; 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, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [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


;-| 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

;---------------------------------------------------------------------------
;AI用
;---------------------------------------------------------------------------
[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

;-| Special Motions |------------------------------------------------------
[Command]
name = "623"
command = ~F, D, DF, x
[Command]
name = "623"
command = ~F, D, DF, y
[Command]
name = "623"
command = ~F, D, DF, z

[Command]
name = "662233a"
command = ~F, D, DF, a
[Command]
name = "662233b"
command = ~F, D, DF, b
[Command]
name = "662233c"
command = ~F, D, DF, c

[Command]
name = "236"
command = ~D, DF, F, x
[Command]
name = "236"
command = ~D, DF, F, y
[Command]
name = "236"
command = ~D, DF, F, z

[Command]
name = "223366a"
command = ~D, DF, F, a
[Command]
name = "223366b"
command = ~D, DF, F, b
[Command]
name = "223366c"
command = ~D, DF, F, c

[Command]
name = "214"
command = ~D, DB, B, x
[Command]
name = "214"
command = ~D, DB, B, y
[Command]
name = "214"
command = ~D, DB, B, z

[Command]
name = "22"
command = D, D, x
[Command]
name = "22"
command = D, D, y
[Command]
name = "22"
command = D, D, z

[Command]
name = "2222a"
command = D, D, a

[Command]
name = "2222b"
command = D, D, b

[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

[Command]
name = "abc"
command = a+b+c

;-| 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

[Command]
name = "holdy"
command = /y

;---------------------------------------------------------------------------
; 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, ai] 
type = varset
triggerall = !Ishelper
triggerall = var(59) = 0 
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" 
;trigger52 = 1              
;↑「;」を取り除けば常時AI起動
var(59) = 1

[State -1, ai] 
type = varset
triggerall = !Ishelper
trigger1 = enemynear,movetype!=H
trigger2 = enemynear,stateno=[5000,5150]
trigger3 = Inguarddist
fvar(37) = fvar(36)
ignorehitpause = 1

[State -1, ai] 
type = varadd
triggerall = !Ishelper
trigger1 = roundstate=2
trigger1 = alive
trigger1 = helper(3),stateno=3
fvar(37) = 1
ignorehitpause = 1
[State -1, ai] 
type = varadd
triggerall = !Ishelper
trigger1 = roundstate=2
trigger1 = alive
trigger1 = helper(3),stateno=3
trigger1 = helper(3),time=[0,1]
trigger1 = helper(3),var(9)>var(13)*0.5
fvar(37) = -helper(3),gethitvar(damage)*(var(13)*0.01)
ignorehitpause = 1
[State -1, ai]
type = varadd
triggerall = !Ishelper
trigger1 = numhelper(3)
trigger1 = roundstate=2
trigger1 = alive
trigger1 = statetype=L
trigger2 = numhelper(3)
trigger2 = helper(3),stateno=4          
fvar(37) = -1
ignorehitpause = 1

[State -1, ai] 
type = varadd
triggerall = !Ishelper
trigger1 = numhelper(3)
trigger1 = fvar(35)!=0
fvar(37) = -(fvar(35)-life)*2.0
ignorehitpause = 1

[State -1, ai] 
type = varset
triggerall = !Ishelper
trigger1 = 1
fvar(35) = life
ignorehitpause = 1

[State -1, ai] 
type = varset
triggerall = !Ishelper
trigger1 = enemynear,movetype!=H
trigger2 = enemynear,stateno!=[5000,5150]
trigger2 = enemynear,stateno!=5300
trigger3 = Inguarddist
fvar(36) = fvar(37)
ignorehitpause = 1
[State -1, ai] 
type = varset
triggerall = !Ishelper
trigger1 = enemynear,movetype=H
trigger1 = enemynear,stateno=5300||enemynear,stateno=[5000,5150]
trigger1 = !InGuardDist
fvar(37) = 0
ignorehitpause = 1

;===========================================================================
;歩く
[State -1]
type = ChangeState
value = 20
triggerall = command = "holdfwd"||command = "holdback"
trigger1 = stateno = 12
trigger1 = time<=1
ctrl = 0
;ジャンプ
[State -1]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = stateno = 12
trigger1 = time<=1

;---------------------------------------------------------------------------
;破局噴火
[State -1]
type = ChangeState
value = 3600
triggerall = var(59)=0
triggerall = power >=9000
triggerall = command = "abc"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22

;ストロンボリ式
[State -1]
type = ChangeState
value = 3100
triggerall = var(59)=0
triggerall = power >=2000
triggerall = statetype !=A
triggerall = command = "662233a"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = (stateno = 330) && time>70 || stateno=611
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
trigger13 = stateno = 1000
trigger13 = animelemtime(8) > 2
trigger14 = stateno = 1200
trigger14 = animelemtime(9) > 7
trigger15 = stateno = 621
trigger16 = stateno = 650
trigger16 = time>100
;プレー式
[State -1]
type = ChangeState
value = 3300
triggerall = var(59)=0
triggerall = power >=5000
triggerall = statetype !=A
triggerall = command = "662233b"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = (stateno = 330) && time>70 || stateno=611
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
trigger13 = stateno = 1000
trigger13 = animelemtime(8) > 2
trigger14 = stateno = 1200
trigger14 = animelemtime(9) > 7
trigger15 = stateno = 621
trigger16 = stateno = 650
trigger16 = time>100
;宝永四年
[State -1]
type = ChangeState
value = 3500
triggerall = var(59)=0
triggerall = power >=8000
triggerall = statetype !=A
triggerall = command = "662233c"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = (stateno = 330) && time>70 || stateno=611
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
trigger13 = stateno = 1000
trigger13 = animelemtime(8) > 2
trigger14 = stateno = 1200
trigger14 = animelemtime(9) > 7
trigger15 = stateno = 621
trigger16 = stateno = 650
trigger16 = time>100

;ハワイ式
[State -1]
type = ChangeState
value = 3000
triggerall = var(59)=0
triggerall = power >=1000
triggerall = statetype !=A
triggerall = command = "223366a"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = (stateno = 330) && time>70 || stateno=611
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
trigger13 = stateno = 1000
trigger13 = animelemtime(8) > 2
trigger14 = stateno = 1200
trigger14 = animelemtime(9) > 7
trigger15 = stateno = 621
trigger16 = stateno = 650
trigger16 = time>100
;ブルカノ式
[State -1]
type = ChangeState
value = 3200
triggerall = var(59)=0
triggerall = power >=4000
triggerall = statetype !=A
triggerall = command = "223366b"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = (stateno = 330) && time>70 || stateno=611
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
trigger13 = stateno = 1000
trigger13 = animelemtime(8) > 2
trigger14 = stateno = 1200
trigger14 = animelemtime(9) > 7
trigger15 = stateno = 621
trigger16 = stateno = 650
trigger16 = time>100
;プリニウス式
[State -1]
type = ChangeState
value = 3400
triggerall = var(59)=0
triggerall = power >=7000
triggerall = statetype !=A
triggerall = command = "223366c"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = (stateno = 330) && time>70 || stateno=611
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
trigger13 = stateno = 1000
trigger13 = animelemtime(8) > 2
trigger14 = stateno = 1200
trigger14 = animelemtime(9) > 7
trigger15 = stateno = 621
trigger16 = stateno = 650
trigger16 = time>100

;海溝の中の蛙
[State -1]
type = ChangeState
value = 3800
triggerall = var(59)=0
triggerall = time<60
triggerall = power >=6000
triggerall = command = "2222a"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

;蛙かな
[State -1]
type = ChangeState
value = 3900
triggerall = var(59)=0
triggerall = statetype =A
triggerall = power >=3000
triggerall = command = "2222b"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 400) && movecontact>5
trigger3 = (stateno = 220) && helper(221),movecontact
trigger4 = (stateno = 420) && helper(221),movecontact
trigger5 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger6 = (stateno = 230) && animelemtime(12)>=0
trigger7 = stateno=550 && animelemtime(8)>=0
trigger7 = helper(232),movecontact
trigger8 = stateno=661
trigger8 = time>40
trigger9 = stateno = 1000
trigger9 = animelemtime(8) > 2
trigger10 = stateno = 651
trigger10 = time>100

