;-| ボタンリマップ（ボタンコンフィグ）|---------------------------------------- 第１部

[Remap]
x = x      ;Ｘボタンの入力判定を実際に押すボタンに割り当てる。
y = y      ;Ｙボタン　　　　　　　　　〃
z = z      ;Ｚボタン　　　　　　　　　〃
a = a      ;Ａボタン　　　　　　　　　〃
b = b      ;Ｂボタン　　　　　　　　　〃
c = c      ;Ｃボタン　　　　　　　　　〃
s = s      ;スタートボタン　　　　　　〃

;-| デフォルト設定 |----------------------------------------------------------- 第２部

[Defaults]
command.time = 15  ;標準のコマンド入力受付時間。
                   ;各コマンドで省略している場合に有効。
                   ;このパラメータを消した場合、デフォルトは１フレームになる。
                   ;（　M.U.G.E.Nでの１フレーム　＝　１／６０秒　）

command.buffer.time = 1  ;標準のコマンド入力記憶時間。
                         ;入力した直後にコマンドを記憶し、
                         ;指を離してもコマンドが成功している状態を
                         ;ここで設定した時間の分維持する。
                         ;１〜３０フレームまでの間で設定可能。
                         ;デフォルトは１フレーム。

;-| AI |-----------------------------------------------------------------------

[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0

[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1

;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------

[Command]
name = "ハイパージェノサイド"
command = ~F, B, D, F, b
time = 30

[Command]
name = "ブラッディ・スライサー"
command = ~F, D, DF, x+b
time = 12

[Command]
name = "ブラッディ・スライサー"
command = ~F, D, DF, a
time = 12

[Command]
name = "ブラッディ・ドライブ"
command = ~D, DF, F, x+b
time = 12

[Command]
name = "ブラッディ・ドライブ"
command = ~D, DF, F, a
time = 12

[Command]
name = "ブラッディ・チェーンソー"
command = ~B, D, F, x+b
time = 18

[Command]
name = "ブラッディ・チェーンソー"
command = ~B, D, F, a
time = 18

;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------

[Command]
name = "熱線1"
command = ~D, DF, F, x
time = 12

[Command]
name = "熱線2"
command = ~D, DF, F, b
time = 12

[Command]
name = "バックジャンプカッター1"
command = ~F, D, DF, x
time = 12

[Command]
name = "バックジャンプカッター2"
command = ~F, D, DF, b
time = 12

[Command]
name = "レーザー光線1"
command = ~D, DB, B, x
time = 12

[Command]
name = "レーザー光線2"
command = ~D, DB, B, b
time = 12

[Command]
name = "ハンマーアッパー"
command = ~F, D, y
time = 12

[Command]
name = "ジェットカッター"
command = ~B, D, F, y
time = 18

[Command]
name = "マッハジェットカッター"
command = ~U, B, D, F, y
time = 30

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

[Command]
name = "Hjump"
command = D,$U
time = 14

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

[Command]
name = "hold_a"
command = /a
time = 1

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

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

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

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------

[Command]
name = "aa"
command = a, a
time = 10

[Command]
name = "aa"
command = ~a, a
time = 10

[Command]
name = "FF"       ;必須コマンド名
command = F, F
time = 10

[Command]
name = "BB"       ;必須コマンド名
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------

[Command]
name = "recovery" ;必須コマンド名
command = x+b
time = 1

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------

[Command]
name = "down_a"
command = /$D,a
time = 1

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

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------

[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

;------------------------------------------------------------------------------
;-| 方向キー |-----------------------------------------------------------------

[Command]
name = "holdfwd"   ;必須コマンド名
command = /$F
time = 1

[Command]
name = "holdback"  ;必須コマンド名
command = /$B
time = 1

[Command]
name = "holdup"    ;必須コマンド名
command = /$U
time = 1

[Command]
name = "holddown"  ;必須コマンド名
command = /$D
time = 1

;==============================================================================
[Statedef -1]

[State ]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State -1, AIフラグセット]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = 2
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
;trigger52 = NumHelper(90000)
;trigger52 = Helper(90000),var(59)
;trigger53 = 1
var(59) = 1

