trigger3   = (StateNo = [400,410]) && (MoveContact = [1,8]) && (Random >= 950)