; 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 -- defaults to 15 if omitted)
;
; - 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.
;   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 = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; 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 = 30

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

;----------------------------------------AIコマンド
[Command] 
name = "AI0" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b 
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,a 
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,b 
time = 0 
[Command] 
name = "AI3" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI4" 
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI5" 
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,b 
time = 0
[Command] 
name = "AI6" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0
[Command] 
name = "AI7" 
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI8" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI9" 
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI10" 
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,b 
time = 0 
[Command] 
name = "AI11" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI12" 
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,a 
time = 0 
[Command] 
name = "AI13" 
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI14" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI15" 
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI16" 
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI17" 
command = a,a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI18" 
command = b,b,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI19" 
command = c,c,c,c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI20" 
command = a,a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI21" 
command = b,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI22" 
command = c,c,c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI23" 
command = a,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI24" 
command = b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI25" 
command = a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI26" 
command = b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI27" 
command = c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI28" 
command = a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI29" 
command = b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI30" 
command = x,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI31" 
command = x,b,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI32" 
command = x,c,c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI33" 
command = x,a,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI34" 
command = x,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI35" 
command = x,a,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI36" 
command = x,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI37" 
command = x,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI38" 
command = x,a,a,a,a,a,a,a,a,b
time = 0 
[Command] 
name = "AI39" 
command = x,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI40" 
command = x,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI41" 
command = x,y,b,b,b,b,b,b,b,b,b,b,a
time = 0 
[Command] 
name = "AI42" 
command = x,y,c,c,c,c,c,c,c,c,c,c,b
time = 0 
[Command] 
name = "AI43" 
command = x,y,a,a,a,a,a,a,a,a,a,b
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

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

[Command]
name = "radiating"
command =~F,D,DF,a
time = 15

[Command]
name = "naking"
command =~F,D,DF,b
time = 15

[Command]
name = "redgiant"
command =~F,D,DF,c
time = 15

[Command]
name = "melting"
command =~D,DF,F,a
time = 15

[Command]
name = "convecting"
command =~D,DF,F,b
time = 15

[Command]
name = "meltdown"
command =~D,DF,F,c
time = 15

;-| 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+z
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 = "s"
command = s
time = 1

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

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

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

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

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

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

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

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

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


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

[State 0, 2]
type = ctrlSet
triggerall =roundstate=2
trigger1 =stateno=0
trigger1 =stateno=11
value=1
ignorehitpause = 1

[State -1, ai] 
type = varset 
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 = varadd 
TriggerAll = RoundState = 2
trigger1 = enemynear,movetype=H
var(58) = -100
[State -1, ai] 
type = varadd
TriggerAll = RoundState = 2
trigger1 = enemynear,movetype!=H
var(58) = 1

[State -1, ai] 
type = varset
Trigger1 = RoundState != 2
trigger1 = 1
trigger2 = stateno=3000
trigger2 = animtime=0
fvar(37) = 0

[state -1,Gas1];ガス漏れ
type=changestate
value=8
triggerall = life>0
triggerall = alive
trigger1 = Palno=1||Palno=2||Palno=3||Palno=4
trigger1 = var(3)>500
ctrl=0
[state -1];収縮
type=changestate
value=3202
triggerall = alive
triggerall = statetype!=A
triggerall = var(9)=1
trigger1 = ctrl
trigger1 = var(10)=0
trigger2 = roundstate>2
trigger2 = ctrl
ctrl=0

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

[State -1];赤色巨星
type = ChangeState
value = 3200
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "redgiant"
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0

[State -1];炉心融合
type = ChangeState
value = 3000
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "meltdown"
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0

[State -1];ネイキングナーバスコア
type = ChangeState
value = 1300
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "naking"
trigger1 = ctrl
trigger2 = movecontact>0

[State -1];レディエイティングバスオーガン
type = ChangeState
value = 1200
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "radiating"
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0

[State -1];コンヴェクティングパイロフレーム
type = ChangeState
value = 1100
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "convecting"
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0

[State -1];メルティングフォトスキン
type = ChangeState
value = 1000
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "melting"
triggerall = Statetype !=A
triggerall = numhelper(1003)=0
trigger1 = ctrl
trigger2 = movecontact>0

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

[State -1, Air Dash]
Type       = ChangeState
Value      = 110
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = Command = "FF" || (Var(13) > 0 && Command = "holdfwd")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 3
Trigger1   = StateType = A
Trigger1   = Ctrl