;溶岩ドーム
[State -1]
type = ChangeState
value = 3700
triggerall = var(59)=0
triggerall = var(10)=0
triggerall = power >=3000
triggerall = statetype =S
triggerall = command = "start"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = pos Y =0
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact
trigger6 = stateno=611
trigger7 = stateno = 663
trigger8 = stateno = [660,662]
trigger8 = time>40
trigger9 = stateno = 1000
trigger9 = animelemtime(8) > 2
trigger10 = stateno = 1200
trigger10 = animelemtime(9) > 7
trigger11 = stateno = 621
trigger12 = stateno = 650
trigger12 = time>100

;---------------------------------------------------------------------------
;境界地震
[State -1]
type = ChangeState
value = 1000
triggerall = var(59)=0
triggerall = command = "623"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 400) && movecontact>5
trigger7 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger8 = (stateno = 220) && helper(221),movecontact
trigger9 = (stateno = 420) && helper(221),movecontact
trigger10 = (stateno = 230) && animelemtime(12)>=0
trigger11 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger12 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger13 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger13 = helper(350),movecontact
trigger14 = stateno=550 && animelemtime(8)>=0
trigger14 = helper(232),movecontact
trigger15 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger16 = stateno = 663
trigger17 = stateno = [660,662]
trigger17 = time>40

;大陸内地震
[State -1]
type = ChangeState
value = 1200
triggerall = var(59)=0
triggerall = statetype !=A
triggerall = command = "236"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger7 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger8 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger8 = helper(350),movecontact
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),movecontact
trigger10 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40

;海洋内地震
[State -1]
type = ChangeState
value = 1400
triggerall = var(59)=0
triggerall = command = "236"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = statetype =A
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 400) && movecontact>5
trigger3 = (stateno = 220) && helper(221),movecontact
trigger4 = (stateno = 420) && helper(221),movecontact
trigger5 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger6 = stateno = 1401&&time<60
trigger7 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger8 = stateno = [660,662]
trigger8 = time>40

;磨食の息吹
[State -1]
type = ChangeState
value = 620
triggerall = var(59)=0
triggerall = command = "214"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 400) && movecontact>5
trigger7 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger8 = (stateno = 220) && helper(221),movecontact
trigger9 = (stateno = 420) && helper(221),movecontact
trigger10 = (stateno = 230) && animelemtime(12)>=0
trigger11 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger12 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger13 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger13 = helper(350),movecontact
trigger14 = stateno=550 && animelemtime(8)>=0
trigger14 = helper(232),movecontact
trigger15 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger16 = stateno = 663
trigger17 = stateno = [660,662]
trigger17 = time>40

;ファフロツキーズ地上
[State -1]
type = ChangeState
value = 650
triggerall = var(59)=0
triggerall = statetype !=A
triggerall = command = "22"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger7 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger8 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger8 = helper(350),movecontact
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),movecontact
trigger10 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger11 = stateno = 663
trigger12 = stateno = [660,662]
trigger12 = time>40
[State -1]
type = ChangeState
value = 651
triggerall = var(59)=0
triggerall = statetype !=A
triggerall = command = "22"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59)=0
triggerall = command = "BB"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 611
trigger3 = stateno = 663
trigger4 = stateno = 662
trigger4 = time>40
trigger5 = stateno = 1000
trigger5 = animelemtime(8) > 1
trigger5 = ProjContactTime(0) = [2,20]
trigger6 = stateno = 1200
trigger6 = animelemtime(9) > 5
trigger6 = ProjContactTime(0) = [2,20]

;---------------------------------------------------------------------------
;岩乗り専用後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 23
triggerall = var(59)=0
triggerall = command = "BB"
triggerall = statetype = C
trigger1 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger2 = stateno = 611
trigger3 = stateno = 663
trigger4 = stateno = 660
trigger4 = time>40
trigger5 = stateno = 1000
trigger5 = animelemtime(8) > 1
trigger5 = ProjContactTime(0) = [2,20]
trigger6 = stateno = 1200
trigger6 = animelemtime(9) > 5
trigger6 = ProjContactTime(0) = [2,20]

;---------------------------------------------------------------------------
;空ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59)=0
triggerall = command = "FF"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 220) && helper(221),movecontact
trigger3 = (stateno = 420) && helper(221),movecontact
trigger4 = stateno=410 && time>45
trigger5 = stateno=416 && time>45
trigger6 = stateno = 661
trigger6 = time>40
trigger7 = stateno = 1000
trigger7 = animelemtime(8) > 1
trigger7 = ProjContactTime(0) = [1,20]

;---------------------------------------------------------------------------
;空後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 115
triggerall = var(59)=0
triggerall = command = "BB"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 220) && helper(221),movecontact
trigger3 = (stateno = 420) && helper(421),movecontact
trigger4 = stateno=410 && time>45
trigger5 = stateno=416 && time>45
trigger6 = stateno = 661
trigger6 = time>40
trigger7 = stateno = 1000
trigger7 = animelemtime(8) > 1
trigger7 = ProjContactTime(0) = [1,20]

;===========================================================================
;---------------------------------------------------------------------------
;レバー強パンチ
[State -1]
type = ChangeState
value = 250
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "z"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = statetype = S
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact

;---------------------------------------------------------------------------
;レバー強パンチ
[State -1]
type = ChangeState
value = 350
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "x"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = numhelper(11)=1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 300) && movecontact
trigger3 = (stateno = 310) && helper(311),movecontact
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------

;レバー強パンチ
[State -1]
type = ChangeState
value = 435
triggerall = var(59)=0
triggerall = statetype = A
triggerall = command = "holdfwd"
triggerall = command = "z"
trigger1 = ctrl
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = (stateno = 400) && movecontact>5
trigger4 = (stateno = 220) && helper(221),movecontact
trigger5 = (stateno = 420) && helper(221),movecontact

[State -1]
type = ChangeState
value = 436
triggerall = var(59)=0
triggerall = statetype = A
triggerall = command = "holdback"
triggerall = command = "z"
trigger1 = ctrl
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = (stateno = 400) && movecontact>5
trigger4 = (stateno = 220) && helper(221),movecontact
trigger5 = (stateno = 420) && helper(221),movecontact

;---------------------------------------------------------------------------
;レバー入れパンチ
[State -1]
type = ChangeState
value = 220
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "y"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = statetype != A
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger7 = helper(350),movecontact
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------
;レバー入れパンチ(空)
[State -1]
type = ChangeState
value = 420
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 400) && movecontact>5
trigger3 = (stateno = 410) && time>30||(stateno = 416) && time>30

;---------------------------------------------------------------------------
;レバー弱パンチ
[State -1]
type = ChangeState
value = 500
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "x"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = statetype = S
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = stateno = 1401&&time<60
trigger5 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger6 = stateno = 100&&AnimElemTime(9)>1
trigger7 = stateno = 105&&AnimElemTime(9)>1
trigger8 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger8 = helper(350),movecontact
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),movecontact

;---------------------------------------------------------------------------
;レバー弱パンチ
[State -1]
type = ChangeState
value = 460
triggerall = var(59)=0
triggerall = statetype = A
triggerall = command = "holdback"
triggerall = command = "x"
trigger1 = ctrl
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = (stateno = 400) && movecontact>5
trigger4 = (stateno = 220) && helper(221),movecontact
trigger5 = (stateno = 420) && helper(221),movecontact

;---------------------------------------------------------------------------
;後退弱パンチ
[State -1]
type = ChangeState
value = 660
triggerall = var(59)=0
triggerall = command = "holdback"
triggerall = statetype = S
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = command = "x"
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 210) && helper(211),movecontact
trigger3 = (stateno = 200) && movecontact
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact

[State -1]
type = ChangeState
value = 661
triggerall = var(59)=0
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = command = "holdback"
triggerall = command = "x"
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 310) && helper(311),movecontact
trigger3 = (stateno = 300) && movecontact
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

[State -1]
type = ChangeState
value = 662
triggerall = var(59)=0
triggerall = command = "holdback"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = command = "x"
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

[State -1]
type = ChangeState
value = 665
triggerall = var(59)=0
triggerall = command = "holdback"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = command = "x"
trigger1 = numhelper(664)>0
trigger1 = stateno = [660,662]