;==============================================================================
; 超必殺技
;==============================================================================

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

[State -1, ハイパージェノサイド]
type = ChangeState
value = 3000
;triggerall = var(31)
triggerall = !var(59) && roundstate = 2
triggerall = command = "ハイパージェノサイド"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = !numhelper(8000)
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

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

[State -1, ブラッディ・チェーンソー]
type = ChangeState
value = 3300
;triggerall = var(31)
triggerall = !var(59) && roundstate = 2
triggerall = command = "ブラッディ・チェーンソー"
triggerall = power >= 2000
triggerall = statetype != A
triggerall = !numhelper(8000)
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

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

[State -1, ブラッディ・スライサー]
type = ChangeState
value = 3100
triggerall = !var(59) && roundstate = 2
triggerall = command = "ブラッディ・スライサー"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = !numhelper(8000)
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

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

[State -1, ブラッディ・ドライブ]
type = ChangeState
value = 3200
triggerall = !var(59) && roundstate = 2
triggerall = command = "ブラッディ・ドライブ"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = !numhelper(8000)
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

;==============================================================================
; 必殺技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, バックジャンプカッター弱]
type = ChangeState
value = 1100
triggerall = !var(59) && roundstate = 2
triggerall = command = "バックジャンプカッター1"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

[State -1, バックジャンプカッター強]
type = ChangeState
value = 1110
triggerall = !var(59) && roundstate = 2
triggerall = command = "バックジャンプカッター2"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

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

[State -1, フライングカッター弱]
type = ChangeState
value = 1120
triggerall = !var(59) && roundstate = 2
triggerall = command = "バックジャンプカッター1"
triggerall = statetype = A
trigger1 = ctrl

[State -1, フライングカッター強]
type = ChangeState
value = 1130
triggerall = !var(59) && roundstate = 2
triggerall = command = "バックジャンプカッター2"
triggerall = statetype = A
trigger1 = ctrl

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

[State -1, 熱線弱]
type = ChangeState
value = 1000
triggerall = !var(59) && roundstate = 2
triggerall = command = "熱線1"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

[State -1, 熱線強]
type = ChangeState
value = 1010
triggerall = !var(59) && roundstate = 2
triggerall = command = "熱線2"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

;------------------------------------------------------------------------------
[State -1, レーザー光線弱]
type = ChangeState
value = 1200
triggerall = !var(59) && roundstate = 2
triggerall = command = "レーザー光線1"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

[State -1, レーザー光線強]
type = ChangeState
value = 1210
triggerall = !var(59) && roundstate = 2
triggerall = command = "レーザー光線2"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

[State -1, ジャンプレーザー光線弱]
type = ChangeState
value = 1220
triggerall = !var(59) && roundstate = 2
triggerall = command = "レーザー光線1"
triggerall = statetype = A
trigger1 = ctrl

[State -1, ジャンプレーザー光線強]
type = ChangeState
value = 1230
triggerall = !var(59) && roundstate = 2
triggerall = command = "レーザー光線2"
triggerall = statetype = A
trigger1 = ctrl

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

[State -1, ガイガン忍法『生き返りの術』]
type = ChangeState
value = 1300
triggerall = !var(59) && roundstate = 2
triggerall = var(47) >= 120
triggerall = command = "holdback"
triggerall = command = "y"
triggerall = statetype != A
triggerall = life <= lifemax / 5
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = [195,199]
trigger3 = stateno = [200,220]
trigger4 = stateno = [400,420]
trigger5 = stateno = 5201

;==============================================================================
; 移動関連
;==============================================================================

[State -1, 走る]
type = ChangeState
value = 100
triggerall = !var(59) && roundstate = 2
triggerall = command = "FF"
triggerall = stateno != 100
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 101

[State -1, バックステップ]
type = ChangeState
value = 105
triggerall = !var(59) && roundstate = 2
triggerall = command = "BB"
triggerall = stateno != 105
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 101

