; 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


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

[Command]
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


;-| 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

[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;投げ
[State ]
type = projectile
triggerall = var(59)=0
triggerall = command = "a"
triggerall = command = "holdfwd"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl||stateno=100
attr = S, NT
damage = 0
animtype = hard
;guardflag = HA
hitflag = -M
priority = 3, Hit
pausetime = 0, 10
sparkno = S1
guard.sparkno = S1
sparkxy = 0, -6
hitsound = S1, 9
;guardsound = S120, 0
fall = 1
fall.recover =0
getpower = 0,0
givepower = 0, 0
ID = 700
projID = 700
projanim = 701
projhitanim = 1
projremanim =1
projremove =1
projremovetime = 1
projhits =-4
projmisstime =5
projedgebound =9999
projheightbound =-240,240
projsprpriority = 11
offset =0,0
velocity =0,0
accel = 0,0
numhits = 1
hitonce=1
projscale =1,1
supermovetime = 0
pausemovetime = 0
p1stateno = 700
p2stateno = 705

[State ]
type = ChangeState
value = 700
trigger1 = ProjHitTime(700) = 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
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

;6A
[State ]
type = ChangeState
value = 210
triggerall = var(59)=0
triggerall = command = "a"
triggerall = command = "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl||stateno=100
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=300
trigger3 = movecontact

;2A
[State ]
type = ChangeState
value = 300
triggerall = var(59)=0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact

;5A
[State ]
type = ChangeState
value = 200
triggerall = var(59)=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact

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

;6B
[State ]
type = ChangeState
value = 260
triggerall = var(59)=0
triggerall = command = "b"
triggerall = command = "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl||stateno=100
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact

;2B
[State ]
type = ChangeState
value = 350
triggerall = var(59)=0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact

;5B
[State ]
type = ChangeState
value = 250
triggerall = var(59)=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=300
trigger4 = movecontact


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

;J2B
[State ]
type = ChangeState
value = 420
triggerall = var(59)=0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=400
trigger2 = movecontact
trigger3 = stateno=410
trigger3 = movecontact

;J8B
[State ]
type = ChangeState
value = 430
triggerall = var(59)=0
triggerall = command = "b"
triggerall = command = "holdup"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=400
trigger2 = movecontact
trigger3 = stateno=410
trigger3 = movecontact

;JB
[State ]
type = ChangeState
value = 410
triggerall = var(59)=0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=400
trigger2 = movecontact

;JA
[State ]
type = ChangeState
value = 400
triggerall = var(59)=0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;十三年飛脚
[State ]
type = ChangeState
value = 1200
triggerall = var(59)=0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype!=A
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact

;大文字焼き
[State ]
type = ChangeState
value = 1100
triggerall = var(59)=0
triggerall = command = "x"
triggerall = command = "holdfwd"
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact
trigger7 = stateno=260
trigger7 = animelemtime(6)>0
trigger7 = movecontact
trigger8 = stateno=400
trigger8 = movecontact
trigger9 = stateno=410
trigger9 = movecontact
trigger10 = stateno=420
trigger10 = movecontact
trigger11 = stateno=430
trigger11 = movecontact

;十文字焼き
[State ]
type = ChangeState
value = 1300
triggerall = var(59)=0
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype=A
trigger1 = ctrl
trigger2 = stateno=260
trigger2 = animelemtime(6)>0
trigger2 = movecontact
trigger3 = stateno=400
trigger3 = movecontact
trigger4 = stateno=410
trigger4 = movecontact
trigger5 = stateno=420
trigger5 = movecontact
trigger6 = stateno=430
trigger6 = movecontact

;やぶれかぶれ
[State ]
type = ChangeState
value = 1000
triggerall = var(59)=0
triggerall = command = "x"
trigger1 = statetype!=A
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact
[State ]
type = ChangeState
value = 1001
triggerall = var(59)=0
triggerall = command = "x"
trigger1 = stateno=1000
trigger1 = animelemtime(6)>5
trigger2 = stateno=1002
trigger2 = animelemtime(5)>5
[State ]
type = ChangeState
value = 1002
triggerall = var(59)=0
triggerall = command = "x"
trigger1 = stateno=1001
trigger1 = animelemtime(4)>5

