;-----------------------------------------------------------------------------
[Statedef -2];常時監視ステート(相手に行動を制御されても関係無く常に実行される)
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------

;--------------------[簡易設定]

;ヒットスパーク変更
[State -2]
type = varset
trigger1 = 1
var(44) = 1                     ;1でCVS　0でKOF

;AI時攻撃補正
[State -2]
type = varset
trigger1 = 1
var(50) = 0                     ;1でON　0でOFF

;AI時防御補正
[State -2]
type = varset
trigger1 = 1
var(51) = 0                     ;1でON　0でOFF

;AIレベル
[State -2]
type = varset
trigger1 = 1
var(52) = 2                     ;1普通　2強い

;アーマーの有無
[State -2]
type = varset
trigger1 = 1
var(53) = 1                     ;1で有り　0で無し

;ストライカーの有無
[State -2]
type = varset
trigger1 = 1
var(54) = 1                     ;1で有り　0で無し
[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  256,256,256
PalBright = 0,0,0
time = -1
length  = 15
TimeGap = 1
FrameGap = 3 






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


[State -2, 二人目のイントロ]
type = ChangeState             ;二人目でもイントロを作る
value = 190                    ;イントロへ
triggerall = RoundsExisted = 0 ;自分が初参戦時
triggerall = TeamMode = Turns  ;ターンモード
trigger1 = stateno = 5900      ;5900番


;ここでtrigger用に自分の初期ライフを確認します
[State -2, ライフ確認]
type = VarSet
triggerall = RoundState = [0,1] ;開始前の間
trigger1 = RoundNo = 1          ;一試合目
trigger2 = TeamMode = Turns     ;5900でイントロを作らないと ↓
trigger2 = RoundsExisted = 0    ;これは使えません
v = 22
value = Life   ;Var(22)に自分のライフを保存

[State -2, ライフ取得ミス対策]
type = VarSet
triggerall = Var(22) = [0,100] ;ライフが100以下と認識されたら
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
v = 22
value = const(data.life) ;自分のデータに書かれたLifeにする

;セーフティγ（特定の攻撃以外ではとどめをさせない）
[State -2]
Type = VarSet
triggerall = RoundState = 2 || RoundState != 2 && !alive
trigger1 = sysvar(3) != 0 && (EnemyNear,HitDefAttr = C,NA) || RoundState != 2 && !alive
sysvar(3) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
triggerall = RoundState = 2 && !(EnemyNear,HitDefAttr = C,NA)
Trigger1   = Life <= 0
Trigger2   = Life - GetHitVar(Damage) <= 0
sysvar(3) = 1
IgnoreHitPause = 1

[State -2]
Type = LifeSet
Trigger1 = sysvar(3) = 1
Value = 1 + (GetHitVar(Damage))
IgnoreHitPause = 1

[State -2]
Type = LifeSet
Trigger1 = RoundState != 2 && !alive
Value = 0
IgnoreHitPause = 1

[State -2]
type = PalFX
triggerall = RoundState = 2 && life <= 1 && alive
trigger1 = (GameTime%2) = 1
time = 1
add = 150,100,200
ignorehitpause = 1


[State a]
type = helper
triggerall = p2stateno = 29020
trigger1 = numhelper(29021) = 0
id = 29021
persistent = 0
name = "piyori"
pos = -320,240
postype = back
stateno = 29021
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = helper
triggerall = p2stateno != 40
triggerall = p2movetype != H
trigger1 = var(48) >= 1
trigger1 = (GameTime%130) = 1
id = 3504
persistent = 0
name = "sibire"
pos = 0,0
postype = p2
stateno = 3504
helpertype = normal
keyctrl = 0
ownpal = 1

[State a]
type = Envcolor
trigger1 = projHit3031 = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State a]
type = Envcolor
trigger1 = projHit3155 = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99

