[Command]
name = "ai01"
command = ~U,U,U,U,U,U,U,U,U,U,x
time = 0

[Command]
name = "ai02"
command = ~U,U,U,U,U,U,U,U,U,U,y
time = 0

[Command]
name = "ai03"
command = ~U,U,U,U,U,U,U,U,U,U,z
time = 0

[Command]
name = "ai04"
command = ~U,U,U,U,U,U,U,U,U,U,a
time = 0

[Command]
name = "ai05"
command = ~U,U,U,U,U,U,U,U,U,U,b
time = 0

[Command]
name = "ai06"
command = ~U,U,U,U,U,U,U,U,U,U,c
time = 0

[Command]
name = "ai07"
command = ~F,F,F,F,F,F,F,F,F,F,x
time = 0

[Command]
name = "ai08"
command = ~F,F,F,F,F,F,F,F,F,F,y
time = 0

[Command]
name = "ai09"
command = ~F,F,F,F,F,F,F,F,F,F,z
time = 0

[Command]
name = "ai10"
command = ~F,F,F,F,F,F,F,F,F,F,a
time = 0

[Command]
name = "ai11"
command = ~F,F,F,F,F,F,F,F,F,F,b
time = 0

[Command]
name = "ai12"
command = ~F,F,F,F,F,F,F,F,F,F,c
time = 0

[Command]
name = "ai13"
command = ~D,D,D,D,D,D,D,D,D,D,x
time = 0

[Command]
name = "ai14"
command = ~D,D,D,D,D,D,D,D,D,D,y
time = 0

[Command]
name = "ai15"
command = ~D,D,D,D,D,D,D,D,D,D,z
time = 0

[Command]
name = "ai16"
command = ~D,D,D,D,D,D,D,D,D,D,a
time = 0

[Command]
name = "ai17"
command = ~D,D,D,D,D,D,D,D,D,D,b
time = 0

[Command]
name = "ai18"
command = ~D,D,D,D,D,D,D,D,D,D,c
time = 0

[Command]
name = "ai19"
command = ~B,B,B,B,B,B,B,B,B,B,x
time = 0

[Command]
name = "ai20"
command = ~B,B,B,B,B,B,B,B,B,B,y
time = 0

[Command]
name = "ai21"
command = ~B,B,B,B,B,B,B,B,B,B,z
time = 0

[Command]
name = "ai22"
command = ~B,B,B,B,B,B,B,B,B,B,a
time = 0

[Command]
name = "ai23"
command = ~B,B,B,B,B,B,B,B,B,B,b
time = 0

[Command]
name = "ai24"
command = ~B,B,B,B,B,B,B,B,B,B,c
time = 0

[Command]
name = "ai25"
command = ~U,x,D,b,B,y,F,a
time = 0

[Command]
name = "ai26"
command = ~U,U,U,U,U,U,U,U,U,U,x+y
time = 0

[Command]
name = "ai27"
command = ~U,U,U,U,U,U,U,U,U,U,y+z
time = 0

[Command]
name = "ai28"
command = ~U,U,U,U,U,U,U,U,U,U,z+x
time = 0

[Command]
name = "ai29"
command = ~U,U,U,U,U,U,U,U,U,U,a+b
time = 0

[Command]
name = "ai30"
command = ~U,U,U,U,U,U,U,U,U,U,b+c
time = 0

[Command]
name = "ai31"
command = ~U,U,U,U,U,U,U,U,U,U,c+a
time = 0

[Command]
name = "ai32"
command = ~F,F,F,F,F,F,F,F,F,F,x+y
time = 0

[Command]
name = "ai33"
command = ~F,F,F,F,F,F,F,F,F,F,y+z
time = 0

[Command]
name = "ai34"
command = ~F,F,F,F,F,F,F,F,F,F,z+x
time = 0

[Command]
name = "ai35"
command = ~F,F,F,F,F,F,F,F,F,F,a+b
time = 0

[Command]
name = "ai36"
command = ~F,F,F,F,F,F,F,F,F,F,b+c
time = 0

[Command]
name = "ai37"