;後退弱パンチ
[State -1]
type = ChangeState
value = 450
triggerall = var(59)=0
triggerall = statetype = A
triggerall = command = "holdfwd"
triggerall = command = "x"
trigger1 = ctrl
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = (stateno = 400) && movecontact>5
trigger4 = (stateno = 220) && helper(221),movecontact
trigger5 = (stateno = 420) && helper(221),movecontact

;---------------------------------------------------------------------------
;後退強パンチ
[State -1]
type = ChangeState
value = 610
triggerall = var(59)=0
triggerall = statetype != A
triggerall = command = "holdback"
triggerall = command = "z"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 300) && movecontact
trigger3 = (stateno = 310) && helper(311),movecontact
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger6 = (stateno = 210) && helper(211),movecontact
trigger7 = (stateno = 200) && movecontact
trigger8 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger8 = helper(350),movecontact
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),movecontact

;---------------------------------------------------------------------------
;後退強パンチ
[State -1]
type = ChangeState
value = 415
triggerall = var(59)=0
triggerall = statetype != A
triggerall = command = "holdback"
triggerall = command = "y"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 300) && movecontact
trigger3 = (stateno = 310) && helper(311),movecontact
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger6 = (stateno = 210) && helper(211),movecontact
trigger7 = (stateno = 200) && movecontact
trigger8 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger8 = helper(350),movecontact
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),movecontact
[State -1]
type = ChangeState
value = 417
triggerall = var(59)=0
triggerall = command = "holdback"
triggerall = command = "y"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

;空中後退強パンチ
[State -1]
type = ChangeState
value = 410
triggerall = var(59)=0
triggerall = statetype = A
triggerall = command = "holdback"
trigger1 = command = "y"
trigger1 = ctrl
trigger2 = command = "x"||command = "y"
trigger2 = (stateno = 400) && movecontact>5
trigger3 = command = "x"||command = "y"
trigger3 = (stateno = 220) && helper(221),movecontact
trigger4 = command = "x"||command = "y"
trigger4 = (stateno = 420) && helper(221),movecontact

;---------------------------------------------------------------------------
;岩潜り
[State -1]
type = ChangeState
value = 530
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "z"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = numhelper(11)=1
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 300) && movecontact
trigger3 = (stateno = 310) && helper(311),movecontact
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------

;立ち弱パンチ
[State -1]
type = ChangeState
value = 200
triggerall = var(59)=0
triggerall = command = "x"
triggerall = statetype = S
trigger1 = ctrl||stateno=21||stateno=22

;---------------------------------------------------------------------------
;立ち強パンチ
[State -1]
type = ChangeState
value = 210
triggerall = var(59)=0
triggerall = statetype = S
trigger1 = command = "y"
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = command = "x"||command = "y"
trigger2 = (stateno = 200) && movecontact
trigger3 = command = "y"
trigger3 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger3 = helper(350),movecontact
trigger4 = command = "y"
trigger4 = stateno=550 && animelemtime(8)>=0
trigger4 = helper(232),movecontact

;---------------------------------------------------------------------------
;立ち特殊
[State -1]
type = ChangeState
value = 230
triggerall = var(59)=0
triggerall = statetype = S
trigger1 = command = "z"
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = command = "x"||command = "y"||command = "z"
trigger2 = (stateno = 210) && helper(211),movecontact
trigger3 = command = "z"
trigger3 = (stateno = 200) && movecontact
trigger4 = command = "z"
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
trigger5 = command = "z"
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact

;---------------------------------------------------------------------------
;岩上弱パンチ
[State -1]
type = ChangeState
value = 300
triggerall = var(59)=0
triggerall = statetype = C
triggerall = command = "x"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22

;---------------------------------------------------------------------------
;岩上強パンチ
[State -1]
type = ChangeState
value = 310
triggerall = var(59)=0
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = command = "y"
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = command = "x"||command = "y"
trigger2 = (stateno = 300) && movecontact
trigger3 = command = "x"||command = "y"
trigger3 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger4 = command = "x"||command = "y"
trigger4 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------
;岩上特殊
[State -1]
type = ChangeState
value = 330
triggerall = var(59)=0
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = command = "z"
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = command = "x"||command = "y"||command = "z"
trigger2 = (stateno = 310) && helper(311),movecontact
trigger3 = command = "z"
trigger3 = (stateno = 300) && movecontact
trigger4 = command = "z"
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = command = "z"
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------

;空中弱パンチ
[State -1]
type = ChangeState
value = 400
triggerall = var(59)=0
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強パンチ
[State -1]
type = ChangeState
value = 416
triggerall = var(59)=0
triggerall = statetype = A
trigger1 = command = "y"
trigger1 = ctrl
trigger2 = command = "x"||command = "y"
trigger2 = (stateno = 400) && movecontact>5
trigger3 = command = "x"||command = "y"
trigger3 = (stateno = 220) && helper(221),movecontact
trigger4 = command = "x"||command = "y"
trigger4 = (stateno = 420) && helper(221),movecontact

;---------------------------------------------------------------------------
;空中特殊
[State -1]
type = ChangeState
value = 430
triggerall = var(59)=0
triggerall = statetype = A
trigger1 = command = "z"
trigger1 = ctrl
trigger2 = command = "x"||command = "y"||command = "z"
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = command = "z"
trigger3 = (stateno = 400) && movecontact>5
trigger4 = command = "z"
trigger4 = (stateno = 220) && helper(221),movecontact
trigger5 = command = "z"
trigger5 = (stateno = 420) && helper(221),movecontact

;---------------------------------------------------------------------------
;地中弱パンチ
[State -1]
type = ChangeState
value = 550
triggerall = var(59)=0
triggerall = command = "x"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

;地中強パンチ
[State -1]
type = ChangeState
value = 510
triggerall = var(59)=0
triggerall = command = "y"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

;地中特殊
[State -1]
type = ChangeState
value = 520
triggerall = var(59)=0
triggerall = command = "z"
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1












;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ＡＩ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;===========================================================================

;---------------------------------------------------------------------------
;降りる
[State -1]
type = ChangeState
value = 12
triggerall = var(59)!=0&&roundstate=2
trigger1 = stateno = 11
trigger1 = prevstateno=621
ctrl = 1

;歩く
[State -1]
type = ChangeState
value = 21
triggerall = var(59)!=0&&roundstate=2
triggerall = command = "holdfwd"
trigger1 = statetype!=A
trigger1 = ctrl = 1
trigger2 = stateno = 12
trigger2 = time<=1
ctrl = 0
;歩く
[State -1]
type = ChangeState
value = 22
triggerall = var(59)!=0&&roundstate=2
triggerall = command = "holdback"
trigger1 = statetype!=A
trigger1 = ctrl = 1
trigger2 = stateno = 12
trigger2 = time<=1
ctrl = 0

;---------------------------------------------------------------------------

;溶岩ドーム
[State -1]
type = ChangeState
value = 3700
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = var(10)=0
triggerall = power =[3000,5999]
triggerall = statetype =S
triggerall = random<power*0.02
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = stateno!=11
triggerall = pos Y =0
triggerall = win
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact

;宝永四年
[State -1]
type = ChangeState
value = 3500
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = power >=8000
triggerall = statetype !=A
triggerall = random<power*0.04
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = P2BodyDist Y >=-160
triggerall = P2BodyDist Y <=40
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = stateno=550 && animelemtime(8)>=0
trigger6 = helper(232),movecontact
trigger7 = stateno = 1200
trigger7 = animelemtime(9) > 7
trigger7 = ProjContactTime(0) = [1,20]

;プリニウス式
[State -1]
type = ChangeState
value = 3400
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = power >=7000
triggerall = statetype !=A
triggerall = random<power*0.04
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = statetype=S || stateno!=[20,22]
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=550 && animelemtime(8)>=0
trigger7 = helper(232),movecontact
trigger8 = stateno = 1200
trigger8 = animelemtime(9) > 7
trigger8 = ProjContactTime(0) = [1,20]

;プレー式
[State -1]
type = ChangeState
value = 3300
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = power >=5000
triggerall = statetype !=A
triggerall = random<power*0.03
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = statetype=S || stateno!=[20,22]
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = helper(653),numtarget>0
trigger6 = stateno = 650
trigger6 = time>100