;==============================================================================
; 特殊技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, 掴み]
type = ChangeState
value = 800
triggerall = !var(59) && roundstate = 2
triggerall = command = "y"
triggerall = statetype = S
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)

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

[State -1, アドバンシングガード]
type = ChangeState
value = 910
triggerall = !var(59) && roundstate = 2
triggerall = command = "recovery" || command = "a"
triggerall = prevstateno != [910,911]
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153

[State -1, ガードキャンセル]
type = ChangeState
value = 920
triggerall = !var(59) && roundstate = 2
triggerall = command = "バックジャンプカッター1" || command = "バックジャンプカッター2"
triggerall = prevstateno != [910,911]
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153

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

[State -1, 挑発]
type = ChangeState
value = 195
triggerall = !var(59) && roundstate = 2
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl

;==============================================================================
; 通常攻撃技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = !var(59) && roundstate = 2
triggerall = command = "x" && command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = 200 && animelemtime(3) >= 2
trigger3 = stateno = 400 && animelemtime(3) >= 2

[State -1, 立ち強]
type = ChangeState
value = 210
triggerall = !var(59) && roundstate = 2
triggerall = command = "b" && command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = 200 && (animelemtime(3) > 2 || movecontact || projcontact = 1)

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

[State -1, しゃがみ弱]
type = ChangeState
value = 400
triggerall = !var(59) && roundstate = 2
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = 200 && animelemtime(3) >= 2
trigger3 = stateno = 400 && animelemtime(3) >= 2

[State -1, しゃがみ強]
type = ChangeState
value = 410
triggerall = !var(59) && roundstate = 2
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger2 = stateno = 400 && (animelemtime(3) > 2 || movecontact || projcontact = 1)

;------------------------------------------------------------------------------
[State -1, ジャンプ弱]
type = ChangeState
value = 620
triggerall = !var(59) && roundstate = 2
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 40 && time > 0

[State -1, ジャンプ強]
type = ChangeState
value = 630
triggerall = !var(59) && roundstate = 2
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 40 && time > 0

[State -1, ジャンプ弱]
type = ChangeState
value = 600
triggerall = !var(59) && roundstate = 2
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 40 && time > 0

[State -1, ジャンプ強]
type = ChangeState
value = 610
triggerall = !var(59) && roundstate = 2
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 40 && time > 0

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;AI
;===================================================


[State -1];コンボ
type = varset
triggerall = var(59)
triggerall = !var(55)
trigger1 = stateno = [810,816]
var(55) = 1

[State -1];解除
type = varset
triggerall = var(55)
trigger1 = enemynear,ctrl
trigger2 = (stateno = [200,210]) || (stateno = [400,410]) || stateno = 3000
var(55) = 0

[State -1, バックステップ]
type = ChangeState
value = 105
triggerall = var(59) && roundstate = 2
triggerall = stateno != 105
triggerall = statetype != A
triggerall = ctrl || stateno = 130 || stateno = 131
triggerall = p2bodydist X >= 0
triggerall = p2bodydist Y = [-30,0]
trigger1 = p2movetype = A && enemynear,HitDefAttr = , AT
trigger1 = random <= 350
trigger2 = enemy,HitDefAttr = , AT
trigger2 = enemy,Vel X > 0

[State -1];相手の投げを避ける為の強制ジャンプ
type = ChangeState
value = 41
triggerall = var(59) && RoundState = 2
triggerall = !var(2)
triggerall = statetype != A
triggerall = ctrl || stateno = 130 || stateno = 131
triggerall = InGuardDist
triggerall = p2bodydist X >= 0
triggerall = p2bodydist Y = [-30,0]
trigger1 = p2movetype = A && enemynear,HitDefAttr = , AT
trigger1 = random = [350,700]
trigger2 = enemy,HitDefAttr = , AT
trigger2 = enemy,Vel X > 0

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

[State -1, ガードキャンセル]
type = ChangeState
value = 920
triggerall = var(59) && roundstate = 2
triggerall = prevstateno != [910,911]
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = (life < p2life || life < 700) && p2life >= 100 && random < 20*(1+(life<p2life)+(life<333))
trigger1 = p2bodydist X = [-10,ceil(46.153*const(size.xscale))+var(51)]
trigger1 = p2bodydist Y > -50

