; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, c
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, c
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| AI |------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0




;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "ddffddffc"
command = ~D, DF, F, D, DF, F, c
time = 20

[Command]
name = "ddbbddbbc"   ;Same name as above
command = ~D, DB, B, D, DB, B, c
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DF, F, D, DF, F, z;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "ShashKFUpper"   ;Same name as above
command = ~D, DB, B, D, DB, B, z;~F, D, DF, F, D, DF, y
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_b"
command = ~F, D, DF, b

[Command]
name = "upper_z"
command = ~F, D, DF, z

[Command]
name = "upper_c"
command = ~F, D, DF, c

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_z"
command = ~D, DF, F, z

[Command]
name = "QCF_a"
command = ~D, DF, F, a

[Command]
name = "QCF_b"
command = ~D, DF, F, b

[Command]
name = "QCF_c"
command = ~D, DF, F, c

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

[Command]
name = "QCB_x"
command = ~D, DB, B, x

[Command]
name = "QCB_y"
command = ~D, DB, B, y

[Command]
name = "QCB_z"
command = ~D, DB, B, z

[Command]
name = "QCB_c"
command = ~D, DB, B, c

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

[State -1]
type = Lifeadd
trigger1 = var(1) = 0
kill = 0
value = 0

;----------------------------------------------------------------コマンド

;剣に指令:処刑
[State -1, Stand Light Punch]
type = ChangeState
value = 763
triggerall = var(59) = 0
triggerall = command = "ShashKFUpper"
triggerall = var(5) >= 12
triggerall = statetype != A
trigger1 = time > 20
trigger2 = ctrl

;剣に指令:乱舞
[State -1, Stand Light Punch]
type = ChangeState
value = 753
triggerall = var(59) = 0
triggerall = command = "SmashKFUpper"
triggerall = var(20) = 0
triggerall = life >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 410
trigger2 = time > 10

;剣に指令:大回転
[State -1, Stand Light Punch]
type = ChangeState
value = 743
triggerall = var(59) = 0
triggerall = command = "ddffddffc"
triggerall = var(19) = 0
triggerall = life >= 2000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 440
trigger2 = time > 20
trigger3 = stateno = 530
trigger3 = time > 20

;剣に指令:突撃
[State -1, Stand Light Punch]
type = ChangeState
value = 733
triggerall = var(59) = 0
triggerall = command = "ddbbddbbc"
triggerall = var(18) = 0
triggerall = life >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 440
trigger2 = time > 20
trigger3 = stateno = 530
trigger3 = time > 20

-------------------------------------------------------


;剣に指令:ドリル
[State -1, Stand Light Punch]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = command = "QCF_b"
triggerall = var(14) = 0
trigger1 = movetype = I
trigger1 = ctrl

;剣に指令:昇竜
[State -1, Stand Light Punch]
type = ChangeState
value = 440
triggerall = var(59) = 0
triggerall = command = "upper_b"
triggerall = var(17) = 0
trigger1 = ctrl
trigger2 = stateno = 520
trigger2 = time > 10
trigger3 = stateno = 510
trigger3 = time > 10

;剣に指令:2回切
[State -1, Stand Light Punch]
type = ChangeState
value = 530
triggerall = var(59) = 0
triggerall = command = "QCF_a"
triggerall = var(13) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 410
trigger2 = time > 20
trigger3 = stateno = 200
trigger3 = time > 6


;===========================================================================
;---------------------------------------------------------------------------

[State -1];剣に指令:ちょん切り
type = ChangeState
value = 510
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


[State -1];剣に指令:くるくる
type = ChangeState
value = 520
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 510
trigger2 = time > 10
trigger3 = stateno = 210
trigger3 = time > 10
trigger4 = stateno = 620
trigger4 = time > 15

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち槍
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 330
trigger2 = time > 6

;追撃のグランド槍
[State -1, Stand Light Punch]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = stateno = 200
trigger1 = time > 6

;立ち蹴り
[State -1, Stand Light Punch]
type = ChangeState
value = 300
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;追撃のグランド蹴り
[State -1, Stand Light Punch]
type = ChangeState
value = 330
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = stateno = 300
trigger1 = time > 6

;剣に指令:移動
[State -1, Stand Light Punch]
type = ChangeState
value = 340
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = var(10) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 341
trigger2 = time > 10

;剣に指令
[State -1, Stand Light Punch]
type = ChangeState
value = 341
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = var(10) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 340
trigger2 = time > 10

;剣に指令:きる
[State -1, Stand Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(11) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 12
trigger3 = stateno = 300
trigger3 = time > 6

;剣に指令:振り
[State -1, Stand Light Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = var(12) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 17
trigger3 = stateno = 440
trigger3 = time > 17
trigger4 = stateno = 200
trigger4 = time > 6
trigger5 = stateno = 300
trigger5 = time > 6

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ槍
[State -1, Crouching Light Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;しゃがみ蹴り
[State -1, Crouching Light Punch]
type = ChangeState
value = 310
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Punch
;空中槍
[State -1, Jump Light Punch]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;空中蹴り
[State -1, Jump Light Punch]
type = ChangeState
value = 320
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;剣に指令:移動
[State -1, Stand Light Punch]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = A
triggerall = var(10) = 0
trigger1 = ctrl

