[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　　　　　　〃


[Defaults]
command.time = 18  ;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 = 0  ;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。

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

[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

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

[Command]
name = "FF"     
command = F, F
time = 10

[Command]
name = "BB"     
command = B, B
time = 10

;-| リカバリー |----------------------------------------------------

[Command]
name = "recovery"
command = x+y
time = 1

;-| 攻撃コマンド |----------------------------------------------------

;弱攻撃
[Command]
name = "a"
command = a
time = 1

;中攻撃
[command]
name = "b"
command = b
time = 1

;強攻撃
[command]
name = "c"
command = c
time = 1

;秘想の剣-蒼天-
[command]
name = "秘想の剣-蒼天-"
command = y
time = 50

:禍津日神
[command]
name = "禍津日神"
command = z
time = 50

;秘想の剣-極光-A
[Command]
name = "秘想の剣-極光-A"
command = D,DB,B,a
time = 30

;秘想の剣-極光-B
[Command]
name = "秘想の剣-極光-B"
command = D,DB,B,b
time = 30

;秘想の剣-極光-C
[Command]
name = "秘想の剣-極光-C"
command = D,DB,B,c
time = 30

;秘想の剣-川霧-A
[command]
name = "秘想の剣-川霧-A"
command = B,D,DB,a
time = 30

;秘想の剣-川霧-B
[command]
name = "秘想の剣-川霧-B"
command = B,D,DB,b
time = 30

;秘想の剣-川霧-C
[command]
name = "秘想の剣-川霧-C"
command = B,D,DB,c
time = 30


;秘想の剣-雷雨-A
[command]
name = "秘想の剣-雷雨-A"
command = D,DF,F,a
time = 30

;秘想の剣-雷雨-B
[command]
name = "秘想の剣-雷雨-B"
command = D,DF,F,b
time = 30

;秘想の剣-雷雨-C
[command]
name = "秘想の剣-雷雨-C"
command = D,DF,F,c
time = 30

;タックルA
[command]
name = "タックルA"
command = F,D,DF,a
time = 30

;タックルB
[command]
name = "タックルB"
command = F,D,DF,b
time = 30

;タックルC
[command]
name = "タックルC"
command = F,D,DF,c
time = 30

;当て身
[command]
name = "当て身"
command = x
time = 1

-|AI用|-----------------------------------

[Command]
Name = "AI01"
Command = a, b, c
Time = 0
[Command]
Name = "AI02"
Command = a, c, b
Time = 0
[Command]
Name = "AI03"
Command = b, a, c
Time = 0
[Command]
Name = "AI04"
Command = b, c, a
Time = 0
[Command]
Name = "AI05"
Command = c, a, b
Time = 0
[Command]
Name = "AI06"
Command = c, b, a
Time = 0
[Command]
Name = "AI07"
Command = a, b, c, s
Time = 0
[Command]
Name = "AI08"
Command = a, c, b, s
Time = 0
[Command]
Name = "AI09"
Command = b, a, c, s
Time = 0
[Command]
Name = "AI10"
Command = b, c, a, s
Time = 0
[Command]
Name = "AI11"
Command = c, a, b, s
Time = 0
[Command]
Name = "AI12"
Command = c, b, a, s
Time = 0
[Command]
Name = "AI13"
Command = x, y, z
Time = 0
[Command]
Name = "AI14"
Command = x, z, y
Time = 0
[Command]
Name = "AI15"
Command = y, x, z
Time = 0
[Command]
Name = "AI16"
Command = y, z, x
Time = 0
[Command]
Name = "AI17"
Command = z, x, y
Time = 0
[Command]
Name = "AI18"
Command = z, y, x
Time = 0
[Command]
Name = "AI19"
Command = x, y, z, s
Time = 0
[Command]
Name = "AI20"
Command = x, z, y, s
Time = 0
[Command]
Name = "AI21"
Command = y, x, z, s
Time = 0
[Command]
Name = "AI22"
Command = y, z, x, s
Time = 0
[Command]
Name = "AI23"
Command = z, x, y, s
Time = 0
[Command]
Name = "AI24"
Command = z, y, x, s
Time = 0