[State -1, アドバンシングガード]
type = ChangeState
value = 910
triggerall = var(59) && roundstate = 2
triggerall = prevstateno != [910,911]
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = p2dist X >= 0
trigger1 = random <= 15*(1+(frontedgebodydist>120)+(life<700)+(life<333)+(life<p2life)+(backedgedist<30))

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

[State -1, ブラッディ・チェーンソー]
type = ChangeState
value = ifelse(random%2,3000,ifelse(random%2,3100,ifelse(random%2,3200,3300)))
triggerall = var(59) && roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = !numhelper(8000)
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = random = [200,250]
;------------------------------------------------------------------------------

[State -1, 掴み]
type = ChangeState
value = 800
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = p2movetype != A
triggerall = !var(40)
triggerall = ctrl
triggerall = enemynear,vel x >= 0
trigger1 = p2bodydist x = [0,ceil(42.3*const(size.xscale))+var(51)]
trigger1 = p2movetype != H && random <= 200
trigger2 = p2bodydist x = [0,ceil(42.3*const(size.xscale))+var(51)]
trigger2 = var(31)
trigger2 = p2movetype != H && random <= 450
trigger3 = p2bodydist x = [0,ceil(34.615*const(size.xscale))+var(51)+2*enemynear,vel x+(20*(prevstateno = 52))]
trigger3 = random <= 300+(100*(prevstateno = 52))
trigger3 = p2stateno = [120,155]
trigger4 = p2bodydist x = [0,ceil(34.615*const(size.xscale))+var(51)+2*enemynear,vel x]
trigger4 = prevstateno = 5120 || (prevstateno = [5000,5110])
trigger4 = p2movetype != H && (random <= 400 || life <= 300)

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

[State -1, バックジャンプカッター弱]
type = ChangeState
value = 1100
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = p2statetype = A
trigger1 = p2bodydist X = [ceil(3.84*const(size.xscale))+var(51),ceil(61.53*const(size.xscale))+var(51)+3*enemynear,vel x]
trigger1 = p2bodydist Y = [ceil(-26.923*const(size.yscale))-3*enemynear,vel y,0]
trigger1 = (p2movetype = A && random <= 200) || random <= 100
trigger2 = p2statetype != L
trigger2 = prevstateno = 5120 || (prevstateno = [5000,5110])
trigger2 = random <= 200
trigger2 = p2bodydist X = [0,ceil(34.615*const(size.xscale))+var(51)]

[State -1, バックジャンプカッター強]
type = ChangeState
value = 1110
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = p2statetype = A
trigger1 = p2bodydist X = [ceil(3.84*const(size.xscale))+var(51),ceil(69.23*const(size.xscale))+var(51)+3*enemynear,vel x]
trigger1 = p2bodydist Y = [ceil(-46.153*const(size.yscale))-3*enemynear,vel y,0]
trigger1 = (p2movetype = A && random = [201,600]) || random = [101,400]
trigger2 = p2statetype != A && enemynear,HitDefAttr = SC, AA
trigger2 = random <= 50*(1+(life<350)+(life-p2life<200)+(enemynear,HitDefAttr = SC, HA, SA))
trigger2 = p2bodydist X = [0,ceil(50*const(size.xscale))+var(51)]
trigger3 = p2statetype != L
trigger3 = prevstateno = 5120  || (prevstateno = [5000,5110])
trigger3 = random = [201,600+(400*((life<350)+(life-p2life<200)))]
trigger3 = p2bodydist X = [0,ceil(50*const(size.xscale))+var(51)]