command = ~F,F,F,F,F,F,F,F,F,F,c+a
time = 0

[Command]
name = "ai38"
command = ~D,D,D,D,D,D,D,D,D,D,x+y
time = 0

[Command]
name = "ai39"
command = ~D,D,D,D,D,D,D,D,D,D,y+z
time = 0

[Command]
name = "ai40"
command = ~D,D,D,D,D,D,D,D,D,D,z+x
time = 0

[Command]
name = "ai41"
command = ~D,D,D,D,D,D,D,D,D,D,a+b
time = 0

[Command]
name = "ai42"
command = ~D,D,D,D,D,D,D,D,D,D,b+c
time = 0

[Command]
name = "ai43"
command = ~D,D,D,D,D,D,D,D,D,D,c+a
time = 0

[Command]
name = "ai44"
command = ~B,B,B,B,B,B,B,B,B,B,x+y
time = 0

[Command]
name = "ai45"
command = ~B,B,B,B,B,B,B,B,B,B,y+z
time = 0

[Command]
name = "ai46"
command = ~B,B,B,B,B,B,B,B,B,B,z+x
time = 0

[Command]
name = "ai47"
command = ~B,B,B,B,B,B,B,B,B,B,a+b
time = 0

[Command]
name = "ai48"
command = ~x,a,y,b,y,z
time = 0

[Command]
name = "ai49"
command = ~x,x,y,y,z+c
time = 0

[Command]
name = "ai50"
command = ~D,U,D,x,a,y
time = 0

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


[Command]
name = "カーズド・インフェルニティ"
command = ~D,D,B,F,x+y
time = 30
[Command]
name = "エルムンド・タービュランス"
command = ~D,DB,B,D,DB,B,c
time = 30
[Command]
name = "カタストロフィ・プレッシャーEX"
command = ~D,B,D,F,x+y
time = 20
[Command]
name = "カタストロフィ・プレッシャー"
command = ~D,B,D,F,y
time = 20
[Command]
name = "カタストロフィ・プレッシャー"
command = ~D,B,D,F,x
time = 20
[Command]
name = "バニッシュメント"
command = ~D,B,D,F,c
time = 25
[Command]
name = "サモン・シャドウX"
command = ~D,DB,B,D,DB,B,a
time = 25
[Command]
name = "インフェルニティ・スフィア"
command = ~D,DF,F,D,DF,F,a
time = 25
[Command]
name = "サモン・アクスX"
command = ~D,DB,B,D,DB,B,x
time = 25
[Command]
name = "デストラクション・ヘル"
command = ~D,DF,F,D,DF,F,x
time = 25
;-| 必殺技 |------------------------------------------------------

[Command]
name = "ブラッディ・エクスキュージョン"
command = ~B,DB,D,DF,F,c
time = 20
[Command]
name = "フィアーズ・タックル1"
command = ~B,DB,D,DF,F,a
time = 20
[Command]
name = "フィアーズ・タックル2"
command = ~B,DB,D,DF,F,b
time = 20

[Command]
name = "エルムンド・ランス5"
command = ~F,DF,D,DB,B,c
time = 20
[Command]
name = "エルムンド・ランス4"
command = ~F,DF,D,DB,B,b
time = 20
[Command]
name = "エルムンド・ランス3"
command = ~F,DF,D,DB,B,y
time = 20
[Command]
name = "エルムンド・ランス2"
command = ~F,DF,D,DB,B,a
time = 20
[Command]
name = "エルムンド・ランス1"
command = ~F,DF,D,DB,B,x
time = 20
[Command]
name = "カタストロフ・プレス1"
command = ~B,DB,D,DF,F,x
time = 20
[Command]
name = "カタストロフ・プレス2"
command = ~B,DB,D,DF,F,y
time = 20

[Command]
name = "デリート・プロジェクタイル"
command = ~F,D,DF,c
time = 15
[Command]
name = "2"
command = ~F,D,DF,y
time = 15