[Command]
Name = "AI25"
Command = a, b, c, x
Time = 0
[Command]
Name = "AI26"
Command = a, c, b, x
Time = 0
[Command]
Name = "AI27"
Command = b, a, c, x
Time = 0
[Command]
Name = "AI28"
Command = b, c, a, x
Time = 0
[Command]
Name = "AI29"
Command = c, a, b, x
Time = 0
[Command]
Name = "AI30"
Command = c, b, a, x
Time = 0
[Command]
Name = "AI31"
Command = a, b, c, s, x
Time = 0
[Command]
Name = "AI32"
Command = a, c, b, s, x
Time = 0
[Command]
Name = "AI33"
Command = b, a, c, s, x
Time = 0
[Command]
Name = "AI34"
Command = b, c, a, s, x
Time = 0
[Command]
Name = "AI35"
Command = c, a, b, s, x
Time = 0
[Command]
Name = "AI36"
Command = c, b, a, s, x
Time = 0
[Command]
Name = "AI37"
Command = x, y, z, x
Time = 0
[Command]
Name = "AI38"
Command = x, z, y, x
Time = 0
[Command]
Name = "AI39"
Command = y, x, z, x
Time = 0
[Command]
Name = "AI40"
Command = y, z, x, x
Time = 0
[Command]
Name = "AI41"
Command = z, x, y, x
Time = 0
[Command]
Name = "AI42"
Command = z, y, x, x
Time = 0
[Command]
Name = "AI43"
Command = x, y, z, s, x
Time = 0
[Command]
Name = "AI44"
Command = x, z, y, s, x
Time = 0
[Command]
Name = "AI45"
Command = y, x, z, s, x
Time = 0
[Command]
Name = "AI46"
Command = y, z, x, s, x
Time = 0
[Command]
Name = "AI47"
Command = z, x, y, s, x
Time = 0
[Command]
Name = "AI48"
Command = z, y, x, s, x
Time = 0
[Command]
Name = "AI49"
Command = z, y, x, s, y
Time = 0
[Command]
Name = "AI50"
Command = z, y, x, s, z
Time = 0


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

[State -1, AI Flag set]
Type = varset
var(10) = 1;AIフラグ
TriggerAll = !Var(10) ;フラグが立っていない時。
trigger1 = !ishelper
;triggerall = !IsHelper(20002)
;triggerall = !IsHelper(20010)
;triggerall = !IsHelper(20020)
;triggerall = !IsHelper(20030)
;triggerall = !IsHelper(20040)
;triggerall = !IsHelper(20041)
;triggerall = !IsHelper(20042)
;triggerall = !IsHelper(20044)
;triggerall = !IsHelper(20050)
;triggerall = !IsHelper(1000000)
;triggerall = !IsHelper(2000000)
;TriggerAll = RoundState = 2
;Trigger1   = Command = "AI01" || Command = "AI02" || Command = "AI03" || Command = "AI04" || Command = "AI05"
;Trigger2   = Command = "AI06" || Command = "AI07" || Command = "AI08" || Command = "AI09" || Command = "AI10"
;Trigger3   = Command = "AI11" || Command = "AI12" || Command = "AI13" || Command = "AI14" || Command = "AI15"
;Trigger4   = Command = "AI16" || Command = "AI17" || Command = "AI18" || Command = "AI19" || Command = "AI20"
;Trigger5   = Command = "AI21" || Command = "AI22" || Command = "AI23" || Command = "AI24" || Command = "AI25"
;Trigger6   = Command = "AI26" || Command = "AI27" || Command = "AI28" || Command = "AI29" || Command = "AI30"
;Trigger7   = Command = "AI31" || Command = "AI32" || Command = "AI33" || Command = "AI34" || Command = "AI35"
;Trigger8   = Command = "AI36" || Command = "AI37" || Command = "AI38" || Command = "AI39" || Command = "AI40"
;Trigger9   = Command = "AI41" || Command = "AI42" || Command = "AI43" || Command = "AI44" || Command = "AI45"
;Trigger10  = Command = "AI46" || Command = "AI47" || Command = "AI48" || Command = "AI49" || Command = "AI50"