[State -1, フライングカッター弱]
type = ChangeState
value = 1120
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = (StateNo = 50) || (StateNo = 60) || stateno = 132
triggerall = p2bodydist X = [0,ceil(61.53*const(size.xscale))+var(51)+3*enemynear,vel x]
triggerall = p2bodydist Y = [ceil(-23.076*const(size.yscale))+3*enemynear,vel y,ceil(34.615*const(size.yscale))-3*enemynear,vel y]
triggerall = pos y <= -30
trigger1 = (p2movetype = A && random <= 200) || random <= 100
trigger2 = p2statetype != A && !enemynear,ctrl
trigger2 = random <= 100
trigger2 = enemy,numproj || (p2movetype = A && enemynear,HitDefAttr = , AP)
trigger3 = p2statetype != A && !enemynear,ctrl
trigger3 = random <= 100
trigger3 = inguarddist && enemy,numhelper > 0 && enemy,numhelper > var(58)

[State -1, フライングカッター強]
type = ChangeState
value = 1130
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = (StateNo = 50) || (StateNo = 60) || stateno = 132
triggerall = p2bodydist X = [0,ceil(100*const(size.xscale))+var(51)+3*enemynear,vel x]
triggerall = p2bodydist Y = [ceil(-23.076*const(size.yscale))+3*enemynear,vel y,ceil(50*const(size.yscale))-3*enemynear,vel y]
triggerall = pos y <= -30
trigger1 = (p2movetype = A && (random = [201,500])) || random = [101,400]
trigger2 = p2statetype != A && !enemynear,ctrl
trigger2 = random = [101,350]
trigger2 = enemy,numproj || (p2movetype = A && enemynear,HitDefAttr = , AP)
trigger3 = p2statetype != A && !enemynear,ctrl
trigger3 = random = [101,350]
trigger3 = inguarddist && enemy,numhelper > 0 && enemy,numhelper > var(58)

;------------------------------------------------------------------------------
;しゃがみガード
;reduce the guard spam
[State -1]
type = null;ChangeState
value = 131
triggerall = var(59) && roundstate = 2
triggerall = !var(2)
triggerall = (statetype != A && ctrl)
triggerall = stateno != 191
triggerall = prevstateno != 130
triggerall = InGuardDist
trigger1 = enemy, numproj
trigger1 = random <= 500
trigger2 = enemy,numhelper > 0 && enemy,numhelper > var(58)
trigger2 = random <= 500
trigger3 = p2statetype != A && p2movetype = A
trigger3 = enemynear,HitDefAttr = SC, AA
trigger3 = random <= 500*(1+(life<350)+(life-p2life<200))

;立ちガード
[State -1]
type = null;ChangeState
value = 130
triggerall = var(59) && roundstate = 2
triggerall = !var(2)
triggerall = (statetype != A && ctrl)
triggerall = stateno != 191
triggerall = prevstateno != 131
triggerall = InGuardDist
trigger1 = enemy, numproj
trigger1 = random = [501,999]
trigger2 = enemy,numhelper > 0 && enemy,numhelper > var(58)
trigger2 = random = [501,999]
trigger3 = p2statetype != C && p2movetype = A
trigger3 = enemynear,HitDefAttr = SA, AA
trigger3 = random = [500-(170*((life<350)+(life-p2life<200))),999]

;空中ガード
[State -1]
type = null;ChangeState
value = 132
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = (StateNo = 50) || (StateNo = 60)
triggerall = inguarddist
trigger1 = enemy,numproj
trigger2 = enemy,numhelper > 0 && enemy,numhelper > var(58)
trigger3 = p2movetype = A
trigger3 = enemynear,HitDefAttr = , AA

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

[State -1, レーザー光線弱]
type = ChangeState
value = 1200
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = p2bodydist X >= ceil(123.07*const(size.xscale))+var(51)
trigger1 = random = [76,100]
trigger1 = !enemynear,HitDefAttr = SCA, AP
;trigger2 = random <= 200
;trigger2 = p2movetype = H

[State -1, レーザー光線強]
type = ChangeState
value = 1210
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != A
trigger1 = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = p2bodydist X >= ceil(123.07*const(size.xscale))+var(51)
trigger1 = random = [101,125]
trigger2 = p2movetype = H
trigger2 = stateno = 410 && animelemtime(6) >= 0 && (movecontact|| projcontact = 1)
trigger2 = random <= 400