;ブルカノ式
[State -1]
type = ChangeState
value = 3200
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = power >=4000
triggerall = statetype !=A
triggerall = random<power*0.03
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = statetype=S || stateno!=[20,22]
triggerall = P2BodyDist X >=-200
triggerall = P2BodyDist X <=200
triggerall = P2BodyDist Y >=-80
triggerall = P2BodyDist Y <=10
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger7 = stateno=550 && animelemtime(8)>=0
trigger7 = helper(232),movecontact
trigger8 = stateno = 1200
trigger8 = animelemtime(9) > 7
trigger8 = ProjContactTime(0) = [1,20]

;ストロンボリ式
[State -1]
type = ChangeState
value = 3100
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = power >=2000
triggerall = statetype !=A
triggerall = random<power*0.02
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = statetype=S || stateno!=[20,22]
triggerall = P2BodyDist X >=-50
triggerall = P2BodyDist X <=50
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = stateno = 1200
trigger6 = animelemtime(9) > 7
trigger6 = ProjContactTime(0) = [1,20]

;ハワイ式
[State -1]
type = ChangeState
value = 3000
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = power >=1000
triggerall = statetype !=A
triggerall = random<power*0.02
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = statetype=S || stateno!=[20,22]
triggerall = P2BodyDist Y >=-80
triggerall = P2BodyDist Y <=40
triggerall = P2BodyDist X >=-200
triggerall = P2BodyDist X <=200
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact
;trigger3 = (stateno = 210) && helper(211),movecontact
;trigger4 = (stateno = 300) && movecontact
;trigger5 = (stateno = 310) && helper(311),movecontact

;海溝の中の蛙
[State -1]
type = ChangeState
value = 3800
triggerall = var(59)=1&&roundstate=2
triggerall = time<60
triggerall = power >=6000
triggerall = enemynear,statetype!=A || target,Pos Y>=0
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1

;蛙かな
[State -1]
type = ChangeState
value = 3900
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = statetype =A
triggerall = power >=3000
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = helper(3),stateno=3||numhelper(3)=0
triggerall = enemynear,statetype!=L
trigger1 = enemynear,movetype=H
trigger1 = random<power*0.02 && helper(3),var(9)=0
trigger1 = ctrl||stateno=21||stateno=22
trigger1 = enemynear, Pos Y<-80
trigger1 = enemynear,vel x*50+10>=enemynear,FrontEdgeDist||enemynear,vel x*-50+10>=enemynear,backEdgeDist
trigger2 = target,movetype=H
trigger2 = target,statetype=A
trigger2 = FrontEdgeDist<40
trigger2 = (stateno = 400) && movehit>5
trigger3 = enemynear,vel x*50+10>=enemynear,FrontEdgeDist||enemynear,vel x*-50+10>=enemynear,backEdgeDist
trigger3 = (stateno = 220) && helper(221),movehit
trigger3 = enemynear,movetype=H&&enemynear,stateno!=[120,155]
trigger4 = enemynear,vel x*50+10>=enemynear,FrontEdgeDist||enemynear,vel x*-50+10>=enemynear,backEdgeDist
trigger4 = (stateno = 420) && helper(221),movehit
trigger4 = enemynear,movetype=H&&enemynear,stateno!=[120,155]
trigger5 = enemynear,vel x*25+10>=enemynear,FrontEdgeDist||enemynear,vel x*-20+10>=enemynear,backEdgeDist
trigger5 = (stateno = 230) && animelemtime(12)>=0
trigger5 = enemynear,movetype=H&&enemynear,stateno!=[120,155]
trigger6 = 10>=enemynear,FrontEdgeDist||10>=enemynear,backEdgeDist
trigger6 = (stateno = 510) && animelemtime(10)=1
trigger6 = enemynear,Pos Y+enemynear,vel y <Pos Y-30
trigger6 = enemynear,movetype=H&&enemynear,stateno!=[120,155]
trigger7 = enemynear,vel x*25+1>=enemynear,FrontEdgeDist||enemynear,vel x*-25+1>=enemynear,backEdgeDist
trigger7 = enemynear,movetype=H&&enemynear,stateno!=[120,155]
trigger7 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger7 = numhelper(411)=0||(stateno = 410) && time=31
trigger8 = helper(653),numtarget>0
trigger8 = stateno = 651
trigger8 = time>100

;破局噴火
[State -1]
type = ChangeState
value = 3600
triggerall = var(59)=1&&roundstate=2
triggerall = power >=9000
triggerall = random>life+500
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = ctrl||stateno=21||stateno=22
trigger1 = statetype=S

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;地中特殊
[State -1]
type = ChangeState
value = 520
triggerall = var(59)!=0&&roundstate=2
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = enemynear,pos Y>=0 || enemynear,statetype!=A ||enemynear,movetype=A 
triggerall = helper(1),var(2)=0 && helper(2),var(2)=0
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 101&&time<20&&time>1
trigger1 = enemynear,movetype!=H

;岩上特殊
[State -1]
type = ChangeState
value = 330
triggerall = fvar(37)<0
triggerall = var(59)!=0
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = numhelper(330)=0
trigger1 = enemynear,movetype!=H
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = enemynear,movetype!=H || helper(311),movecontact>1
trigger2 = (stateno = 310) && helper(311),movecontact
trigger3 = enemynear,movetype!=H || movecontact>1
trigger3 = (stateno = 300) && movecontact
trigger4 = enemynear,movetype!=H || animelemtime(6)>6
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = enemynear,movetype!=H || animelemtime(2)>6
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;大陸内地震
[State -1]
type = ChangeState
value = 1200
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = statetype !=A
triggerall = enemynear,statetype!=A || enemynear,Pos Y>=0||enemynear,statetype=L
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = statetype=S|| stateno!=[20,22]
triggerall = enemynear,movetype!=H||enemynear,statetype=L
triggerall = random<70||power>3000||enemynear,statetype=L
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = enemynear,stateno!=[5110,5120]
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger7 = var(10)=0
trigger7 = random<500
trigger7 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger8 = power<3000
trigger8 = enemynear,movetype!=H
trigger8 = stateno=550 && animelemtime(8)>=0
trigger8 = helper(232),movecontact
trigger9 = enemynear,movetype!=H
trigger9 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger10 = stateno=350 && animelemtime(8)=1 || stateno=451 && animelemtime(1)=11 
trigger10 = helper(350),MoveGuarded


;境界地震
[State -1]
type = ChangeState
value = 1000
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = enemynear,statetype!=A || enemynear,Pos Y>=0
triggerall = enemynear,movetype!=H
triggerall = stateno!=10||time>5
triggerall = statetype=S|| stateno!=[20,22]
triggerall = stateno!=12||time>1
triggerall = random<70
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = statetype!=A||helper(3),var(9)=0
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 300) && movecontact
trigger5 = (stateno = 310) && helper(311),movecontact
trigger6 = (stateno = 400) && movecontact>5
trigger7 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger8 = (stateno = 220) && helper(221),movecontact
trigger9 = (stateno = 420) && helper(221),movecontact
trigger10 = (stateno = 230) && time=[71,81]
trigger11 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger12 = random<500
trigger12 = var(10)!=0
trigger12 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger13 = stateno=350 && animelemtime(8)=1 || stateno=451 && animelemtime(1)=11 
trigger13 = helper(350),MoveGuarded

;海洋内地震
[State -1]
type = ChangeState
value = 1400
triggerall = var(59)=1&&roundstate=2
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = enemynear,statetype!=A || enemynear,movetype=H || stateno=[520,522]
trigger1 = statetype =A
trigger1 = enemynear,statetype!=A
trigger1 = random<90
trigger1 = statetype=A
trigger1 = ctrl||stateno=21||stateno=22
trigger1 =stateno!=230
trigger2 = fvar(37)<0 || enemynear,stateno=[120,155]
trigger2 = random<200
trigger2 = (stateno = 220) && helper(221),moveguarded
trigger3 = fvar(37)<0 || enemynear,stateno=[120,155]
trigger3 = random<300
trigger3 = (stateno = 420) && helper(221),moveguarded
trigger4 = fvar(37)<0
trigger4 = random<400
trigger4 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger5 = numtarget=0
trigger5 = random<700
trigger5 = stateno = 1401&&time=59
trigger5 = P2Dist X >0
trigger6 = fvar(37)<0
trigger6 = backedgedist<10
trigger6 = enemynear,movetype!=A&&!InGuarddist
trigger6 = stateno=101