[State a]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3079 = 1
anim = IfElse((var(44)= 1),(3094 + (random%10)),4020)
id = 3094
sprpriority = 9
postype = p2
pos = enemynear, const(size.mid.pos.x), enemynear, const(size.mid.pos.y)
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3155 = 1 || ProjHit3051 = 1 || ProjHit3079 = 1 || ProjHit30301 = 1
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State 1]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3155 = 1 || ProjHit3051 = 1 || ProjHit3079 = 1 || ProjHit30301 = 1
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -5 + (random%10),-5 + (random%10)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State 1]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3155 = 1 || ProjHit3051 = 1 || ProjHit3079 = 1 || ProjHit30301 = 1
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -7 + (random%14),-7 + (random%14)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State 1]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3079 = 1 || ProjHit30301 = 1
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -8 + (random%16),-8 + (random%16)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State 1]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3079 = 1 || ProjHit30301 = 1
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -9 + (random%18),-9 + (random%18)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State 1]
type = Explod
trigger1 = ProjHit3031 = 1 || ProjHit3032 = 1 || ProjHit3079 = 1 || ProjHit30301 = 1
anim = 3181
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State a]
type = Explod
triggerall = p2stateno = [9000,9035]
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = -10,-30
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
triggerall = p2stateno = [9000,9035]
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
triggerall = p2stateno = [19000,19035]
trigger1 = (GameTime%8) = 1
anim = 3069
id = 3069
sprpriority = 99
postype = p2
pos = -10,-30
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
triggerall = p2stateno = [19000,19035]
triggerall = p2movetype = H
trigger1 = (GameTime%10) = 1
anim = 3070
id = 3070
sprpriority = 99
postype = p2
pos = 0,-25
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = varset
trigger1 = projHit3155 = 1
v = 48
value = 1200

[state a]
type = varset
trigger1 = RoundState != 2
v = 48
value = 0

[state a]
type = varadd
trigger1 = var(48) >= 0
v = 48
value = -1

[state a]
type = varset
trigger1 = command = "holdfwd"
v = 30
value = 1

[state a]
type = varset
trigger1 = command = "holdback"
v = 30
value = 2

[state a]
type = varset
trigger1 = command = "holdup"
v = 30
value = 3

[state a]
type = varset
trigger1 = command = "holddown"
v = 30
value = 4

[state a]
type = varset
trigger1 = command = "x"
v = 30
value = 5

[state a]
type = varset
trigger1 = command = "y"
v = 30
value = 6

[state a]
type = varset
trigger1 = command = "a"
v = 30
value = 8

[state a]
type = varset
trigger1 = command = "start"
v = 30
value = 7

[State a]
type = VarRandom
trigger1 = NumHelper(3408) = 1
trigger1 = time >= 1
v = 35
range = 30,-30

[State 1]
type = varrandom
trigger1 = 1
range = -40,40
v = 46

[State 1]
type = varrandom
trigger1 = 1
range = 0,-90
v = 47

[State 1]
type = varset
trigger1 = roundstate = 1 || roundstate = 2 && var(55) != 0 && !winko && p2life > 0
v = 55
value = 0

[State 1]
type = varset
trigger1 = stateno = 3703 && AnimElem = 11 && winko
v = 55
value = 1

[state a]
type = varset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "start"
trigger1 = command != "x"
trigger1 = command != "y"
trigger1 = command != "a"
v = 30
value = 0


[State a] 
type = null;Afterimage
triggerall = palno = 12
triggerall = roundstate != 0
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 18
TimeGap = 1
FrameGap = 2


[State -2]
type = varset
trigger1 = roundstate = 0
var(31) = 1

[State -2]
type = varset
trigger1 = roundstate = 0
var(32) = 1

[State -2]
type = varset
trigger1 = var(31) <= 1
var(32) = 3

[State -2]
type = varset
trigger1 = var(31) >= 150
var(32) = 2

[State -2]
type = varadd
trigger1 = 1
trigger1 = var(32) = 3
var(31) = 5

[State -2]
type = varadd
trigger1 = 1
trigger1 = var(32) = 2
var(31) = -5

[State -2]
type = null;Trans
trigger1 = palno = 12
;trigger1 = 1
trans = add1
alpha = var(31),var(31)