[Command]
name = "ワープ6"
command = ~D,D,c
[Command]
name = "ワープ5"
command = ~D,D,z
[Command]
name = "ワープ4"
command = ~D,D,b
[Command]
name = "ワープ3"
command = ~D,D,y
[Command]
name = "ワープ2"
command = ~D,D,a
[Command]
name = "ワープ1"
command = ~D,D,x

[Command]
name = "グラインド・デストロイ2"
command = ~F,D,DF,b
time = 15

[Command]
name = "グラインド・デストロイ1"
command = ~F,D,DF,a
time = 15

[Command]
name = "KRSW"
command = ~D,DF,F,a+b
time = 15


[Command]
name = "インフェルノ・スフィア2"
command = ~D,DF,F,b
time = 15

[Command]
name = "インフェルノ・スフィア1"
command = ~D,DF,F,a
time = 15

[Command]
name = "サモン・シャドウB"
command = ~D,DB,B,b
time = 15

[Command]
name = "サモン・シャドウA"
command = ~D,DB,B,a
time = 15

[Command]
name = "サモン・アクスB"
command = ~D,DB,B,y
time = 15

[Command]
name = "サモン・アクスA"
command = ~D,DB,B,x
time = 15

[Command]
name = "ディマイズ2"
command = ~D,DF,F,y
time = 15

[Command]
name = "ディマイズ1"
command = ~D,DF,F,x
time = 15

[Command]
name = "緊急回避前"
command = x+a
time = 1

[Command]
name = "緊急回避前"
command = z
time = 1

[Command]
name = "緊急回避後"
command = /$B,x+a
time = 1

[Command]
name = "緊急回避後"
command = /$B,z
time = 1

;-| ２回押し技 |-----------------------------------------------------------
[Command]
name = "FF"     
command = F,F
time = 10

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

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

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

[Command]
name = "ふっ飛ばし"
command = y+b
time = 1

[Command]
name = "ふっ飛ばし"
command = c
time = 1

[Command]
name = "おしっぱなしx"
command = /$x
time = 1

[Command]
name = "おしっぱなしy"
command = /$y
time = 1

[Command]
name = "おしっぱなしa"
command = /$a
time = 1

[Command]
name = "おしっぱなしb"
command = /$b
time = 1

[Command]
name = "おしっぱなしz"
command = /$z
time = 1

[Command]
name = "おしっぱなしc"
command = /$c
time = 1

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

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

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

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

[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

[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

[Statedef -1]

[State ]
type = Ctrlset
triggerall = var(0)&2
trigger1 = Stateno = 0
value = 1
Ignorehitpause =1
[State ]
type = Ctrlset
trigger1 = Stateno = [10,12]
trigger2 = Stateno = [20,22]
trigger3 = Stateno = [100,101]
trigger4 = Stateno = [120,133]
value = 1
Ignorehitpause =1