;---------------------------------------------------------------------------
;火炎車
[State ]
type = ChangeState
value = 3000
triggerall = var(59)=0
triggerall = command = "holdfwd"
triggerall = command = "y"
triggerall = power>=1000
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact
trigger7 = stateno=260
trigger7 = animelemtime(6)>0
trigger7 = movecontact
trigger8 = stateno=400
trigger8 = movecontact
trigger9 = stateno=410
trigger9 = movecontact
trigger10 = stateno=420
trigger10 = movecontact
trigger11 = stateno=430
trigger11 = movecontact
trigger12 = stateno=1100
trigger12 = time>10
trigger12 = numhelper(1101)=1
trigger13 = stateno=700
trigger13 = animelemtime(7)>0
trigger14 = stateno=[1000,1002]
trigger14 = movecontact
trigger15 = stateno=1301
trigger15 = animelemtime(8)>0

;鳳凰
[State ]
type = ChangeState
value = 3200
triggerall = var(59)=0
triggerall = statetype!=A
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = power>=2000
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact
trigger7 = stateno=1100
trigger7 = time>10
trigger7 = numhelper(1101)=1
trigger8 = stateno=700
trigger8 = animelemtime(7)>0
trigger9 = stateno=[1000,1002]
trigger9 = movecontact

;卒塔婆
[State ]
type = ChangeState
value = 3100
triggerall = var(59)=0
triggerall = statetype!=A
triggerall = command = "y"
triggerall = power>=1000
trigger1 = ctrl
trigger2 = stateno=200
trigger2 = movecontact
trigger3 = stateno=210
trigger3 = movecontact
trigger4 = stateno=250
trigger4 = movecontact
trigger5 = stateno=300
trigger5 = movecontact
trigger6 = stateno=350
trigger6 = movecontact
trigger7 = stateno=1100
trigger7 = time>10
trigger7 = numhelper(1101)=1
trigger8 = stateno=700
trigger8 = animelemtime(7)>0
trigger9 = stateno=[1000,1002]
trigger9 = movecontact

;心中
[State ]
type = ChangeState
value = 3300
triggerall = var(59)=0
triggerall = statetype!=A
triggerall = command = "y"
triggerall = power>=3000
triggerall = numtarget
trigger1 = stateno=700
trigger1 = animelemtime(4)<0


;--------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;AI用
;--------------------------------------------------------
[State 1];立ち回り用
type = varset
trigger1 = var(59)!=0
trigger1 = enemynear,movetype!=H
var(59)=1
ignorehitpause=1
[State 1];地上コンボ用
type = varset
trigger1 = var(59)!=0
trigger1 = enemynear,movetype=H
trigger1 = enemynear,statetype!=A
trigger1 = enemynear,stateno!=[120,155]
var(59)=2
ignorehitpause=1
[State 1];空中コンボ用
type = varset
trigger1 = var(59)!=0
trigger1 = enemynear,movetype=H
trigger1 = enemynear,statetype=A
trigger1 = enemynear,stateno!=[120,155]
var(59)=3
ignorehitpause=1
[State 1];固め用
type = varset
trigger1 = var(59)!=0
trigger1 = enemynear,movetype=H
trigger1 = enemynear,stateno=[120,155]
var(59)=4
ignorehitpause=1
[State 1];起き攻め用
type = varset
trigger1 = var(59)!=0
trigger1 = enemynear,statetype=L
var(59)=5
ignorehitpause=1

;-----------------------------------------------------立ち回り用
;ダッシュ
[State ]
type = ChangeState
value = 100
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist x >30
triggerall = enemynear,pos y>=0
trigger1 = random<100
trigger2 = numhelper(1101)=1

;投げ
[State ]
type = projectile
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = p2bodydist x <10
trigger1 = statetype != A
trigger1 = gametime%2=0
trigger1 = ctrl||stateno=100
attr = S, NT
damage = 0
animtype = hard
;guardflag = HA
hitflag = -M
priority = 3, Hit
pausetime = 0, 10
sparkno = S1
guard.sparkno = S1
sparkxy = 0, -6
;hitsound = S1, 9
;guardsound = S120, 0
fall = 1
fall.recover =0
getpower = 0,0
givepower = 0, 0
ID = 700
projID = 700
projanim = 701
projhitanim = 1
projremanim =1
projremove =1
projremovetime = 1
projhits =-4
projmisstime =5
projedgebound =9999
projheightbound =-240,240
projsprpriority = 11
offset =0,0
velocity =0,0
accel = 0,0
numhits = 1
hitonce=1
projscale =1,1
supermovetime = 0
pausemovetime = 0
p1stateno = 700
p2stateno = 705