;磨食の息吹
[State -1]
type = ChangeState
value = 620
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno!=[110,115]
trigger1 = enemynear,Pos Y <-310&&enemynear,vel y <-7||enemynear,Pos Y>-40 && P2Dist X>=300 && stateno=11
trigger1 = enemynear,movetype=H||enemynear,Pos Y>-40 && random<100
trigger1 = ctrl||stateno=21||stateno=22
trigger1 = helper(653),numtarget=0||numhelper(653)=0
trigger1 = stateno!=416
trigger2 = random<800
trigger2 = (stateno = 210) && helper(211),movehit
trigger2 = P2Dist x <80
trigger2 = backedgedist<40
trigger3 = P2Dist x <80
trigger3 = backedgedist<40
trigger3 = random<300
trigger3 = (stateno = 310) && helper(311),moveguarded
trigger4 = enemynear,movetype=H
trigger4 = enemynear,Pos Y<-20 || enemynear,vel y <-6.5
trigger4 = (stateno = 410) && time>30 &&time<35||(stateno = 416) && time>30 && enemynear,Pos Y<-160
trigger5 = random<300
trigger5 = helper(3),var(9)>20
trigger5 = (stateno = 220) && helper(221),movecontact
trigger6 = random<400
trigger6 = helper(3),var(9)>20
trigger6 = (stateno = 420) && helper(221),movecontact
trigger7 = P2Dist x <10
trigger7 = backedgedist<50
trigger7 = (stateno = 230) && animelemtime(12)>=0
trigger8 = enemynear,movetype=H
trigger8 = P2bodyDist x <60
trigger8 = backedgedist<40
trigger8 = (stateno = 330) && time>70 || stateno=663
trigger9 = backedgedist<100
trigger9 = random<200
trigger9 = (stateno = 500) && helper(11),moveguarded && animelemtime(6)>5
trigger10 = backedgedist<120||P2Dist Y<-180
trigger10 = P2bodydist x <30
trigger10 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger10 = helper(350),movecontact
trigger11 = backedgedist<100
trigger11 = P2Bodydist x <70
trigger11 = stateno=550 && animelemtime(8)>=0
trigger11 = helper(232),movehit
trigger12 = P2Dist x <0
trigger12 = backedgedist<30
trigger12 = stateno=510
trigger12 = enemynear,movetype=H
trigger13 = time>40
trigger13 = P2dist x =[-20,20]
trigger13 = backedgedist<100
trigger13 = numhelper(664)=1
trigger13 = stateno = [660,662]
trigger13 = enemynear,movetype=H
trigger14 = stateno=611&&backedgedist<30
trigger14 = P2Dist X<100
trigger14 = enemynear,movetype=H
trigger15 = backedgedist<100
trigger15 = stateno = 663
trigger15 = enemynear,movetype=H

;ファフロツキーズ地上
[State -1]
type = ChangeState
value = 650
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype !=A
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = enemynear,pos Y<-240
trigger1 = enemynear,movetype!=H
trigger1 = ctrl||stateno=21||stateno=22

[State -1]
type = ChangeState
value = 651
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype !=A
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = enemynear,pos Y<-300
trigger1 = enemynear,movetype!=H
trigger1 = stateno = 1401&&time<60
trigger2 = enemynear,pos Y<-300
trigger2 = enemynear,movetype!=H
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = random<100
trigger3 = enemynear,movetype=A
trigger3 = stateno = 522&&time<20
trigger4 = stateno = 101&&time<20&&time>1
trigger4 = numhelper(252)!=0&&numtarget!=0
trigger4 = P2Dist Y<-40

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)!=0&&roundstate=2
triggerall = fvar(37)<0
trigger1 = random<P2BodyDist X*3
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;岩潜り
[State -1]
type = ChangeState
value = 530
triggerall = var(59)!=0&&roundstate=2
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = numhelper(11)=1
trigger1 = random<50|| fvar(37)<0 || helper(3),stateno=4
trigger1 = P2BodyDist X >=10 || helper(3),stateno=4
trigger1 = P2BodyDist X <=250
trigger1 = enemynear,Pos Y >-80
trigger1 = ctrl
trigger2 = power>6000 || helper(3),stateno=4
trigger2 = (stateno = 300) && movecontact
trigger3 = power>6000 ||FrontEdgeDist>50
trigger3 = power>6000 || helper(3),stateno=4|| enemynear,movetype=A ||P2Dist x >170+(enemynear,vel x*25-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
trigger3 = (stateno = 310) && helper(311),movecontact
trigger4 = power>6000 ||FrontEdgeDist>50
trigger4 = power>6000 || helper(3),stateno=4|| enemynear,movetype=A &&random<400
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = power>6000 ||helper(3),stateno=4
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------

;レバー強パンチ
[State -1]
type = ChangeState
value = 250
triggerall = var(59)=1&&roundstate=2
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = power>=6000 || helper(3),stateno=4 || fvar(37)<0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power>=6000 || helper(3),stateno=4
trigger2 = (stateno = 200) && movecontact
trigger3 = power>=6000 || helper(3),stateno=4 || FrontEdgeDist<60 && random<300
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = power>=6000 || helper(3),stateno=4 || FrontEdgeDist<60 &&P2dist x=[10,50]
trigger4 = stateno=350 && animelemtime(8)=1 || stateno=451 && animelemtime(1)=11 
trigger4 = helper(350),movecontact
trigger5 = power>=6000 || helper(3),stateno=4 || FrontEdgeDist<40 && random<400 || fvar(37)<0
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact
trigger6 = stateno=350 && animelemtime(8)=1 || stateno=451 && animelemtime(1)=11 
trigger6 = helper(350),MoveGuarded && P2dist x=[0,50]

;---------------------------------------------------------------------------
;レバー弱パンチ
[State -1]
type = ChangeState
value = 350
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = P2BodyDist X >=-90+(enemynear,vel x*25-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2BodyDist X <=90+(enemynear,vel x*25-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2BodyDist Y >=-190
triggerall = P2BodyDist Y <=10
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = numhelper(11)=1
trigger1 = random<200
trigger1 = P2Dist x <10
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = random<150
trigger2 = (stateno = 310) && helper(311),movecontact
trigger3 = P2Dist x <0
trigger3 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger4 = P2Dist x =[-100,60]
trigger4 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------

;レバー弱パンチ
[State -1]
type = ChangeState
value = 450
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
triggerall = P2Dist X >=0
triggerall = P2Dist X <=120
triggerall = enemynear,pos Y =[-250,-100]
triggerall = enemynear,pos Y >-170||enemynear,movetype =H&&frontedgedist <70
trigger1 = prevstateno != [660,663] 
trigger1 = P2Dist x =[20,40]
trigger1 = random<200
trigger1 = ctrl
trigger2 = frontedgedist <70
trigger2 = P2Dist x =[20,120]
trigger2 = Pos y <-10
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger2 = enemynear,movetype=H
trigger3 = P2Dist x >=5
trigger3 = numtarget>0
trigger3 = pos Y >-60
trigger3 = (stateno = 400) && movecontact>5
trigger4 = (stateno = 220) && helper(221),movecontact
trigger5 = P2Dist x =[20,80]
trigger5 = enemynear,movetype=H
trigger5 = stateno=230
trigger5 = ctrl

;---------------------------------------------------------------------------
;レバー入れパンチ
[State -1]
type = ChangeState
value = 220
triggerall = fvar(37)>=0
triggerall = frontedgedist >70
triggerall = var(59)!=0&&roundstate=2
triggerall = P2BodyDist X >20+(enemynear,vel x*25-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2BodyDist X <=130+(enemynear,vel x*25-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2BodyDist Y >=-180-enemynear,vel y*25+enemynear,GetHitVar(yvel)*enemynear,GetHitVar(hitshaketime)
triggerall = P2BodyDist Y <=10
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = P2BodyDist X >=10||prevstateno=621
trigger1 = random<200||prevstateno=621
trigger1 = statetype != A
trigger1 = ctrl&& numhelper(3900)=0
trigger1 = enemynear,movetype!=H||enemynear,stateno=[120,155]
trigger2 = enemynear,movetype=H&&enemynear,statetype=A
trigger2 = (stateno = 200) && movecontact
trigger3 = enemynear,movetype=H&&power<=3000
trigger3 = (stateno = 210) && helper(211),movecontact
trigger4 = (stateno = 310) && helper(311),movecontact
trigger5 = P2BodyDist X >=70 || P2BodyDist Y <-50
trigger5 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger5 = helper(350),movecontact
trigger6 = stateno=550 && animelemtime(8)>=0
trigger6 = helper(232),movecontact
trigger6 = power<=300
trigger6 = random<200||enemynear,Pos Y<-60