[State ]
type = varset
trigger1 = command = "start"  &&!var(59) && 0
var(59) = 1
Ignorehitpause =1
[State ]
type = Null
trigger1 = !Sysvar(0)&&Numenemy
trigger1=var(58):=var(58)+((Enemynear,Gethitvar(Hittime)+Enemynear,Gethitvar(Hitshaketime))*(Enemynear,Gethitvar(Hittime)>=0)-(var(58)&127))||1
Ignorehitpause =1
[State ]
type = varset
trigger1= !Sysvar(0)&&Numenemy
fvar(39) = enemynear,gethitvar(yaccel)
Ignorehitpause =1
[State ]
type = varset
trigger1= !Sysvar(0)&&Numenemy
trigger1= enemynear,Movetype!=H
fvar(39) = enemynear,const(movement.yaccel)
Ignorehitpause =1
[State ]
type=appendtoclipboard
trigger1=1
text=",edgedist,%d,%d,%d,%d"
params=backedgebodydist,frontedgebodydist,Enemynear,backedgebodydist,Enemynear,frontedgebodydist
ignorehitpause=1
[State ]
type=appendtoclipboard
trigger1=1
text="\n%d,%d,%d"
params=var(58)&127,(var(58)-(var(58)&127)&8191)/128,var(58)
ignorehitpause=1
[State ]
type=appendtoclipboard
trigger1=1
text=",Flags,%d,%d,%d,%d,%d."
params=!!(var(58)&8192),!!(var(58)&16384),!!(var(58)&32768),!!(var(58)&65536),!!(var(58)&131072)
ignorehitpause=1
[State ]
type=appendtoclipboard
trigger1=1
text="%d,%d,%d"
params=!!(var(58)&262144),!!(var(58)&524288),!!(var(58)&1048576)
ignorehitpause=1
[State ]
type = Null
trigger1 = Stateno = 3100 && AnimElemTime(15) > 0
trigger1 = var(58):= (var(58)|8192)-8192||1
trigger1 = var(58):= (var(58)|16384)-16384||1
trigger1 = var(58):= (var(58)|32768)-32768||1
trigger1 = var(58):= (var(58)|65536)-65536||1
trigger1 = var(58):= (var(58)|131072)-131072||1
trigger1 = var(58):= (var(58)|262144)-262144||1
trigger1 = var(58):= (var(58)|524288)-524288||1
trigger1 = var(58):= (var(58)|1048576)-1048576||1
Ignorehitpause =1