[State -2]
type = null;Trans
triggerall = palno = 12
trigger1 = var(41) <= 40
trans = add1
alpha = var(31)+20,var(31)+250

[State -2]
type = null;NotHitBy
triggerall = palno = 12
trigger1 = 1
value = SCA,AT,AP

[State -2]
type = null;HitBy
triggerall = palno = 12
trigger1 = 1
value = SCA,AA

[State -2]
type = attackMulSet
trigger1 = var(49) = 1 && var(50) = 1 
value = IfElse((var(52) = 1),1.15,1.35)
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = var(49) = 1 && var(51) = 1
value = IfElse((var(52) = 1),0.93,0.62)
ignorehitpause = 1

[State -2]
type = poweradd
triggerall = alive = 1
trigger1 = StateNo = 5000 && time = 0 || StateNo = 5010 && time = 0 || StateNo = 5020 && time = 0 || StateNo = 5070 && time = 0
value = 50

[State -2]
type = null;lifeadd
triggerall = palno = 12
triggerall = alive = 1
triggerall = roundstate = 2
trigger1 = (GameTime%5) = 0
ignorehitpause = 1
value = 1

[State -2]
type = AssertSpecial
trigger1 = var(49) = 1
flag = NoAirGuard

;ストライカー
[State -2]
type = Helper
triggerall = var(49) != 1
triggerall = var(54) = 1
triggerall = command = "y"
triggerall = command = "holdfwd"
triggerall = movetype = A
trigger1 = numhelper(3401) = 0
helpertype = normal
name = "ruga"
ID = 3401
pos = -320,0
postype = P1
facing = 1
stateno = 3401
keyctrl = 0
ownpal = 1

;----------------------------------------------------------------------------
;未完成な相手キャラによって、不具合が起きても自己解決するシステム(仮)
[State -2, Y座標自己修復]
type = PosSet
triggerall = var(49) != 1
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      ;立ち＆屈み時
trigger1 = floor(Pos Y) = [-2,3] ;立ち位置が僅かにずれていたらすぐ修正
y = 0

[State -2, Y座標自己修復]
type = PosSet
triggerall = var(49) = 1
triggerall = RoundState = 2
trigger1 = stateno = [0,12]
trigger1 = floor(Pos Y) < -20
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < Var(22)  ;トレーニングでCtrl+Iを使うときに配慮
trigger1 = stateno = [0,30]  ;歩きも含める
trigger1 = floor(Pos Y) < -2 ;立ち位置が大きくずれていたら移動する
y = 2
[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < Var(22)
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2 ;同じく
y = -2
[State -2, Y座標強制修復]               ;GATTより一言…
type = ChangeState                      ;この辺のシステムは
triggerall = RoundState = 2             ;うちの咲夜に搭載しているもので
triggerall = ctrl = 0                   ;かなりオリジナルな設定です。
triggerall = alive = 1                  ;いらない、または重い処理を使う際は削除してください
triggerall = !Lose
trigger1 = Pos Y < -1800 ;空高く飛ばされてしまっても体勢を立て直して落下する
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480   ;地中深くに埋められてしまっても這い上がってくる
trigger2 = GameTime % 10 = 0
value = 40
;----------------------------------------------------------------------------

;♪

;----------------------------------------------------------------------------
;デバッグ支援記述集

; ※ この一連の記述は、キャラが完成したら消すか";"を付けて無効化しましょう。
;　　僅かにでも処理が重くなることが理由です。（ちなみにNullではダメです）


;デバッグモードに白い文字の表示を加える
[State -2, デバッグ表示]
type = DisplayToClipboard
trigger1 = 1
text = "V1-C=%d,V3-J=%d,V4-D=%d,V5-B=%d,V20-A=%d"
params = var(1),var(3),var(4),var(5),var(20)
ignorehitpause = 1