;火炎車
[State ]
type = ChangeState
value = 3000
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=1500
triggerall = inguarddist
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2dist y =[-60,0]
trigger1 = p2dist x >100
trigger2 = statetype = A
trigger2 = ctrl
trigger2 = p2dist y =[-60,0]
trigger2 = p2dist x >=0
trigger3 = stateno=1100
trigger3 = time>10
trigger3 = numhelper(1101)=1
trigger3 = p2dist x >120

;鳳凰
[State ]
type = ChangeState
value = 3200
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=2500
triggerall = statetype != A
triggerall = (enemynear,life*1.0/enemynear,lifemax)>=(life*1.0/lifemax)
triggerall = ctrl
triggerall = p2dist x =[-120,120]
trigger1 = inguarddist
trigger1 = p2dist y =[-150,10]
trigger2 = power>=3000
trigger2 = p2dist y <0

;卒塔婆
[State ]
type = ChangeState
value = 3100
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=1500
triggerall = inguarddist
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2dist x =[-160,120]
trigger1 = p2dist y =[-150,10]
trigger2 = stateno=1100
trigger2 = time>10
trigger2 = numhelper(1101)=1
trigger2 = p2dist x <=120

[State ]
type = ChangeState
value = 250
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = numtarget
trigger1 = target,stateno=705

;5A
[State ]
type = ChangeState
value = 200
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random<50
trigger1 = P2BodyDist X<40
trigger1 = enemynear,pos y>=0
trigger1 = enemynear,statetype=S
trigger2 = stateno=200
trigger2 = movecontact>2
;2A
[State ]
type = ChangeState
value = 300
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random<50
trigger1 = P2BodyDist X<40
trigger1 = enemynear,pos y>=0
trigger1 = enemynear,statetype=C

;6A
[State ]
type = ChangeState
value = 210
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = enemynear,pos y>=0
trigger1 = ctrl
trigger1 = random<40 || Enemynear,HitDefAttr=SC,AT
trigger1 = P2BodyDist X <95
trigger2 = stateno=100
trigger2 = P2BodyDist X <70
trigger2 = P2BodyDist X >40
trigger3 = stateno=200||stateno=300
trigger3 = movecontact>1

;5B
[State ]
type = ChangeState
value = 250
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random<40
trigger1 = P2BodyDist X =[95,110]
trigger1 = enemynear,pos y>=0

;6B
[State ]
type = ChangeState
value = 260
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = stateno=100
trigger1 = p2bodydist x <60
trigger1 = enemynear,pos y=[-50,-1]
trigger2 = stateno=210||stateno=250||stateno=350
trigger2 = movecontact>1

;JA
[State ]
type = ChangeState
value = 400
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = random<60

;大文字
[State ]
type = ChangeState
value = 1100
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = ctrl
trigger1 = p2dist x >random
trigger1 = p2dist y =[-90,0]
trigger1 = numhelper(1101)=0

;十三年飛脚
[State ]
type = ChangeState
value = 1200
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x =[0,35]
trigger1 = inguarddist

;ガード
[State ]
type = ChangeState
value = 120
triggerall = var(59)=1 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = inguarddist



;-----------------------------------------------------地上コンボ用
;5A
[State ]
type = ChangeState
value = 200
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = stateno=200
trigger1 = movecontact>3
trigger1 = p2bodydist x <15

;2A
[State ]
type = ChangeState
value = 300
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = stateno=200
trigger1 = movecontact>3
trigger1 = p2bodydist x =[15,35]
trigger1 = random<500

;6A
[State ]
type = ChangeState
value = 210
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = stateno=300||stateno=200
trigger1 = movecontact>3

;5B
[State ]
type = ChangeState
value = 250
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype != A
trigger1 = stateno=210
trigger1 = movecontact>3

;2B
[State ]
type = ChangeState
value = 350
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = stateno=250
trigger1 = p2bodydist x <50
trigger1 = movecontact>5
trigger2 = p2bodydist x <40
trigger2 = movecontact
trigger2 = enemynear,statetype=C

;6B
[State ]
type = ChangeState
value = 260
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = stateno=350||stateno=250
triggerall = movecontact>5
trigger1 = enemynear,statetype=S
trigger1 = power<1000

;十三年飛脚
[State ]
type = ChangeState
value = 1200
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = p2dist x =[-1,33]
triggerall = enemynear,statetype=C
trigger1 = stateno=350
trigger1 = movecontact
trigger2 = stateno=250
trigger2 = movecontact>5