;剣に指令
[State -1, Stand Light Punch]
type = ChangeState
value = 421
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = A
triggerall = var(10) = 1
trigger1 = ctrl


;基本コンボ１
;剣指令：くるくる
;剣指令：昇竜
;剣指令：振り
;剣指令：２回切り

;剣指令：くるくる
;剣指令：昇竜
;剣指令：突撃

;剣指令：くるくる
;剣指令：昇竜
;剣指令：大回転


;基本コンボ2
;地上蹴り
;追撃キック
;地上槍
;追撃槍



;AI
[State -1, AI]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = 2
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
var(59) = 1

;剣に指令:移動
[State -1, Stand Light Punch]
type = ChangeState
value = 340
triggerall = roundstate=2
triggerall = gametime%120=0
triggerall = var(59) = 1
triggerall = P2Bodydist X < 220 || helper(35000),P2Bodydist Y > 0
triggerall = var(10) = 0
triggerall = statetype = S
trigger1 = time > 10
trigger1 = stateno = 341
trigger2 = ctrl


;剣に指令
[State -1, Stand Light Punch]
type = ChangeState
value = 341
triggerall = roundstate=2
triggerall = gametime%120=0
triggerall = var(59) = 1
triggerall = P2Bodydist X > 221
triggerall = helper(35000),P2Bodydist Y < 0
triggerall = var(10) = 1
triggerall = statetype = S
trigger1 = time > 10
trigger1 = stateno = 340
trigger2 = ctrl

;剣に指令:処刑
[State -1, Stand Light Punch]
type = ChangeState
value = 763
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = var(5) >= 12
triggerall = var(21) = 0
triggerall = statetype != A
trigger1 = helper(35000),P2Bodydist X > 130
trigger1 = helper(35000),P2Bodydist X < 200
trigger1 = ctrl
trigger1 = Palno != 12
trigger1 = Palno != 11
trigger2 = enemy,movetype = H
trigger2 = stateno = 440
trigger2 = time > 20
trigger3 = enemy,movetype = H
trigger3 = stateno = 530
trigger3 = time > 20


;剣に指令:乱舞
[State -1, Stand Light Punch]
type = ChangeState
value = 753
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = var(20) = 0
triggerall = life >= 3000
trigger1 = ProjHit20002 = 1
trigger1 = stateno = 410

;剣に指令:大回転
[State -1, Stand Light Punch]
type = ChangeState
value = 743
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = var(19) = 0
triggerall = life >= 2000
triggerall = statetype != A
triggerall = helper(35000),P2Bodydist X > 60
triggerall = helper(35000),P2Bodydist X < 190
trigger1 = life = 3000
trigger1 = ctrl
trigger2 = ProjHit20007 = 1
trigger2 = stateno = 440
trigger3 = ProjHit20003 = 1
trigger3 = stateno = 530

;剣に指令:突撃
[State -1, Stand Light Punch]
type = ChangeState
value = 733
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = var(18) = 0
triggerall = life >= 1000
triggerall = statetype != A
trigger1 = helper(35000),P2Bodydist X > 130
trigger1 = helper(35000),P2Bodydist X < 200
trigger1 = life > 2500
trigger1 = ctrl
trigger2 = ProjHit20007 = 1
trigger2 = stateno = 440
trigger3 = ProjHit20003 = 1
trigger3 = stateno = 530

-------------------------------------------------------


[State -1];剣に指令:くるくる
type = ChangeState
value = 520
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = helper(35000),P2Bodydist X < -20
triggerall = helper(35000),P2Bodydist X > -60
triggerall = helper(35000),P2Bodydist Y < 10
trigger1 = ctrl
trigger2 = ProjHit20006 = 1
trigger2 = stateno = 510
trigger2 = time > 10
trigger3 = enemy,movetype = H
trigger3 = stateno = 210
trigger3 = time > 10
trigger4 = enemy,movetype = H
trigger4 = stateno = 620
trigger4 = time > 15

;剣に指令:ドリル
[State -1, Stand Light Punch]
type = ChangeState
value = 620
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = helper(35000),P2Bodydist X > -5
triggerall = helper(35000),P2Bodydist X < 5
triggerall = helper(35000),P2Bodydist Y > -30
triggerall = helper(35000),P2Bodydist Y < 10
triggerall = statetype != A
triggerall = var(14) = 0
trigger1 = ctrl

;剣に指令:昇竜
[State -1, Stand Light Punch]
type = ChangeState
value = 440
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = var(17) = 0
triggerall = statetype != A
triggerall = helper(35000),P2Bodydist Y < -30
trigger1 = helper(35000),P2Bodydist X > -30
trigger1 = helper(35000),P2Bodydist X < 60
trigger1 = p2statetype = A
trigger1 = ctrl
trigger2 = ProjHit20005 = 1
trigger2 = stateno = 520
trigger2 = time > 10
trigger3 = ProjHit20006 = 1
trigger3 = stateno = 510
trigger3 = time > 10
trigger4 = enemy,movetype = A
trigger4 = ctrl