;---------------------------------------------------------------------------
;レバー入れパンチ(空)
[State -1]
type = ChangeState
value = 420
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = ctrl
trigger1 = statetype = A
trigger1 = P2Dist x =[60,140]
trigger1 = enemynear,Pos Y=[-200,0]
trigger1 = stateno=230
trigger2 = enemynear,movetype=H
trigger2 = enemynear,statetype!=L
trigger2 = stateno=23
trigger2 = AnimElemTime(3) = 0
trigger2 = enemynear,pos y<-14||enemynear,GetHitVar(hitshaketime)>12

;---------------------------------------------------------------------------
;レバー弱パンチ
[State -1]
type = ChangeState
value = 500
triggerall = var(59)!=0&&roundstate=2
triggerall = P2bodyDist X >=5+(enemynear,vel x*21-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2bodyDist X <=60+(enemynear,vel x*21-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2Dist Y >=-40||PrevStateNo=430||PrevStateNo=1200
triggerall = P2Dist Y <=20
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = fvar(37)>=0||random<200
triggerall = enemynear,statetype!=L
trigger1 = random<200
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && helper(211),movecontact
trigger3 = Frontedgedist <30 || helper(211),moveguarded
trigger4 = target,statetype!=L
trigger4 = enemynear,movetype!=H
trigger4 = stateno = 1401&&time<60&& fvar(37)>=0
trigger4 = enemynear,statetype=A
trigger5 = enemynear,movetype!=A||stateno = 522&&time<20
trigger5 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20
trigger5 = enemynear,movetype=H && frontedgedist <90
trigger6 = stateno = 100&&AnimElemTime(9)>1&& fvar(37)>=0
trigger7 = 0;stateno = 105&&AnimElemTime(9)>1&& fvar(37)>=0
trigger8 = helper(1),numtarget || helper(2),numtarget && numhelper(2)!=0 || helper(1),numtarget=0 && !InGuardDist
trigger8 = helper(1),var(2)=1 || helper(2),var(2)=1 && numhelper(2)!=0 || helper(1),numtarget=0 && !InGuardDist
trigger8 = stateno = 520&&time>22&& fvar(37)>=0
trigger8 = enemynear,movetype!=A
trigger9 = enemynear,movetype=H
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),moveGuarded

;---------------------------------------------------------------------------
;レバー弱パンチ
[State -1]
type = ChangeState
value = 460
triggerall = fvar(37)>=0
triggerall = var(59)=1&&roundstate=2
triggerall = statetype = A
triggerall = enemynear,Pos Y>-35||stateno=510
trigger1 = power<3000 || enemynear,movetype!=H
trigger1 = P2Dist x =[-10,60]
trigger1 = random<700
trigger1 = ctrl
trigger2 = pos Y =[-50,0]
trigger2 = P2Dist x >-10
trigger2 = P2Dist Y =[-30,10]
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = numtarget>0
trigger3 = pos Y >-60
trigger3 = P2bodyDist x =[-10,60]
trigger3 = (stateno = 400) && movecontact>5
trigger4 = stateno=510
trigger4 = fvar(37)>=0
trigger4 = helper(511),movehit || helper(3),stateno=4
trigger4 = P2Dist x =[-10,80]
trigger4 = ctrl

;---------------------------------------------------------------------------
;後退弱パンチ
[State -1]
type = ChangeState
value = 660
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = S
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = P2Dist x=[-70,80]
triggerall = random<300
trigger1 = ctrl
trigger2 = frontedgedist<40
trigger2 = (stateno = 210) && helper(211),movecontact
trigger3 = P2bodyDist x=[-70,70]
trigger3 = (stateno = 200) && movecontact
trigger4 = P2bodyDist x=[-70,70]
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
trigger5 = P2bodyDist x=[-70,70]
trigger5 = stateno=550 && animelemtime(8)>=0
trigger5 = helper(232),movecontact

[State -1]
type = ChangeState
value = 661
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = helper(3),var(9)<10
triggerall = P2Dist x=[-60,60]
triggerall = random<300
trigger1 = ctrl
trigger2 = frontedgedist<40
trigger2 = (stateno = 310) && helper(311),movecontact
trigger3 = frontedgedist<40
trigger3 = (stateno = 300) && movecontact
trigger4 = frontedgedist<40
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = frontedgedist<100
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

[State -1]
type = ChangeState
value = 662
triggerall = var(59)!=0&&roundstate=2
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = P2Dist x=[-90,90]
trigger1 = random<300
trigger1 = enemynear,statetype=L
trigger1 = P2Dist x=[-30,30]
trigger1 = stateno = 1401&&time<60
trigger2 = enemynear,movetype!=H||fvar(37)<0
trigger2 = numhelper(3)!=0
trigger2 = fvar(37)>=0&&P2Dist x>random||fvar(37)<0
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20 ||stateno = 1401&&time=50

[State -1]
type = ChangeState
value = 665
triggerall = var(59)!=0&&roundstate=2
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = enemynear,statetype!=L
triggerall = numhelper(664)>0
triggerall = time>150
triggerall = fvar(37)>=0||fvar(37)<0&&helper(3),var(9)<1
trigger1 = P2bodyDist x>90
trigger1 = stateno = 660
trigger2 = P2bodyDist x>70
trigger2 = stateno = 661
trigger3 = P2bodyDist x>110
trigger3 = stateno = 662

;---------------------------------------------------------------------------
;後退強パンチ
[State -1]
type = ChangeState
value = 610
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype != A
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = random<400+var(10)*0.4
triggerall = P2Dist x>0
trigger1 = enemynear,vel y >=0
trigger1 = helper(3),var(9)>50||frontedgedist <30||enemynear,stateno=[120,155]
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = random<600
trigger2 = (stateno = 300) && moveguarded
trigger3 = random<600
trigger3 = (stateno = 310) && helper(311),moveguarded
trigger4 = helper(3),var(9)>30
trigger4 = random<var(10)*0.25
trigger4 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger5 = helper(3),var(9)>30
trigger5 = random<var(10)*0.25
trigger5 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger6 = random<600
trigger6 = (stateno = 210) && helper(211),moveguarded
trigger7 = random<600
trigger7 = (stateno = 200) && moveguarded
trigger8 = P2Dist x=[0,60]
trigger8 = P2Dist Y <-70
trigger8 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger8 = helper(350),movecontact
trigger9 = helper(3),var(9)>20-var(10)
trigger9 = stateno=550 && animelemtime(8)>=0
trigger9 = helper(232),movecontact

;---------------------------------------------------------------------------

;立ち弱パンチ
[State -1]
type = ChangeState
value = 200
triggerall = var(59)=1&&roundstate=2
triggerall = P2BodyDist X >=0
triggerall = P2BodyDist X <=20
triggerall = P2BodyDist Y >=-50
triggerall = P2BodyDist Y <=10
triggerall = statetype = S
trigger1 = random<600
trigger1 = ctrl

;---------------------------------------------------------------------------
;立ち強パンチ
[State -1]
type = ChangeState
value = 210
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = S
triggerall = P2BodyDist X >=0&& P2Dist Y >=-10
triggerall = P2BodyDist X <=300+(enemynear,vel x*25-enemynear,GetHitVar(xvel)*enemynear,GetHitVar(hitshaketime))*facing*enemynear,facing*-1
triggerall = P2Dist Y <=10
trigger1 = P2BodyDist X >=70&& P2Dist Y >=-10
trigger1 = random<200 || numtarget!=0 &&target,movetype=H
trigger1 = ctrl&& numhelper(3900)=0
trigger2 = random<400
trigger2 = (stateno = 200) && movecontact
trigger3 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger3 = helper(350),movecontact