;表示を横に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = " V22-L=%d,V21-R=%d,Pos X=%d,Y=%d"
params = var(22),var(21),ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;表示を下に加える
[State -2, デバッグ表示その3]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d, Vel X=%d/10,Y=%d/10 : Power=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Vel X*10),floor(Vel Y*10),Power
ignorehitpause = 1


; ※ 関数説明：floor(1.5) = 1、ceil(1.5) = 2になります。 小数を含む場合によく使います。
;　　小数を詳しく見たい場合は%dの代わりに%fを使います。 MUGENに限らず結構常識です。
;　　Vel X*10に対し、表記はVel X=%d/10になっています。 10で割った数値が目安のVel Xです。
;　　PosとDistはfloorとceilが逆になっています。




;無人デバッグ用（かなり長時間CPUに任せるデバッグ法）
;ウォッチ、サバイバル(ctrl+2使用)のチーム戦が良いと思う
;[State -2, バグ発生警報]
;type = VarSet
;triggerall = RoundState = 2
;triggerall = Var(20) >= 0
;trigger1 = floor(Pos Y) < -5 ;よくあるバグとして、宙に浮かぶことが挙げられる
;trigger1 = stateno = [0,22]  ;宙で立つ、しゃがむ、歩く
;trigger1 = Time = 1
;trigger2 = Anim != [5110,5120]
;trigger2 = Ctrl = 0     ;行動不能のまま
;trigger2 = Life > 0     ;まだ息があり
;trigger2 = !Lose        ;負けていないのに
;trigger2 = Time = 2047  ;長時間固まる
;var(20)  = -4           ;上記バグが出るとセットされます。

;[State -2, 永久戦闘デバッグ]
;type = LifeAdd
;trigger1 = TeamMode = Simul ;必要に応じて条件を変える
;value = 20  ;HPが減らない
;ignorehitpause = 1


[State -3, 成功したときの残像]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State 1001,]
type = RemoveExplod
trigger1 = Anim != 1500
trigger2 = Movetype != A
ID = 1500

[State 1001,]
type = RemoveExplod
trigger1 = Anim != 1550
trigger2 = Movetype != A
ID = 1550

[State 1001,]
type = RemoveExplod
trigger1 = Anim != 1215
trigger2 = Movetype != A
ID = 2000

[State 1001,]
type = RemoveExplod
trigger1 = Anim != 2505
trigger2 = Movetype != A
ID = 2500

[State a]
type = RemoveExplod
trigger1 = stateno != 3035
ID = 3036

[State a]
type = RemoveExplod
trigger1 = stateno != 3035
ID = 3037

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = P2Movetype = H
trigger1 = P2Stateno = 335
trigger1 = P2Statetype = A
trigger1 = enemy, Pos Y >= 0
trigger1 = enemy, Vel Y > 0
value = s12,8

[State 100,]
type = StopSnd
triggerall = var(49) != 1
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 100,]
type = StopSnd
triggerall = var(49) = 1
trigger1 = Anim != 100
channel = 6

;---------------------------------------------------------------------------------
[Statedef -3];常時監視ステート(p2statenoなどで相手に行動を制御された時は実行しない)
;---------------------------------------------------------------------------------

;※※※※※※※※※※※※※※※※※※※※ハイジャンプ・東方萃夢想風味
;理論は簡単
;ハイジャンプコマンドを入れた「瞬間」、varスイッチを１にする。
;でハイジャンプのコマンドは最後がU、つまりジャンプする。
;そしてジャンプステート５０の時にvarスイッチが１以上ならveladdで加速します。
;varスイッチを０にするトリガーは「ステート５０の２フレーム目」です。

[State -3, コマンドを入れたらVarをON] 
type = VarSet
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
v = 3
value = 1