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

[State -1, EnemyNear(Var)]
Type = Varset
var(11) = !(EnemyNear,Alive)
TriggerAll = Var(10)
Trigger1 = NumEnemy > 1 ; 相手が２人以上の時（３人以上は基本的にありえません。）

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

;"秘想「未だ辿り着けぬ幻想の世界」"
[state -1]
type = ChangeState
value = 500000
triggerall = var(10)
trigger1 = PalNo = 12
trigger1 = Alive && roundstate = 2
Trigger1 = Ctrl && StateType != A
trigger1 = helper(151),sysvar(3) = 1

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

[State -1]
Type = ChangeState
Value = 100
TriggerAll = Var(10) ;AI起動中
TriggerAll = StateNo = 0
triggerall = random <= 200 
Triggerall = Alive && RoundState = 2 && Var(10)
trigger1 != InGuardDist
trigger2 = P2BodyDist X >= 30

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

[State -1]
Type = ChangeState
Value = 105
TriggerAll = Var(10) ;AI起動中
Triggerall = Alive && RoundState = 2 && Var(10)
Trigger1 = StateNo = 0
trigger1 = floor(fvar(0)) <= 30
trigger1 = BackEdgeBodyDist > 20
trigger1 = random <=700
trigger2 = AnimTime = 0
trigger2 = StateNo =920
trigger2 = floor(fvar(0)) < 60

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

;ダッシュ
[State -1]
type = ChangeState
value = 100
triggerall = !Var(10)
trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 = ctrl

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

;バックステップ
[State -1]
type = ChangeState
value = 105
triggerall = !Var(10)
trigger1 = command = "BB"
trigger1 = statetype != A
trigger1 = ctrl

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

;"秘想の剣-極光-A"
[state -1]
type = ChangeState
value = 800
trigger1 = !Var(10)
trigger1 = command = "秘想の剣-極光-A"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
Trigger2 = floor(fvar(0)) >150 && floor(fvar(0)) < 180
trigger2 = random <= 50

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

;"秘想の剣-極光-B"
[state -1]
type = ChangeState
value = 810
trigger1 = !Var(10)
trigger1 = command = "秘想の剣-極光-B"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
Trigger2 = floor(fvar(0)) < 50
trigger2 = random <= 100

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

;"秘想の剣-極光-C"
[state -1]
type = ChangeState
value = 820
trigger1 = !Var(10)
trigger1 = command = "秘想の剣-極光-C"
trigger1 = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = power >= 1000
Trigger2 = floor(fvar(0)) > 20 && floor(fvar(0)) < 70
trigger2 = random <= 100

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

;"秘想の剣-雷雨-A"
[state -1]
type = ChangeState
value = 900
trigger1 = !Var(10)
trigger1 = command = "秘想の剣-雷雨-A"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = floor(fvar(0)) > 90
trigger2 = random <= 100

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

;"秘想の剣-雷雨-B"
[state -1]
type = ChangeState
value = 910
trigger1 = !Var(10)
trigger1 = command = "秘想の剣-雷雨-B"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = !Var(10)
trigger2 = command = "秘想の剣-雷雨-B"
trigger2 = stateno = 230
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
trigger3 = floor(fvar(0)) < 70
trigger3 = random <= 100

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

;"秘想の剣-雷雨-C"
[state -1]
type = ChangeState
value = 920
trigger1 = !Var(10)
trigger1 = command = "秘想の剣-雷雨-C"
trigger1 = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = floor(fvar(0)) < 70
trigger2 = random <= 100
trigger2 = power >= 1000