;やぶれかぶれ
[State ]
type = ChangeState
value = 1000
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = stateno=350||stateno=250
triggerall = movecontact
trigger1 = enemynear,statetype=C
trigger2 = power>=1000
[State ]
type = ChangeState
value = 1001
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = p2bodydist x<40
trigger1 = stateno=1000
trigger1 = animelemtime(6)>5
trigger2 = stateno=1002
trigger2 = animelemtime(5)>5
[State ]
type = ChangeState
value = 1002
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = p2bodydist x<30
trigger1 = stateno=1001
trigger1 = animelemtime(4)>5

;鳳凰
[State ]
type = ChangeState
value = 3200
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = movecontact
triggerall = power>=3000
triggerall = (enemynear,life*1.0/enemynear,lifemax)>(life*1.0/lifemax)
trigger1 = stateno=1000
trigger1 = p2bodydist x>=35
trigger2 = stateno=1002
trigger2 = p2bodydist x>=35
trigger3 = stateno=1001
trigger3 = p2bodydist x>=25
trigger4 = stateno=350

;火炎車
[State ]
type = ChangeState
value = 3000
triggerall = var(59)=2 && roundstate=2 && NumProjID(700) = 0
triggerall = movecontact
triggerall = power>=1000
trigger1 = stateno=1000
trigger1 = p2bodydist x>=40
trigger2 = stateno=1002
trigger2 = p2bodydist x>=40
trigger3 = stateno=1001
trigger3 = p2bodydist x>=30


;-----------------------------------------------------空中コンボ用
;ダッシュ
[State ]
type = ChangeState
value = 100
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x >110

;5A
[State ]
type = ChangeState
value = 200
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = p2bodydist x =[-1,35]
triggerall = statetype != A
trigger1 = p2dist y =[-40,-1]
trigger1 = stateno=200
trigger1 = movecontact>1
trigger2 = p2dist y =[-80-enemynear,vel y*7,-1]
trigger2 = p2dist y <-3
trigger2 = ctrl
trigger2 = enemynear,vel y >0

;6A
[State ]
type = ChangeState
value = 210
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = p2bodydist x =[-1,80]
triggerall = p2dist y =[-90-enemynear,vel y*5,-1]
triggerall = statetype != A
trigger1 = stateno=200
trigger1 = movecontact
trigger2 = stateno=100
trigger2 = enemynear,vel y >=-5
;6B
[State ]
type = ChangeState
value = 260
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
trigger1 = p2bodydist x =[-1,100]
trigger1 = p2dist y =[-80-enemynear,vel y*7,-1]
trigger1 = stateno=210
trigger1 = movecontact>1
trigger2 = p2bodydist x =[35,100]
trigger2 = p2dist y =[-80-enemynear,vel y*7,-1]
trigger2 = ctrl
trigger3 = p2bodydist x =[100,150]
trigger3 = p2dist y =[-130-enemynear,vel y*20,-30]
trigger3 = ctrl||stateno=100
trigger3 = numhelper(1305)=0

;JB
[State ]
type = ChangeState
value = 410
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype = A
trigger1 = stateno=400
trigger1 = movecontact
;J8B
[State ]
type = ChangeState
value = 430
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = p2dist x =[-3,3]

;大文字
[State ]
type = ChangeState
value = 1100
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = movecontact||ctrl
trigger1 = p2dist x >3
trigger1 = enemynear,backedgedist <10
trigger1 = stateno=260
trigger1 = animelemtime(6)>0
trigger2 = stateno=430
trigger3 = p2dist y >-90
trigger3 = statetype=A
trigger3 = ctrl
trigger3 = numhelper(1101)=0

;十文字
[State ]
type = ChangeState
value = 1300
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = movecontact
trigger1 = enemynear,backedgedist >10
trigger1 = stateno=260
trigger1 = animelemtime(6)>0
trigger2 = stateno=410
trigger3 = stateno=420

;十三年飛脚
[State ]
type = ChangeState
value = 1200
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = statetype != A
triggerall = power<1000
trigger1 = p2dist x =[-1,33]
trigger1 = stateno=210
trigger1 = movecontact=1
trigger2 = p2dist x =[-1,50]
trigger2 = p2dist y>-100
trigger2 = ctrl
trigger2 = numhelper(1100)=1