[State -3, sysvarを引継ぐ]
type = VarSet
trigger1 = Var(3) = 1
trigger1 = stateno = 40 ;ジャンプする前のステート
trigger1 = AnimTime = 0 ;ジャンプ方向を決めるsysvarがリセットされる寸前
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, varをOFFにするステート]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3, 前にボタンを押してたら前にも加速]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.8
x = 2

[State -3, 後ろなら後ろに加速]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.8
x = -2.1

[State -3, 垂直ジャンプにveladdを使って上に加速]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -2

[State -3, 成功したときの残像]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

;※常時監視ステートは常に有効にしたいステートコントローラをどんどん追加していきます。

;------------------------------------------------------------------------------
;状況による行動制限編（必殺技・ガード）

;p2movetype、p2statetype、power、Lifeなど
;互いの状況をおもに利用した行動を取らせる様にしています。


[State -3, 空中ガード]
type  = ChangeState
value = 132
triggerall = p2movetype = A          ;相手が攻撃中
triggerall = statetype = A           ;自分が空中
triggerall = var(20) = 1             ;CPU時
triggerall = ctrl                    ;自由に動けるとき
triggerall = stateno != [190,194]    ;いろいろとバグ対策などを施しておきましょう(例)
triggerall = p2statetype = A         ;相手が空中
trigger1   = P2BodyDist X = [40,80]  ;遠距離用
trigger1   = var(21) = [0,39]        ;確率低い
trigger2   = P2BodyDist X = [-20,39] ;近距離用(背後も含めている)
trigger2   = var(21) = [0,59]        ;確率高い

[State -3, 対地 立ちガード]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = S
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,14]         ;CPUのガードが固いと気分が悪くないですか？
trigger2   = P2BodyDist X = [-15,39]
trigger2   = var(21) = [10,29]
trigger3   = enemy,teammode = simul   ;相手がチームモード
trigger3   = P2BodyDist X = [-50,-16] ;後ろを向いているときに攻撃された場合
trigger3   = var(21) = [0,39]
trigger4   = P2BodyDist X = [-15,39]
trigger4   = enemy,hitdefattr = S, NA,SA,HA ;相手がまさに立ち攻撃をした瞬間
trigger4   = Random < 200                   ;高確率でガード

[State -3, 対空 立ちガード]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = A
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,15]
trigger2   = P2BodyDist X = [-40,39] ;めくり対策を含む
trigger2   = var(21) = [0,32]
trigger3   = P2BodyDist X = [-40,39]
trigger3   = enemy,hitdefattr = A, NA,SA,HA ;相手がまさに空中攻撃をした瞬間
trigger3   = Random < 400

[State -3, しゃがみガード]
type  = ChangeState
value = 131
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
trigger1   = p2statetype = C
trigger1   = P2BodyDist X = [40,85]
trigger1   = var(21) = [0,24]
trigger2   = p2statetype = C
trigger2   = P2BodyDist X = [-20,39]
trigger2   = var(21) = [0,39]
trigger3   = p2statetype = S         ;立ち下段対策…
trigger3   = P2BodyDist X = [-15,39]
trigger3   = var(21) = [0,9]
trigger4   = p2statetype = C
trigger4   = enemy,teammode = simul
trigger4   = P2BodyDist X = [-50,-16]
trigger4   = var(21) = [0,39]
trigger5   = P2BodyDist X = [-20,39]
trigger5   = enemy,hitdefattr = C, NA,SA,HA ;相手がまさに屈み攻撃をした瞬間
trigger5   = Random < 300

[State -3, 投げ]
type  = ChangeState
value = 800
triggerall = var(20) = 1
triggerall = roundstate = 2
triggerall = Random = [0,59]
triggerall = statetype = S
triggerall = ctrl
trigger1   = P2BodyDist X = [-3,3)
trigger1   = p2statetype != A
trigger1   = p2statetype != L
trigger1   = p2movetype != H