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

;タックルA
[state -1]
type = ChangeState
value = 1300
trigger1 = !Var(10)
trigger1 = command = "タックルA"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = floor(fvar(0)) > 90
trigger2 = random <= 150

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

;タックルB
[state -1]
type = ChangeState
value = 1310
trigger1 = !Var(10)
trigger1 = command = "タックルB"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = floor(fvar(0)) > 120
trigger2 = random <= 200

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

;タックルC
[state -1]
type = ChangeState
value = 1320
trigger1 = !Var(10)
trigger1 = power >= 1000
trigger1 = command = "タックルC"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = floor(fvar(0)) > 150
trigger2 = random <= 100

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

;2A
[state -1]
type = ChangeState
value = 300
trigger1 = !Var(10)
trigger1 = command = "a"
trigger1 = statetype != A
trigger1 = statetype != S
trigger1 = ctrl = 1
trigger2 = !Var(10)
trigger2 = command = "a"
trigger2 = stateno = 300
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
trigger3 = floor(fvar(0)) <= 30
trigger3 = EnemyNear(0),StateType = S
trigger3 = PrevStateNo != 200
trigger3 = random <=400

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

;2B
[state -1]
type = ChangeState
value = 310
trigger1 = !Var(10)
trigger1 = command = "b"
trigger1 = statetype != A
trigger1 = statetype != S
trigger1 = stateno != 310
trigger1 = ctrl = 1
trigger2 = stateno = 300
trigger2 = !Var(10)
trigger2 = command = "b"
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
trigger3 = PrevStateNo = 300
Trigger3 = floor(fvar(0)) < 40
Trigger4 = Alive && RoundState = 2 && Var(10)
Trigger4 = Ctrl && StateType != A
Trigger4 = floor(fvar(0)) < 30
Trigger4 = floor(fvar(0)) > 50
trigger4 = PrevStateNo != 310
tirgger4 = random <=400

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

;2C
[state -1]
type = ChangeState
value = 320
triggerall = !Var(10)
trigger1 = command = "c"
trigger1 = statetype != A
trigger1 = statetype != S
trigger1 = stateno != 320
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = PrevStateNo = 310
Trigger2 = floor(fvar(0)) < 50
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
Trigger3 = floor(fvar(0)) < 50
trigger3 = random <= 400

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

;5A
[State -1]
type = ChangeState
value = 200
trigger1 = !Var(10)
trigger1 = command = "a"
trigger1 = statetype != A
trigger1 = statetype != C
trigger1 = ctrl = 1
trigger2 = !Var(10)
trigger2 = command = "a"
trigger2 = stateno = 200
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
trigger3 = floor(fvar(0)) <= 30
trigger3 = PrevStateNo != 300
trigger3 = random <=200

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

:5B
[state -1]
type = ChangeState
value = 210
trigger1 = !Var(10)
trigger1 = command = "b"
trigger1 = statetype != A
trigger1 = statetype != C
trigger1 = ctrl = 1
trigger2 = !Var(10)
trigger2 = command = "b"
trigger2 = stateno = 200
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
trigger3 = PrevStateNo = 200
Trigger3 = floor(fvar(0)) < 50
Trigger4 = Alive && RoundState = 2 && Var(10)
Trigger4 = Ctrl && StateType != A
Trigger4 = floor(fvar(0)) < 50
trigger4 = random <= 100

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

;5C
[state -1]
type = ChangeState
value = 220
trigger1 = !Var(10)
trigger1 = command = "c"
trigger1 = statetype != A
trigger1 = statetype != C
trigger1 = stateno != 20
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = PrevStateNo = 210
Trigger2 = floor(fvar(0)) < 70
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
Trigger3 = floor(fvar(0)) < 70
trigger3 = random <= 50