[State -1, Air Back Dash]
Type       = ChangeState
Value      = 115
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = Command = "BB" || (Var(13) < 0 && Command = "holdback")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 3
Trigger1   = StateType = A
Trigger1   = Ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59)=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

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

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 200
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = Statetype !=A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 210
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command != "holddown"
triggerall = Statetype !=A
triggerall = command = "b"
trigger1 = ctrl
trigger2 = Stateno = 200 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 220
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command != "holddown"
triggerall = Statetype !=A
triggerall = command = "c"
trigger1 = ctrl
trigger2 = Stateno = 200 && movecontact>0
trigger3 = Stateno = 210 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 400
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = Statetype !=A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 410
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "holddown"
triggerall = Statetype !=A
triggerall = command = "b"
trigger1 = ctrl
trigger2 = Stateno = 400 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 420
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "holddown"
triggerall = Statetype !=A
triggerall = command = "c"
trigger1 = ctrl
trigger2 = Stateno = 400 && movecontact>0
trigger3 = Stateno = 410 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 600
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = command = "a"
triggerall = Statetype =A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 610
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = Statetype =A
triggerall = command = "b"
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 620
triggerall = var(59)=0
triggerall = var(9)=0
triggerall = Statetype =A
triggerall = command = "c"
trigger1 = ctrl
trigger2 = Stateno = 600 && movecontact>0
trigger3 = Stateno = 610 && movecontact>0

;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 3250
triggerall = var(59)=0
triggerall = var(9)=1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = Statetype !=A
trigger1 = ctrl
[State -1]
type = ChangeState
value = 3260
triggerall = var(59)=0
triggerall = var(9)=1
triggerall = command = "a"||command = "b"||command = "c"
triggerall = command = "holddown"
triggerall = Statetype !=A
trigger1 = ctrl
[State -1]
type = ChangeState
value = 3270
triggerall = var(59)=0
triggerall = var(9)=1
triggerall = command = "s"
triggerall = Statetype =A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3280
triggerall = var(59)=0
triggerall = var(9)=1
triggerall = command = "b"||command = "c"
triggerall = command != "holddown"
triggerall = Statetype !=A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3290
triggerall = var(59)=0
triggerall = var(9)=1
triggerall = command = "b"||command = "c"
triggerall = Statetype =A
trigger1 = ctrl







;;-----AI

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

[State -1];赤色巨星
type = ChangeState
value = 3200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)<330000*0.45&&Palno=[1,4]
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0
[State -1];赤色巨星
type = ChangeState
value = 3200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)<330000*0.3&&Palno=[5,8]
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0
[State -1];赤色巨星
type = ChangeState
value = 3200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)<330000*0.24&&Palno=[9,12]
triggerall = Statetype !=A
trigger1 = ctrl
trigger2 = movecontact>0

[State -1];炉心融合
type = ChangeState
value = 3000
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(37)*100>random+200
triggerall = Statetype !=A
trigger1 = ctrl

[State -1];ネイキングナーバスコア
type = ChangeState
value = 1300
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)>330000*0.8&&Palno=[1,4]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<5 ||enemynear,stateno=5300&&enemynear,time>10
trigger1 = enemynear,movetype!=H||enemynear,stateno=5300
trigger2 = stateno=221
trigger2 = movecontact=1
trigger3 = movecontact>0
trigger3 = stateno=420
trigger3 = animelem=8
trigger4 = movecontact>0
trigger4 = stateno=620
[State -1];ネイキングナーバスコア
type = ChangeState
value = 1300
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)>330000*0.65&&Palno=[5,8]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<5 ||enemynear,stateno=5300&&enemynear,time>10
trigger1 = enemynear,movetype!=H||enemynear,stateno=5300
trigger2 = stateno=221
trigger2 = movecontact=1
trigger3 = movecontact>0
trigger3 = stateno=420
trigger3 = animelem=8
trigger4 = movecontact>0
trigger4 = stateno=620
[State -1];ネイキングナーバスコア
type = ChangeState
value = 1300
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)>330000*0.52&&Palno=[9,12]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<5 ||enemynear,stateno=5300&&enemynear,time>10
trigger1 = enemynear,movetype!=H||enemynear,stateno=5300
trigger2 = stateno=221
trigger2 = movecontact=1
trigger3 = movecontact>0
trigger3 = stateno=420
trigger3 = animelem=8
trigger4 = movecontact>0
trigger4 = stateno=620