;---------------------------------------------------------------------------
;立ち特殊
[State -1]
type = ChangeState
value = 230
triggerall = var(59)=1&&roundstate=2
triggerall = statetype = S
trigger1 = P2BodyDist X >=10
trigger1 = P2BodyDist Y >=-180
trigger1 = P2BodyDist Y <=10
trigger1 = ctrl
trigger1 = random<100||enemynear,movetype=H
trigger2 = random<300
trigger2 = (stateno = 210) && helper(211),movecontact
trigger3 = P2BodyDist Y <=-60
trigger3 = random<400
trigger3 = (stateno = 200) && movecontact
trigger4 = stateno=550 && animelemtime(8)>=0
trigger4 = helper(232),movecontact
trigger5 = P2BodyDist X >0
trigger5 = power>=3000
trigger5 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger5 = helper(350),movecontact

;---------------------------------------------------------------------------
;岩上弱パンチ
[State -1]
type = ChangeState
value = 300
triggerall = var(59)=1&&roundstate=2
triggerall = statetype = C
triggerall = P2BodyDist X >=0
triggerall = P2BodyDist X <=20
triggerall = P2BodyDist Y >=-40
triggerall = P2BodyDist Y <=40
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = random<600
trigger1 = ctrl

;---------------------------------------------------------------------------
;岩上強パンチ
[State -1]
type = ChangeState
value = 310
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = P2BodyDist X >=0
triggerall = P2BodyDist X <=170+enemynear,vel x*20
triggerall = P2BodyDist Y >=-100
triggerall = P2BodyDist Y <=40
trigger1 = random<300
trigger1 = ctrl
trigger2 = (stateno = 300) && movecontact
trigger3 = FrontEdgeBodyDist > 20
trigger3 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger4 = P2BodyDist X <=150+enemynear,vel x*40
trigger4 = (stateno = 461) && var(19)>0 && animelemtime(1)>5

;---------------------------------------------------------------------------
;岩上特殊
[State -1]
type = ChangeState
value = 330
triggerall = var(59)=1&&roundstate=2
triggerall = statetype = C
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = P2BodyDist X >=0
trigger1 = P2BodyDist X <=20
trigger1 = P2BodyDist Y >=-20
trigger1 = P2BodyDist Y <=40
trigger1 = random<200||enemynear,statetype=L||enemynear,movetype=H
trigger1 = ctrl
trigger2 = P2BodyDist X >=0
trigger2 = P2BodyDist X <=15
trigger2 = P2BodyDist Y >=-50
trigger2 = P2BodyDist Y <=40
trigger2 = (stateno = 310) && helper(311),movecontact
trigger3 = enemynear,movetype=H
trigger3 = FrontEdgeBodyDist < 20
trigger3 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5

;---------------------------------------------------------------------------

;空中弱パンチ
[State -1]
type = ChangeState
value = 400
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
trigger1 = P2BodyDist x=[-30,30]
trigger1 = P2BodyDist y=[0,30]
trigger1 = enemynear,statetype!=A
trigger1 = enemynear,stateno=[130,155]
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強パンチ
[State -1]
type = ChangeState
value = 410
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
triggerall = enemynear,statetype!=L
triggerall = P2BodyDist X>-80
triggerall = stateno!=23
triggerall = enemynear,pos Y <-10
trigger1 = P2Dist Y >=50
trigger1 = random<100&&enemynear,movetype!=H
trigger1 = ctrl
trigger1 = stateno!=510
trigger2 = P2BodyDist Y >=10
trigger2 = random<200
trigger2 = (stateno = 400) && movecontact>5
trigger3 = P2BodyDist Y >=50
trigger3 = (stateno = 220) && helper(221),movecontact
trigger4 = P2BodyDist Y >=50
trigger4 = (stateno = 420) && helper(221),movecontact

[State -1]
type = ChangeState
value = 416
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
triggerall = enemynear,statetype!=L
triggerall = P2BodyDist X>0
triggerall = enemynear,pos Y <-60||P2dist x =[20,100]
trigger1 = enemynear,pos Y <-5
trigger1 = random<100||enemynear,movetype=H
trigger1 = P2dist x =[20,100]
trigger1 = ctrl&&stateno!=230
trigger1 = stateno!=510||power>=3000&&enemynear,movetype=H
trigger2 = P2BodyDist Y <50
trigger2 = (stateno = 220) && helper(221),movecontact
trigger3 = P2BodyDist Y <50
trigger3 = (stateno = 420) && helper(221),movecontact
trigger4 = P2BodyDist Y <-200
trigger4 = enemynear,statetype=A
trigger4 = stateno=230
trigger4 = ctrl

;後退強パンチ
[State -1]
type = ChangeState
value = 415
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype != A
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = enemynear,statetype!=L
trigger1 = frontedgedist >50 || P2Dist x <0
trigger1 = random<600
trigger1 = helper(3),var(9)=0||numhelper(3)=0
trigger1 = P2dist x-30 < frontedgedist
trigger1 = P2dist x+30 > frontedgedist
trigger1 = ctrl||stateno=21||stateno=22
trigger2 = P2BodyDist X >170+enemynear,vel x*20
trigger2 = (stateno = 500) && helper(11),movecontact && animelemtime(6)>5
trigger3 = P2BodyDist X >=0
trigger3 = enemynear,vel x<-10
trigger3 = (stateno = 461) && var(19)>0 && animelemtime(1)>5
trigger4 = P2Dist X<-20
trigger4 = P2Dist X>-80
trigger4 = stateno=350 && animelemtime(8)>=0 || stateno=451 && animelemtime(1)>=10 
trigger4 = helper(350),movecontact
[State -1]
type = ChangeState
value = 417
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype != A
triggerall = enemynear,statetype!=L
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
triggerall = P2dist x-30 < frontedgedist
triggerall = P2dist x+30 > frontedgedist
triggerall = P2dist x!=[-80,100]
trigger1 = stateno = 1401&&time<60
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20||stateno = 520&&time>22
trigger3 = stateno = 100&&AnimElemTime(9)>1
trigger4 = stateno = 105&&AnimElemTime(9)>1


;---------------------------------------------------------------------------
;空中特殊
[State -1]
type = ChangeState
value = 430
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
triggerall = stateno=230||P2Dist x =[-120,120]
trigger1 = enemynear,statetype!=A || helper(3),stateno=4||fvar(37)<0
trigger1 = random<500||fvar(37)<0
trigger1 = ctrl
trigger2 = enemynear,Pos Y>-5 || helper(3),stateno=4 || enemynear,statetype=L
trigger2 = random<200 || helper(3),stateno=4 || enemynear,Pos Y=0
trigger2 = fvar(37)>=0
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = stateno=510
trigger3 = fvar(37)>=0
trigger3 = helper(511),movehit || helper(3),stateno=4
trigger3 = enemynear,Pos Y>Pos Y-30
trigger3 = ctrl
trigger4 = enemynear,statetype=L
trigger4 = ctrl
trigger5 = enemynear,movetype=H
trigger5 = enemynear,statetype!=L
trigger5 = time>31
trigger5 = stateno=23
trigger5 = ctrl
trigger6 = P2dist x>130
trigger6 = enemynear,movetype=H
trigger6 = stateno=230
trigger6 = ctrl

;空中特殊
[State -1]
type = ChangeState
value = 435
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
triggerall = P2Dist x =[120,360]
trigger1 = enemynear,statetype!=A || helper(3),stateno=4||fvar(37)<0 
trigger1 = random<500||fvar(37)<0
trigger1 = ctrl
trigger2 = enemynear,Pos Y>Pos Y || helper(3),stateno=4 || enemynear,statetype=L
trigger2 = random<200 || helper(3),stateno=4 || enemynear,Pos Y>-15
trigger2 = fvar(37)>=0
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = stateno=510
trigger3 = fvar(37)>=0
trigger3 = helper(511),movehit || helper(3),stateno=4
trigger3 = ctrl
trigger4 = enemynear,statetype=L
trigger4 = ctrl
trigger5 = enemynear,movetype=H
trigger5 = enemynear,statetype!=L
trigger5 = time>35
trigger5 = stateno=23
trigger5 = ctrl