[State -1, ジャンプレーザー光線弱]
type = ChangeState
value = 1220
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = (StateNo = 50) || (StateNo = 60)
trigger1 = p2bodydist X >= ceil(100*const(size.xscale))+var(51)
trigger1 = p2bodydist Y = [0,ceil(30.769*const(size.yscale))]
trigger1 = Vel Y > 4 - (p2bodydist Y/10)
trigger1 = random <= 200

[State -1, ジャンプレーザー光線強]
type = ChangeState
value = 1230
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = (StateNo = 50) || (StateNo = 60)
trigger1 = p2bodydist X >= ceil(161.53*const(size.xscale))+var(51)
trigger1 = p2bodydist Y = [0,ceil(30.769*const(size.yscale))]
trigger1 = Vel Y > 4 - (p2bodydist Y/10)
trigger1 = random = [201,400]

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

[State -1, ジャンプ弱キック]
type = null;ChangeState
value = 620
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = random <= 100
triggerall = movetype = I 
triggerall = (StateNo = 50) || (StateNo = 60)
triggerall = Pos Y < -70
triggerall = p2bodydist X = [-2,ceil(42.307*const(size.xscale))+var(51)+ifelse(!var(8),3*vel x,0)+3*enemynear,vel x]
triggerall = P2BodyDist Y = [ceil(23.07*const(size.yscale)),ceil(192.3*const(size.yscale))]
trigger1 = p2statetype = A
trigger2 = p2statetype = S

[State -1, ジャンプ強キック]
type = ChangeState
value = 630
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = (StateNo = 50) || (StateNo = 60)
triggerall = p2bodydist X = [-2,ceil(57.692*const(size.xscale))+var(51)+ifelse(!var(8),3*vel x,0)+3*enemynear,vel x]
triggerall = P2BodyDist Y = [0,ceil(192.3*const(size.yscale))]
trigger1 = random <= 400
trigger1 = p2statetype = A
trigger2 = random <= 200
trigger2 = p2statetype != A

[State -1, ジャンプ強パンチ]
type = ChangeState
value = 610
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = (StateNo = 50) || (StateNo = 60)
triggerall = p2bodydist X = [-2,ceil(65.384*const(size.xscale))+var(51)+ifelse(!var(8),3*vel x,0)+3*enemynear,vel x]
triggerall = P2BodyDist Y = [ceil(-23.07*const(size.yscale)),ceil(192.3*const(size.yscale))]
trigger1 = random = [401,800]
trigger1 = p2statetype = A
trigger2 = Pos Y < -40
trigger2 = random = [201,400]
trigger2 = p2statetype = S
trigger3 = Pos Y < -30
trigger3 = random = [201,400]
trigger3 = p2statetype != A

[State -1, ジャンプ弱パンチ]
type = ChangeState
value = 600
triggerall = var(59) && roundstate = 2
triggerall = statetype = A
triggerall = p2bodydist X = [-2,ceil(57.692*const(size.xscale))+var(51)+ifelse(!var(8),3*vel x,0)+3*enemynear,vel x]
triggerall = P2BodyDist Y = [ceil(-46.15*const(size.yscale)),ceil(215.38*const(size.yscale))]
triggerall = (StateNo = 50) || (StateNo = 60)
trigger1 = random = [800,999]
trigger1 = p2statetype = A
trigger2 = Pos Y > -40
trigger2 = random = [401,600]
trigger2 = p2statetype != A

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

[State -1, しゃがみ弱]
type = ChangeState
value = 400
triggerall = var(59) && roundstate = 2
triggerall = StateType != A
triggerall = p2bodydist X = [0,ceil(46.153*const(size.xscale))+var(51)+3*vel x+3*enemynear,vel x]
triggerall = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
triggerall = !var(55)
triggerall = prevstateno != 100 || var(40) < 11
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = enemynear,Pos Y > -10
trigger1 = random <= 200
trigger2 = ctrl || ((stateno = 200 || stateno = 400) && animelemtime(3) >= 2)
trigger2 = var(40) || p2movetype = H
trigger2 = p2statetype != L && p2stateno != 5120
trigger2 = random <= 500
trigger3 = p2statetype = L && p2stateno != 5120
trigger3 = random <= 500