[State -1];レディエイティングバスオーガン
type = ChangeState
value = 1200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = fvar(13)>330000*0.7&&Palno=[1,4]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<5 ||enemynear,stateno=5300&&enemynear,time>10
trigger1 = enemynear,movetype!=H||enemynear,stateno=5300
trigger2 = P2Dist x=[-80,80]
trigger2 = stateno=221
trigger2 = movecontact=1
[State -1];レディエイティングバスオーガン
type = ChangeState
value = 1200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = fvar(13)>330000*0.4&&Palno=[5,8]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<5 ||enemynear,stateno=5300&&enemynear,time>10
trigger1 = enemynear,movetype!=H||enemynear,stateno=5300
trigger2 = P2Dist x=[-80,80]
trigger2 = stateno=221
trigger2 = movecontact=1
[State -1];レディエイティングバスオーガン
type = ChangeState
value = 1200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = fvar(13)>330000*0.32&&Palno=[9,12]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<5 ||enemynear,stateno=5300&&enemynear,time>10
trigger1 = enemynear,movetype!=H||enemynear,stateno=5300
trigger2 = P2Dist x=[-80,80]
trigger2 = stateno=221
trigger2 = movecontact=1

[State -1];コンヴェクティングパイロフレーム
type = ChangeState
value = 1100
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = fvar(13)>330000*0.6&&Palno=[1,4]
triggerall = P2Dist x=[90+enemynear,vel x*30,200+enemynear,vel x*30]
triggerall = P2Dist y=[-100,0]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<var(58)*0.005 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = movecontact>0
trigger2 = stateno!=420
trigger3 = movecontact>0
trigger3 = stateno=420
trigger3 = animelem=8
[State -1];コンヴェクティングパイロフレーム
type = ChangeState
value = 1100
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = fvar(13)>330000*0.35&&Palno=[5,8]
triggerall = P2Dist x=[90+enemynear,vel x*30,200+enemynear,vel x*30]
triggerall = P2Dist y=[-100,0]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<var(58)*0.005 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = movecontact>0
trigger2 = stateno!=420
trigger3 = movecontact>0
trigger3 = stateno=420
trigger3 = animelem=8
[State -1];コンヴェクティングパイロフレーム
type = ChangeState
value = 1100
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = fvar(13)>330000*0.28&&Palno=[9,12]
triggerall = P2Dist x=[90+enemynear,vel x*30,200+enemynear,vel x*30]
triggerall = P2Dist y=[-100,0]
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = random<var(58)*0.005 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = movecontact>0
trigger2 = stateno!=420
trigger3 = movecontact>0
trigger3 = stateno=420
trigger3 = animelem=8

[State -1];メルティングフォトスキン
type = ChangeState
value = 1000
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)>330000*0.5&&Palno=[1,4]
triggerall = Statetype !=A
triggerall = numhelper(1003)=0
triggerall = fvar(36)=1
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger2 = moveguarded>0
[State -1];メルティングフォトスキン
type = ChangeState
value = 1000
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)>330000*0.3&&Palno=[5,8]
triggerall = Statetype !=A
triggerall = numhelper(1003)=0
triggerall = fvar(36)=1
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger2 = moveguarded>0
[State -1];メルティングフォトスキン
type = ChangeState
value = 1000
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = fvar(13)>330000*0.24&&Palno=[9,12]
triggerall = Statetype !=A
triggerall = numhelper(1003)=0
triggerall = fvar(36)=1
triggerall = helper(1),numtarget || helper(2),numtarget
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger2 = moveguarded>0

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = enemynear,movetype!=H
trigger1 = random<P2Dist x
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = stateno!=100

[State -1, Air Dash]
Type       = ChangeState
Value      = 110
TriggerAll = Var(59)!=0
TriggerAll = RoundState = 2
TriggerAll = Command = "FF" || (Var(13) > 0 && random<P2Dist x)
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 3
triggerall = enemynear,movetype!=H
Trigger1   = StateType = A
Trigger1   = Ctrl