;===========================================================================
; AI 
; Last Update 12/27
; [memo]
; 必須条件
; triggerall=var(59)&& Alive&&Roundstate = 2&&!ishelper
; var(58) 
;1-127 = Enemynear,Gethitvar(Hittime)+Enemynear,Gethitvar(Hitshaketime)
;CTRL時の追撃に使う
;128-8191 = 重力計算用発生フレーム
;重力計算に使う。
;8192=デストラクション・ヘルフレア　使用フラグ
;16384=サモン・ブラッド type X　使用フラグ
;32768=サモン・シャドウ type X　使用フラグ
;65536=カタストロフィ・プレッシャー　使用フラグ
;131072=EXカタストロフィ・プレッシャー　使用フラグ
;262144=インフェルニティ・スフィア　使用フラグ
;524288=ヘルズ・バニッシュメント　使用フラグ
;1048576=エルムンド・タービュランス　使用フラグ
;技を一通り見せる為に  1度使った技は使わない。（カーズド・インフェルニティとぶっぱは除く）
;カーズド・インフェルニティを使用した場合全ての使用フラグを解除する。
;===========================================================================
;リバーサル
; AI1
;===========================================================================
;800 850
[State -1,]
type=changestate
value = var(9):=800+50*(Random%2)+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType!=L&&EnemyNear,MoveType!=H
triggerall=ctrl
triggerall=P2bodydist X < 25&&P2Statetype!=A&&!Numtarget&&P2Movetype!=H
triggerall=(Prevstateno = [120,159]) || (Prevstateno = [5000,5270]) || Enemynear,Facing = Facing
triggerall=Enemynear,Ctrl=0
triggerall=Time=1||var(59)>8
trigger1 = Random <= Random%25 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*8
trigger2 = var(59) = 7
trigger2 = Random < Random%200
trigger3 = var(59) >= 8 && ((Prevstateno=[5000,5270])||(Prevstateno=[150,155])||Enemynear,Facing=Facing)
trigger3 = Random < Random%350 || var(59) > 8
;---------------------------------------------------------------------------
;1601
[State -1,]
type = ChangeState
value = var(9):=1601+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType!=L&&EnemyNear,StateType!=A&&EnemyNear,MoveType!=H
triggerall=Enemynear,Animtime <= -9
triggerall=(Prevstateno = [120,159]) || (Prevstateno = [5000,5270]) || Enemynear,Facing = Facing
triggerall=P2dist y >= 0&&p2bodydist X<60
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
triggerall=Time=1||var(59)>8
trigger1 = var(59) >= 7
trigger1 = Random < Random%200
trigger2 = var(59) >= 8 && ((Prevstateno=[5000,5270])||(Prevstateno=[150,155])||Enemynear,Facing=Facing)
trigger3 = Random < Random%350 || var(59) > 8
;---------------------------------------------------------------------------
;205
[State -1,]
type = ChangeState
value = var(9):=205+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&P2Dist X <= 50
triggerall=EnemyNear,StateType!=L&&EnemyNear,StateType!=A&&EnemyNear,MoveType!=H
triggerall=Enemynear,Animtime <= -2
triggerall=(Prevstateno = [120,159]) || (Prevstateno = [5000,5270]) || Enemynear,Facing = Facing
triggerall=P2dist y >= 0
triggerall=Enemynear,Ctrl=0
triggerall=Ctrl &&EnemyNear,StateType!=C
triggerall=Time=1||var(59)>8
trigger1 = Random <= Random%25 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*8
trigger2 = var(59) = 7
trigger2 = Random < Random%200
trigger3 = var(59) >= 8 && ((Prevstateno=[5000,5270])||(Prevstateno=[150,155])||Enemynear,Facing=Facing)
trigger3 = Random < Random%350 || var(59) > 8
;---------------------------------------------------------------------------
;400
[State -1,]
type = ChangeState
value = var(9):=400+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType!=L&&EnemyNear,StateType!=A&&EnemyNear,MoveType!=H
triggerall=Enemynear,Animtime <= -4
triggerall=(Prevstateno = [120,159]) || (Prevstateno = [5000,5270]) || Enemynear,Facing = Facing
triggerall=P2BodyDist X <= 55&&P2dist y >= 0
triggerall=Ctrl
triggerall=Enemynear,Ctrl=0
triggerall=Time=1||var(59)>8
trigger1 = Random <= Random%25 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*8
trigger2 = var(59) = 7
trigger2 = Random < Random%200
trigger3 = var(59) >= 8 && ((Prevstateno=[5000,5270])||(Prevstateno=[150,155])||Enemynear,Facing=Facing)
trigger3 = Random < Random%350 || var(59) > 8 || Enemynear,Movecontact
;===========================================================================
;ガード 
; AI2
;===========================================================================
; 1500
[State -1,]
type=changestate
value = var(9):=1500+(var(8):=0)
anim =1500+Random%6
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=(var(0)&1)&&Palno=12
triggerall=!Gethitvar(damage) && Movetype=H
trigger1 = var(59)>=6
trigger1 = Random <= Random%60 * var(59)
trigger2 = var(59) > 9
;---------------------------------------------------------------------------
; ガード
[State -1,]
type=changestate
value = var(9):=120+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Ctrl&&Stateno!=[120,159]
triggerall=Inguarddist || Enemynear,Movetype=A&&var(59)>6
triggerall=!(Enemynear,HitdefAttr = SCA,AT)
triggerall=!(var(0)&1) || var(59) < 9
trigger1=Random<Random%30*var(59)&&(var(59)=[4,6])
trigger2=Random<Random%100*var(59)&&var(59)=7
trigger3=var(59)>7
;---------------------------------------------------------------------------
;702
[State ]
type = ChangeState
value = var(9):=702+(var(8):=0)
anim = 702
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=stateno = 5050 &&  pos y+vel y >=-10&&vel y>0&&CanRecover
trigger1=var(59)>3&&Random<Random%20*(var(59)-3) || var(59) >8 && Random<Random%100 ||var(59) > 8
;---------------------------------------------------------------------------
;290
[State ]
type = ChangeState