[State -1, しゃがみ強]
type = ChangeState
value = 410
triggerall = var(59) && roundstate = 2
triggerall = StateType != A
triggerall = p2bodydist X = [0,ceil(61.53*const(size.xscale))+var(51)]
triggerall = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = p2bodydist X = [0,ceil(46.153*const(size.xscale))+var(51)]
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = random <= 25
trigger2 = prevstateno != 100 || var(40) < 11
trigger2 = ctrl || (stateno = 400 && (animelemtime(3) > 2 || movecontact || projcontact = 1))
trigger2 = var(40) || p2movetype = H
trigger2 = p2statetype != L && p2stateno != 5120
trigger2 = p2bodydist X = [ceil(46.153*const(size.xscale))+var(51),ceil(61.53*const(size.xscale))+var(51)]
trigger3 = prevstateno != 100 || var(40) < 16
trigger3 = p2statetype = L && p2stateno != 5120
trigger3 = random <= 500
trigger4 = var(55)
trigger4 = random = [300,600*(1+(life<350)+(life<p2life))]

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

[State -1, 立ち弱]
type = ChangeState
value = 200
triggerall = var(59) && roundstate = 2
triggerall = StateType != A
triggerall = p2statetype = S || p2statetype = A
triggerall = p2bodydist X = [0,ceil(23.07*const(size.xscale))+var(51)+3*vel x+3*enemynear,vel x]
triggerall = ctrl || stateno = 40 || stateno = 101 || (stateno = 100 && time >= 2)
trigger1 = !var(55)
trigger1 = enemynear,Pos Y > -50
trigger1 = random = [201,400]
trigger2 = stateno = 200 && animelemtime(3) >= 2
trigger2 = movehit
trigger2 = p2statetype != L && p2stateno != 5120
trigger2 = random = [501,999]

[State -1, 立ち強]
type = ChangeState
value = 210
triggerall = var(59) && roundstate = 2
triggerall = StateType != A
triggerall = p2statetype != C
triggerall = p2bodydist X = [0,ceil(30.76*const(size.xscale))+var(51)]
triggerall = ctrl || stateno = 40 || stateno = 101
trigger1 = enemynear,Pos Y > -50
trigger1 = random <= 400
trigger2 = var(55)

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

[State -1, 熱線弱]
type = null;ChangeState
value = 1000
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
trigger1 = random <= var(59) * 5 *  30
trigger1 = p2bodydist X = [ceil(46.15*const(size.xscale))+var(51),ceil(76.92*const(size.xscale))+var(51)]
trigger1 = p2statetype = A
trigger1 = enemynear,Pos Y > -40
trigger1 = enemynear,Vel X > 5
trigger2 = p2bodydist X = [ceil(46.15*const(size.xscale))+var(51),ceil(100*const(size.xscale))+var(51)]
trigger2 = p2statetype = A
trigger2 = enemynear,Pos Y < -40
trigger2 = enemynear,Vel X > 7
trigger3 = !var(55)
trigger3 = random <= var(59) * 5 *  45
trigger3 = p2bodydist X = [ceil(11.53*const(size.xscale))+var(51),ceil(69.23*const(size.xscale))+var(51)]
trigger3 = p2statetype = L

[State -1, 熱線強]
type = null;ChangeState
value = 1010
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
trigger1 = random <= var(59) * 5 *  10
trigger1 = p2bodydist X = [ceil(46.15*const(size.xscale))+var(51),ceil(76.92*const(size.xscale))+var(51)]
trigger1 = p2statetype = A
trigger1 = enemynear,Pos Y < -50
trigger1 = enemynear,Vel X > 3
trigger2 = p2bodydist X = [ceil(46.15*const(size.xscale))+var(51),ceil(100*const(size.xscale))+var(51)]
trigger2 = p2statetype = A
trigger2 = enemynear,Pos Y < -50
trigger2 = enemynear,Vel X > 5
trigger3 = !var(55)
trigger3 = random <= var(59) * 5 *  35
trigger3 = p2bodydist X = [ceil(11.53*const(size.xscale))+var(51),ceil(69.23*const(size.xscale))+var(51)]
trigger3 = p2statetype = L