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

;6C
[state -1]
type = ChangeState
value = 230
trigger1 = !Var(10)
trigger1 = command = "c"
trigger1 = statetype != A
trigger1 = statetype != C
trigger1 = stateno = 20
trigger1 = ctrl = 1
trigger2 = stateno = 210
trigger2 = !Var(10)
trigger2 = command = "c"
Trigger3 = Alive && RoundState = 2 && Var(10)
Trigger3 = Ctrl && StateType != A
trigger3 = PrevStateNo = 220
Trigger3 = floor(fvar(0)) < 70
Trigger4 = Alive && RoundState = 2 && Var(10)
Trigger4 = Ctrl && StateType != A
Trigger4 = floor(fvar(0)) < 70
trigger4 = random <= 50

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

;8A
[state -1]
type = ChangeState
value = 400
trigger1 = !Var(10)
trigger1 = command = "a"
trigger1 = statetype != S
trigger1 = statetype != C
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType = A
trigger2 = floor(fvar(0)) <= 30
trigger2 = random <=750
trigger2 = Pos Y >= 80

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

;8B
[state -1]
type = ChangeState
value = 410
trigger1 = !Var(10)
trigger1 = command = "b"
trigger1 = statetype != S
trigger1 = statetype != C
trigger1 = stateno != 410
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType = A
trigger2 = floor(fvar(0)) <= 70
trigger2 = random <=350
trigger2 = Pos Y >= 80

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

;8C
[state -1]
type = ChangeState
value = 420
trigger1 = !Var(10)
trigger1 = command = "c"
trigger1 = statetype != S
trigger1 = statetype != C
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType = A
trigger2 = floor(fvar(0)) <= 70
trigger2 = random <=450
trigger2 = Pos Y >= 80

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


;禍津日神
[state -1]
type = ChangeState
value = 40000
trigger1 = !Var(10)
trigger1 = power >= 2000
trigger1 = command = "禍津日神"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = power >= 2000
trigger2 = random <= 150

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

;秘想の剣-蒼天-
[state -1]
type = ChangeState
value = 30000
trigger1 = !Var(10)
trigger1 = power >= 3000
trigger1 = command = "秘想の剣-蒼天-"
trigger1 = statetype != A
trigger1 = ctrl = 1
Trigger2 = Alive && RoundState = 2 && Var(10)
Trigger2 = Ctrl && StateType != A
trigger2 = power >= 3000
trigger2 = random <= 200

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

[State -1, 勝利]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !(anim = [170, 181])
triggerall = !time
trigger1 = win
value = 180
ignorehitpause = 1

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

[State -1, 引き分け]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !(anim = [170, 181])
triggerall = !time
trigger1 = drawgame
value = 175
ignorehitpause = 1

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

[State -1, 判定負け]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !(anim = [170, 181])
triggerall = !time
trigger1 = losetime
value = 170
ignorehitpause = 1

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

[state -1, 空中ジャンプ]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall= statetype = A
triggerall = vel y > 0
triggerall = var(2) < 2
triggerall = command = "holdup"
triggerall = animelemtime(1) > 2
trigger1 = ctrl
value = 40
ignorehitpause = 1


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

;ジャンプ
[State -1]
type = null
triggerall = !ishelper
triggerall = alive
triggerall = statetype != A
triggerall = command = "holdup"
trigger1 = ctrl
trigger1 = random <= 100
value = 40
ignorehitpause = 1

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

[State -1, 歩き]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = ctrl
triggerall = roundstate = 2
triggerall = anim != [10, 15]
triggerall = anim != [100, 105]
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 20
ignorehitpause = 1

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

;立ち上がる動作
[State -1]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall = statetype = C
triggerall = ctrl
trigger1 = command != "holddown"
value = 12
ignorehitpause = 1

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

[State -1, しゃがむ動作]
type = Changestate
triggerall = Palno = [2,12]
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holddown"
value = 10
ignorehitpause = 1

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