[State -1, Air Back Dash]
Type       = ChangeState
Value      = 115
TriggerAll = Var(59)!=0
TriggerAll = RoundState = 2
TriggerAll = Command = "BB" || (Var(13) < 0 && random<-P2Dist x)
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 3
triggerall = enemynear,movetype!=H
Trigger1   = StateType = A
Trigger1   = Ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = enemynear,movetype!=H
trigger1 = random<-P2Dist x*0.01
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = stateno!=100

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

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 200
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = P2Dist x=[0,70]
triggerall = P2Dist y=[-70,0]
trigger1 = ctrl
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 210
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = P2Dist x=[-100,140]
triggerall = P2Dist y=[-70,0]
trigger1 = ctrl
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = Stateno = 200 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 220
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = P2Dist x=[-10,100]
trigger1 = P2Dist y=[-100,0]
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = ctrl
trigger2 = P2Dist y=[-30,0]
trigger2 = random<5
trigger3 = Stateno = 210 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 400
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = P2Dist x=[0,80]
triggerall = P2Dist y=[-30,0]
trigger1 = ctrl
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 410
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
trigger1 = ctrl
trigger1 = numhelper(6)*10+numhelper(7)*10>random
trigger2 = P2Dist y=[-30,0]
trigger2 = Stateno = 400 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 420
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype !=A
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = P2Dist x=[0,100]
trigger1 = P2Dist y=[-130,0]
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = ctrl
trigger2 = random<5
trigger3 = Stateno = 400 && movecontact>0
trigger4 = Stateno = 410 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 600
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype =A
triggerall = P2Dist x=[0,70]
triggerall = P2Dist y=[-20,30]
trigger1 = ctrl
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 610
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype =A
triggerall = P2Dist x=[-30,60]
triggerall = P2Dist y=[-70,0]
trigger1 = ctrl
trigger1 = random<var(58)*0.01 || enemynear,movetype=H&&enemynear,stateno!=5300&&enemynear,time>10||enemynear,stateno=5300&&enemynear,time>10
trigger2 = Stateno = 600 && movecontact>0

;---------------------------------------------------------------------------
[State ]
type = ChangeState
value = 620
triggerall = var(59)!=0
TriggerAll = RoundState = 2
triggerall = var(9)=0
triggerall = Statetype =A
triggerall = numhelper+partner,numhelper+enemy(0),numhelper+enemy(1),numhelper<55
trigger1 = ctrl
trigger1 = pos y<-40
trigger1 = P2Dist y>0
trigger2 = Stateno = 600 && movecontact>0
trigger3 = Stateno = 610 && movecontact>0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 40
triggerall = var(59)!=0&&roundstate=2
triggerall = var(9)=1
triggerall = Statetype !=A
trigger1 = random<var(10)&&enemynear,stateno=5300&&P2Dist x !=[0,130]
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3280
triggerall = var(59)!=0&&roundstate=2
triggerall = var(9)=1
triggerall = Statetype !=A
triggerall = stateno!=40
trigger1 = random*0.2>var(10)
trigger1 = ctrl
[State -1]
type = ChangeState
value = 3290
triggerall = var(59)!=0&&roundstate=2
triggerall = var(9)=1
triggerall = Statetype =A
triggerall = helper(1),numtarget || helper(2),numtarget
trigger1 = fvar(36)=1
trigger1 = pos y>-random*0.1
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3250
triggerall = var(59)!=0&&roundstate=2
triggerall = var(9)=1
triggerall = P2Dist x =[0+enemynear,vel x*10,240+enemynear,vel x*10]
triggerall = Statetype !=A
triggerall = stateno!=40
trigger1 = random<400
trigger1 = ctrl
[State -1]
type = ChangeState
value = 3260
triggerall = var(59)!=0&&roundstate=2
triggerall = var(9)=1
triggerall = P2Dist x =[60+enemynear,vel x*10,130+enemynear,vel x*10]
triggerall = Statetype !=A
triggerall = stateno!=40
trigger1 = random>600||enemynear,stateno=5300
trigger1 = ctrl
[State -1]
type = ChangeState
value = 3270
triggerall = var(59)!=0&&roundstate=2
triggerall = var(9)=1
triggerall = Statetype =A
trigger1 = vel x >0
trigger1 = ctrl

[State -1]
type = ChangeState
value = 20
triggerall = roundstate=2
triggerall = var(59)!=0
triggerall = p2dist x !=[-40,40]
triggerall = Statetype !=A
trigger1 = stateno=0
trigger1 = ctrl