value = var(9):=290+(var(8):=0)
anim = 290
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=EnemyNear,StateType != L
triggerall=(Stateno=[150,151]) || (Stateno=[150,153]) && var(59)>7
triggerall=Random<Random%70*var(59) || var(59)>=10
triggerall=P2bodydist X <= 70 || var(59) < 7
trigger1=var(59)>3&&Random<Random%40*(var(59)-3) || var(59) >8 && Random<Random%100 ||var(59) > 8
trigger2=var(59)>=7&&Enemynear,Animtime<=-3&&!Enemynear,ctrl
trigger2=Random<Random%40*(var(59)-3) || var(59) >8 && Random<Random%100 ||var(59) > 8
;---------------------------------------------------------------------------
;700
[State ]
type = ChangeState
value = var(9):=700+(var(8):=0)
anim = 700
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=EnemyNear,StateType != L
triggerall=(Stateno=[150,151]) || (Stateno=[150,153]) && var(59)>7
triggerall=Random<Random%70*var(59) || var(59)>=10
triggerall=P2bodydist X > 70
trigger1=var(59)>3&&Random<Random%40*(var(59)-3) || var(59) >8 && Random<Random%100 ||var(59) > 8
trigger2=var(59)>=7&&Enemynear,Animtime<=-3&&!Enemynear,ctrl
trigger2=Random<Random%40*(var(59)-3) || var(59) >8 && Random<Random%100 ||var(59) > 8
;===========================================================================
;カウンター
;===========================================================================
; 1500
[State -1,]
type=changestate
value = var(9):=1500+(var(8):=0)
anim =1500+Random%6
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=(var(0)&1)
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=Enemynear,Ctrl=0
triggerall=Time=1||var(59)>8
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = Random <= Random%20 * (var(59)-5)
trigger2 = var(59)>=7
trigger2 = Random <= Random%60 * var(59)
trigger3 = var(59) > 9
;---------------------------------------------------------------------------
;1350
[State -1,]
type=changestate
value = var(9):=1350+(var(8):=0)
triggerall=var(59)&&alive&&Roundstate=2
triggerall=StateType!=A
triggerall=(var(0)&1)
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=p2bodydist X>= 170
triggerall=ctrl
trigger1=var(59)=[5,9]
trigger1=Random<=Random%30*var(59)
trigger2=var(59)>9 && !(Enemynear,Hitdefattr=SCA,AA,AP,AT)
;---------------------------------------------------------------------------
;105 ;投げ避け
[State -1,]
type=changestate
value = var(9):=105+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=p2bodydist X<90 && (Enemynear,HitdefAttr=SCA,AT)
triggerall=Ctrl
trigger1 = Random <= Random%10 * (var(59)-3)
trigger2 = var(59)>=7
trigger2 = Random <= Random%60 * var(59)
trigger3 = var(59) > 9
;---------------------------------------------------------------------------
;1800
[State -1,]
type=changestate
value = var(9):=1800+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype!=A&&Enemynear,Statetype!=L&&Enemynear,Stateno!=[150,155]
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=P2bodydist X < 50
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*4
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)-3
trigger2 = Enemynear,Time >= 60-var(59)*7
trigger3 = var(59) > 9
;---------------------------------------------------------------------------
;1601
[State -1,]
type=changestate
value = var(9):=1601+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=Enemynear,Animtime <= -6 || var(59) > 8
triggerall=p2bodydist X<60
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
triggerall=Enemynear,Statetype=A || var(59) > 8
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*4
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*7
trigger3 = var(59) > 9
;---------------------------------------------------------------------------
;1600
[State -1,]
type=changestate
value = var(9):=1600+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=Enemynear,Animtime <= -6 || var(59) > 8
triggerall=p2bodydist X<50
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*5
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*8
trigger3 = var(59) > 9
;---------------------------------------------------------------------------
;205
[State -1,]
type=changestate
value = var(9):=205+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=Enemynear,Animtime <= -2 || var(59) > 8
triggerall=p2dist X<=50
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = Random <= Random%20 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*5
trigger2 = var(59)>=7 && Enemynear,Statetype!=C
trigger2 = Random <= Random%50 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*8
trigger3 = var(59) > 9
;---------------------------------------------------------------------------
;400
[State -1,]
type=changestate
value = var(9):=400+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=Enemynear,Animtime <= -2 || var(59) > 8
triggerall=p2Bodydist X<=55
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = Random <= Random%20 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*5
trigger2 = var(59)>=7 && Enemynear,Statetype=C
trigger2 = Random <= Random%50 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*8
trigger3 = var(59) > 9
;===========================================================================
; 起き攻め 飛び道具,設置の場合なるべく発生(成立)の早い方から順番に。
; AI3
;===========================================================================