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

[State -1, 走る]
type = ChangeState
value = 100
triggerall = var(59) && roundstate = 2
triggerall = stateno != 100
triggerall = statetype != A && ctrl
trigger1 = P2BodyDist X >= ceil(76.923*const(size.xscale))+var(51)
trigger1 = p2movetype = I && random <= 25
trigger2 = var(40) < 11
trigger2 = p2bodydist X >= ceil(76.923*const(size.xscale))+var(51)
trigger2 = (p2movetype = H && !(p2stateno = [120,155])) || (p2statetype = L && p2stateno != 5120)
trigger3 = var(40) < 11
trigger3 = p2bodydist X >= ceil(76.923*const(size.xscale))+var(51)
trigger3 = p2statetype != A
trigger3 = numhelper(8000)
trigger3 = p2movetype != A
trigger4 = p2bodydist X >= ceil(76.923*const(size.xscale))+var(51)
trigger4 = p2statetype != A
trigger4 = numhelper(7700)
trigger4 = p2movetype != A

[State -1, Walk]
type = ChangeState
value = 20
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = ctrl && stateno != 20
triggerall = frontedgebodydist > 20 && backedgebodydist > 20
trigger1 = random <= 200
trigger2 = (p2movetype = H && !(p2stateno = [120,155])) || p2statetype = L

[State -1, jump]
type = ChangeState
value = 41
triggerall = var(59) && roundstate = 2
triggerall = !var(55)
triggerall = statetype != A && ctrl
trigger1 = p2statetype = A && p2movetype = H
trigger1 = P2BodyDist X = [0,ceil(69.23*const(size.xscale))+var(51)]
trigger1 = enemynear,vel Y = [-1,1]
trigger2 = BackEdgeBodyDist <= ceil(15.38*const(size.xscale))+var(51) && p2statetype = L && random <= 200
trigger3 = p2statetype != A && p2BodyDist X >= ceil(61.53*const(size.xscale))+var(51) && enemynear,pos y > -1 && enemynear,numproj
trigger3 = random <= 50
trigger4 = p2movetype != A
trigger4 = P2BodyDist X >= ceil(76.923*const(size.xscale))+var(51)
trigger4 = random <= 50*(1+(life>p2life)+(life>333))

[State -1, ２段ジャンプ]
type = ChangeState
value = 45
triggerall = var(59) && roundstate = 2
triggerall = !var(8) && !var(9)
triggerall = statetype = A
triggerall = stateno = 50
trigger1 = enemy,numproj || (enemy,numhelper > 0 && enemy,numhelper > var(58))
trigger1 = P2BodyDist X = [0,ceil(69.23*const(size.xscale))+var(51)]
trigger1 = pos y < -50
trigger1 = random <= 50

[State -1, 挑発]
type = ChangeState
value = 195
triggerall = var(59)
triggerall = statetype = S
triggerall = stateno != 100
triggerall = stateno != 105
triggerall = prevstateno != 195
triggerall = ctrl
trigger1 = Win && !enemynear,alive
trigger1 = roundstate = 3
;trigger2 = roundstate = 2 && random < 20*(life-p2life>=800) && p2statetype = L
;trigger2 = P2BodyDist X >= ceil(61.538*const(size.xscale))+var(51)

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

[State -1, ガイガン忍法『生き返りの術』]
type = ChangeState
value = 1300
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = life <= lifemax / 5
triggerall = life <= p2life-400
triggerall = roundno = 1
triggerall = ctrl
trigger1 = p2movetype = A || enemynear,numproj
trigger1 = random <= 25
trigger1 = p2bodydist X = [0,ceil(69.23*const(size.xscale))+var(51)]