;火炎車
[State ]
type = ChangeState
value = 3000
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=1000
triggerall = p2dist x >0
trigger1 = statetype=A
trigger1 = p2dist y =[-90,0]
trigger1 = stateno=1100
trigger1 = time>10
trigger1 = numhelper(1101)=1
trigger1 = helper(1101),stateno=1102
trigger1 = p2dist y >-20
trigger2 = stateno=260
trigger2 = movecontact
trigger2 = animelemtime(6)>=0
trigger2 = enemynear,vel y>0
trigger3 = target,pos y<-89
trigger3 = stateno=700
trigger3 = animelemtime(7)>0
trigger3 = target,vel y>-1
trigger4 = stateno=1301
trigger4 = animelemtime(8)>0
trigger4 = p2dist x <150
trigger4 = p2dist y <-90

;鳳凰
[State ]
type = ChangeState
value = 3200
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=2000
triggerall = statetype != A
trigger1 = (enemynear,life*1.0/enemynear,lifemax)>(life*1.0/lifemax)
trigger1 = p2dist y>-200
trigger1 = ctrl
trigger1 = p2dist x=[-100,100]
trigger2 = stateno=700
trigger2 = animelemtime(7)>0
trigger2 = p2dist x<90

;卒塔婆
[State ]
type = ChangeState
value = 3100
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=1000
triggerall = statetype!=A
trigger1 = p2dist x =[-30,70]
trigger1 = stateno=1100
trigger1 = time>10
trigger1 = numhelper(1101)=1
trigger1 = helper(1101),stateno=1102
trigger2 = stateno=700
trigger2 = animelemtime(7)>0
trigger2 = target,vel y>0
trigger2 = target,pos y>=-89
trigger3 = p2dist y>-170
trigger3 = stateno=210
trigger3 = movecontact=1
trigger4 = p2dist y>-200
trigger4 = ctrl
trigger4 = p2dist x=[-100,100]

;心中
[State ]
type = ChangeState
value = 3300
triggerall = var(59)=3 && roundstate=2 && NumProjID(700) = 0
triggerall = power>=3000
triggerall = statetype!=A
triggerall = numtarget
trigger1 = animelemtime(4)<0
trigger1 = stateno=700
trigger1 = (enemynear,life*1.0/enemynear,lifemax)<=(life*1.0/lifemax)*2

;-----------------------------------------------------固め用
;5A
[State ]
type = ChangeState
value = 200
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = p2dist y >=0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x =[1,40]

;2A
[State ]
type = ChangeState
value = 300
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = p2dist y >=0
triggerall = statetype != A
trigger1 = stateno=200
trigger1 = movecontact
trigger1 = p2bodydist x =[1,40]
trigger1 = random<500

;2B
[State ]
type = ChangeState
value = 350
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = p2dist y >=0
triggerall = statetype != A
trigger1 = stateno=210||stateno=300
trigger1 = movecontact
trigger1 = p2bodydist x =[1,40]
trigger1 = random<500

;5B
[State ]
type = ChangeState
value = 250
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = p2dist y >=0
triggerall = statetype != A
trigger1 = stateno=200||stateno=210||stateno=300
trigger1 = movecontact
trigger1 = p2bodydist x =[1,80]

;大文字
[State ]
type = ChangeState
value = 1100
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = p2dist y >=-50
triggerall = statetype != A
trigger1 = stateno=250||stateno=350
trigger1 = movecontact
trigger2 = stateno=260
trigger2 = animelemtime(6)>0
trigger2 = movecontact
trigger2 = enemynear,pos y<0

;十文字
[State ]
type = ChangeState
value = 1300
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = movecontact
trigger1 = stateno=260
trigger1 = animelemtime(6)>0
trigger1 = movecontact
trigger1 = enemynear,pos y=0
trigger2 = stateno=410
trigger3 = stateno=420

;ダッシュ
[State ]
type = ChangeState
value = 100
triggerall = var(59)=4 && roundstate=2 && NumProjID(700) = 0
triggerall = p2dist y >=-20
triggerall = p2bodydist x >30
triggerall = statetype != A
trigger1 = ctrl

;-----------------------------------------------------起き攻め用
;大文字
[State ]
type = ChangeState
value = 1100
triggerall = var(59)=5 && roundstate=2 && NumProjID(700) = 0
trigger1 = p2dist x>0
trigger1 = ctrl
trigger1 = enemynear,stateno=5100

;十文字
[State ]
type = ChangeState
value = 1300
triggerall = var(59)=5 && roundstate=2 && NumProjID(700) = 0
trigger1 = p2dist x>0
trigger1 = statetype=A
trigger1 = ctrl