;剣に指令:振り
[State -1, Stand Light Punch]
type = ChangeState
value = 410
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = var(12) = 0
triggerall = statetype != A
triggerall = helper(35000),P2Bodydist Y > -50
triggerall = helper(35000),P2Bodydist Y < 40
trigger1 = helper(35000),P2Bodydist X > 100 || helper(35000),P2Bodydist X < -100
trigger1 = helper(35000),P2Bodydist X < 170 || helper(35000),P2Bodydist X > -170
trigger1 = ctrl = 1
trigger2 = enemy,movetype = H
trigger2 = stateno = 400
trigger2 = time > 17
trigger3 = enemy,movetype = H
trigger3 = stateno = 440
trigger3 = time > 20
trigger4 = enemy,movetype = H
trigger4 = stateno = 200
trigger4 = time > 6
trigger5 = enemy,movetype = H
trigger5 = stateno = 300
trigger5 = time > 6

;剣に指令:2回切
[State -1, Stand Light Punch]
type = ChangeState
value = 530
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = var(13) = 0
triggerall = helper(35000),P2Bodydist Y < 50
trigger1 = helper(35000),P2Bodydist Y > -60
trigger1 = helper(35000),P2Bodydist X > 60
trigger1 = ctrl
trigger1 = ProjHit20002 = 1
trigger2 = stateno = 410
trigger2 = time > 20
trigger3 = enemy,movetype = H
trigger3 = stateno = 200
trigger3 = time > 6


;===========================================================================
;---------------------------------------------------------------------------

[State -1];剣に指令:ねじれ
type = ChangeState
value = 510
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = helper(35000),P2Bodydist X > -20
triggerall = helper(35000),P2Bodydist X < 0
triggerall = helper(35000),P2Bodydist Y > 5
triggerall = helper(35000),P2Bodydist Y < 20
triggerall = statetype != A
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち槍
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = p2bodydist X > 61
triggerall = p2bodydist X < 120
triggerall = p2statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = enemy,movetype = H
trigger2 = stateno = 330
trigger2 = time > 6

;追撃のグランド槍
[State -1, Stand Light Punch]
type = ChangeState
value = 230
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = enemy,movetype = H
triggerall = statetype != A
trigger1 = stateno = 200
trigger1 = time > 10

;立ち蹴り
[State -1, Stand Light Punch]
type = ChangeState
value = 300
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = p2bodydist X > 1
triggerall = p2bodydist X < 50
triggerall = p2statetype != A
trigger1 = statetype = S
trigger1 = ctrl

;追撃のグランド蹴り
[State -1, Stand Light Punch]
type = ChangeState
value = 330
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = enemy,movetype = H
triggerall = statetype != A
trigger1 = stateno = 300
trigger1 = time > 6

;剣に指令:きる
[State -1, Stand Light Punch]
type = ChangeState
value = 400
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = helper(35000),P2Bodydist X > -9
triggerall = helper(35000),P2Bodydist X < 29
triggerall = helper(35000),P2Bodydist Y > -40
triggerall = helper(35000),P2Bodydist Y < 20
triggerall = var(11) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 12
trigger3 = stateno = 300
trigger3 = time > 6

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ槍
[State -1, Crouching Light Punch]
type = ChangeState
value = 210
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = p2bodydist X > 61 
triggerall = p2bodydist X < 120 
triggerall = statetype != A
trigger1 = enemy,statetype = L
trigger1 = ctrl

;しゃがみ蹴り
[State -1, Crouching Light Punch]
type = ChangeState
value = 310
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = p2bodydist X > 1 
triggerall = p2bodydist X < 60 
triggerall = statetype != A
trigger1 = enemy,statetype = L
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Punch
;空中槍
[State -1, Jump Light Punch]
type = ChangeState
value = 220
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = p2bodydist X > 51 
triggerall = p2bodydist X < 100
trigger1 = statetype = A
trigger1 = ctrl

;空中蹴り
[State -1, Jump Light Punch]
type = ChangeState
value = 320
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = p2bodydist X > 1 
triggerall = p2bodydist X < 50 
trigger1 = statetype = A
trigger1 = ctrl

;剣に指令:移動
[State -1, Stand Light Punch]
type = ChangeState
value = 420
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = gametime%20=0
triggerall = random<100
triggerall = statetype = A
triggerall = var(10) = 0
trigger1 = ctrl

;剣に指令
[State -1, Stand Light Punch]
type = ChangeState
value = 421
triggerall = roundstate=2
triggerall = var(59) = 1
triggerall = gametime%20=0
triggerall = random<100
triggerall = statetype = A
triggerall = var(10) = 1
trigger1 = ctrl

[State -1, jump]
type = ChangeState 
value = 40 
triggerall = roundstate=2
triggerall = var(59) = 999 && RoundState = 2 
triggerall = statetype != A && ctrl 
trigger1 = p2statetype = A && p2movetype = H 
trigger1 = P2BodyDist X = [0,90] 
trigger1 = enemynear,vel Y = [-1,1] 
ctrl = 1 