;空中特殊
[State -1]
type = ChangeState
value = 436
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
triggerall = P2Dist x =[-360,-120]
trigger1 = enemynear,statetype!=A || helper(3),stateno=4||fvar(37)<0
trigger1 = random<500||fvar(37)<0
trigger1 = ctrl
trigger2 = enemynear,Pos Y>Pos Y || helper(3),stateno=4 || enemynear,statetype=L
trigger2 = random<200 || helper(3),stateno=4 || enemynear,Pos Y>-15
trigger2 = fvar(37)>=0
trigger2 = (stateno = 410) && time>30||(stateno = 416) && time>30
trigger3 = stateno=510
trigger3 = fvar(37)>=0
trigger3 = helper(511),movehit || helper(3),stateno=4
trigger3 = ctrl
trigger4 = enemynear,statetype=L
trigger4 = ctrl
trigger5 = enemynear,movetype=H
trigger5 = enemynear,statetype!=L
trigger5 = time>35
trigger5 = stateno=23
trigger5 = ctrl

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)!=0&&roundstate=2
triggerall = random<500
trigger1 = random<P2BodyDist X*2
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = S
trigger1 = random<400
trigger1 = random>P2BodyDist X*0.5
trigger1 = random<100
trigger1 = ctrl
trigger2 = stateno = 611
trigger2 = P2Dist x<50||helper(3),var(9)>0||helper(3),stateno=4
trigger3 = helper(3),var(9)>0||numhelper(664)=0
trigger3 = stateno = 663
trigger4 = helper(3),var(9)>0||helper(3),stateno=4
trigger4 = stateno = [660,662]
trigger4 = time>40
trigger4 = fvar(37)<0||enemynear,movetype!=H
trigger5 = helper(3),var(9)<var(13)
trigger5 = stateno = 1000
trigger5 = animelemtime(8) > 1
trigger5 = ProjContactTime(0) = [2,20]
trigger6 = stateno = 1200
trigger6 = animelemtime(9) > 5
trigger6 = ProjContactTime(0) = [2,20]

;---------------------------------------------------------------------------
;岩乗り専用後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 23
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = C
trigger1 = (stateno = 330) && time>70 || stateno=611 || stateno=663
trigger1 = numtarget>0
trigger2 = stateno = 611
trigger2 = P2Dist x<50
trigger3 = P2bodyDist x=[0,50]
trigger3 = helper(3),var(9)<30
trigger3 = stateno = 663
trigger4 = random<60
trigger4 = P2Dist x>70
trigger4 = stateno = [660,662]
trigger4 = time>40
trigger4 = enemynear,stateno=[130,155]
trigger5 = enemynear,statetype=L
trigger5 = P2Dist x>70
trigger5 = stateno = [660,662]
trigger5 = time>40
trigger6 = helper(3),var(9)<var(13)
trigger6 = stateno = 1000
trigger6 = animelemtime(8) > 1
trigger6 = ProjContactTime(0) = [2,20]
trigger7 = stateno = 1200
trigger7 = animelemtime(9) > 5
trigger7 = ProjContactTime(0) = [2,20]

;---------------------------------------------------------------------------
;空ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
trigger1 = stateno=230
trigger1 = P2Dist X=[100,200]
trigger1 = ctrl
trigger2 = enemynear,stateno=[120,155]
trigger2 = enemynear,statetype!=A
trigger2 = (stateno = 220) && helper(221),movecontact
trigger3 = enemynear,stateno=[120,155]
trigger3 = P2Dist Y=[-80,80]
trigger3 = enemynear,statetype!=A
trigger3 = (stateno = 420) && helper(221),movecontact
trigger4 = FrontEdgeDist>120
trigger4 = P2Dist x>120
trigger4 = enemynear,movetype!=A
trigger4 = enemynear,statetype=A
trigger4 = stateno=410 && time>45
trigger5 = FrontEdgeDist>120
trigger5 = P2Dist x>120
trigger5 = enemynear,movetype!=A
trigger5 = enemynear,statetype=A
trigger5 = stateno=416 && time>45
trigger6 = P2Dist x <=0
trigger6 = helper(3),var(9)<var(13)
trigger6 = stateno = 1000
trigger6 = animelemtime(8) > 1
trigger6 = ProjContactTime(0) = [1,20]

;---------------------------------------------------------------------------
;空後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 115
triggerall = var(59)!=0&&roundstate=2
triggerall = statetype = A
trigger1 = random<100
trigger1 = P2Dist X<-50
trigger1 = stateno=510
trigger1 = ctrl
trigger2 = P2Dist X<50
trigger2 = enemynear,stateno=[120,155]
trigger2 = enemynear,statetype!=A
trigger2 = (stateno = 220) && helper(221),movecontact
trigger3 = P2Dist X<50
trigger3 = enemynear,stateno=[120,155]
trigger3 = enemynear,statetype!=A
trigger3 = (stateno = 420) && helper(221),movecontact
trigger4 = P2Dist X<50
trigger4 = enemynear,movetype!=A
trigger4 = enemynear,statetype=A||FrontEdgeDist<=120
trigger4 = stateno=410 && time>45
trigger5 = P2Dist X<50
trigger5 = enemynear,movetype!=A
trigger5 = enemynear,statetype=A||FrontEdgeDist<=120
trigger5 = stateno=416 && time>45
trigger6 = P2Dist x >0
trigger6 = helper(3),var(9)<var(13)
trigger6 = stateno = 1000
trigger6 = animelemtime(8) > 1
trigger6 = ProjContactTime(0) = [1,20]

;---------------------------------------------------------------------------
;地中強パンチ
[State -1]
type = ChangeState
value = 510
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = P2BodyDist X >=-40
triggerall = P2BodyDist X <=40
triggerall = P2BodyDist Y >=-190
triggerall = P2BodyDist Y <=20
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 1401&&time<60
trigger1 = enemynear,statetype=A
trigger2 = !InGuardDist||random<20||stateno = 522&&time<20
trigger2 = stateno = 101&&time<20&&time>1||stateno = 522&&time<20
trigger3 = stateno = 100&&AnimElemTime(9)>1&& fvar(37)>=0 && frontedgedist<40
trigger4 = stateno = 105&&AnimElemTime(9)>1&& fvar(37)>=0
trigger5 = enemynear,statetype!=L
trigger5 = !InGuardDist
trigger5 = helper(1),numtarget || helper(2),numtarget && numhelper(2)!=0 || helper(1),numtarget=0 && !InGuardDist
trigger5 = helper(1),var(2)=1 || helper(2),var(2)=1 && numhelper(2)!=0 || helper(1),numtarget=0 && !InGuardDist
trigger5 = stateno = 520&&time>22
trigger5 = P2Dist x <0
trigger6 = stateno = 1401&&fvar(37)<0
trigger6 = time=59
trigger6 = enemynear,statetype=A

;---------------------------------------------------------------------------
;地中弱パンチ
[State -1]
type = ChangeState
value = 550
triggerall = fvar(37)>=0
triggerall = var(59)!=0&&roundstate=2
triggerall = stateno=522||numhelper(252)!=0||P2Dist Y >-80&&P2Dist X =[5,120]
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = !InGuardDist||random<20
trigger1 = stateno = 101&&time<20&&time>1
trigger2 = stateno = 522&&time<20
trigger3 = enemynear,statetype!=L
trigger3 = !InGuardDist
trigger3 = helper(1),numtarget || helper(2),numtarget && numhelper(2)!=0 || helper(1),numtarget=0 && !InGuardDist
trigger3 = helper(1),var(2)=1 || helper(2),var(2)=1 && numhelper(2)!=0 || helper(1),numtarget=0 && !InGuardDist
trigger3 = stateno = 520&&time>22
trigger4 = stateno = 1401&&time=[52,59]
trigger4 = enemynear,statetype=A

;---------------------------------------------------------------------------
;地中特殊
[State -1]
type = ChangeState
value = 520
triggerall = var(59)!=0&&roundstate=2
triggerall = enemynear,statetype!=A || enemynear,Pos Y>=0 || enemynear,movetype=A || InGuardDist || numhelper(3)=0
triggerall = stateno!=10||time>5
triggerall = stateno!=12||time>1
trigger1 = stateno = 101&&time<20&&time>1
trigger2 = stateno = 1401&&time=[52,59]
trigger2 = numtarget=0