;2100
[State -1,]
type=changestate
value = var(9):=2100+(var(8):=0)+(0&&var(58):=(var(58)|(16384*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power>=2000
triggerall=NumHelper(8000) = 0 && !Sysvar(0)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H
triggerall=!(var(58)&16384)
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=6
trigger1 = Random <= Random%15 * var(59)
;---------------------------------------------------------------------------
;2400
[State -1,]
type=changestate
value = var(9):=2400+(var(8):=0)+(0&&var(58):=(var(58)|(32768*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power>=1000
triggerall=NumHelper(8100) = 0 && !Sysvar(0)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H
triggerall=!(var(58)&32768)
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=P2bodydist X<90
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=6
trigger1 = Random <= Random%25 * var(59)
;---------------------------------------------------------------------------
;2300
[State -1,]
type=changestate
value = var(9):=2300+(var(8):=0)+(0&&var(58):=(var(58)|(262144*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power>=2000
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H
triggerall=!(var(58)&262144)
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=P2bodydist X>80
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=6
trigger1 = Random <= Random%15 * var(59)
;---------------------------------------------------------------------------
;1401
[State -1,]
type=changestate
value = var(9):=1401+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8000) = 0||(var(0)&1)) && NumHelper(8100) = 0 && !Sysvar(0)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H || (p2Stateno =[5100,5120])
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X <= 80
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=5
trigger1 = Random <= Random%30 * var(59)
;---------------------------------------------------------------------------
;1400
[State -1,]
type=changestate
value = var(9):=1400+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8000) = 0||(var(0)&1)) && NumHelper(8100) = 0 && !Sysvar(0)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H || (p2Stateno =[5100,5120])
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X > 80
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=5
trigger1 = Random <= Random%30 * var(59)
;---------------------------------------------------------------------------
;1300
[State -1,]
type=changestate
value = var(9):=1300+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310) || (var(0)&1)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H || (p2Stateno =[5100,5120])
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X = [30,120]
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=4
trigger1 = Random <= Random%50 * var(59)
;---------------------------------------------------------------------------
;1301
[State -1,]
type=changestate
value = var(9):=1301+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310) || (var(0)&1)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X > 120
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=4
trigger1 = Random <= Random%50 * var(59)
;---------------------------------------------------------------------------
;1100
[State -1,]
type=changestate
value = var(9):=1100+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8100) = 0||(var(0)&1)) && NumHelper(8000) = 0 && !Sysvar(0)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X > 70
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=5
trigger1 = Random <= Random%30 * var(59)
;---------------------------------------------------------------------------
;1101
[State -1,]
type=changestate
value = var(9):=1101+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8100) = 0||(var(0)&1)) && NumHelper(8000) = 0 && !Sysvar(0)
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X > 60
triggerall=Ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1 = var(59)>=5
trigger1 = Random <= Random%30 * var(59)
;---------------------------------------------------------------------------
;105
[State -1,]
type=changestate
value = var(9):=105+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=enemynear,Movetype=H || (p2Stateno =[5100,5120])
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=p2bodydist X < 30
triggerall=Ctrl && Backedgebodydist > 50
trigger1 = Random <= Random%30 * var(59)
;==============================================================================
; Ctrl時の連続技
; AI4
;==============================================================================
; 3100
[State -1,]
type=changestate
value = var(9):=3100+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=5000
triggerall=Enemynear,Movetype = H
triggerall=!Inguarddist &&var(59) > 7
triggerall=Random<Random%30*var(59) && var(59) > 7
triggerall=Ctrl 
trigger1 = Enemynear,Statetype = A &&p2dist Y + enemynear,Vel y * 70 +enemynear,gethitvar(yaccel) *70*70/2<=40
;---------------------------------------------------------------------------
; 2450
[State -1,]
type=changestate
value = var(9):=2450+(var(8):=0)+(0&&var(58):=(var(58)|(1048576*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000&&(var(0)&1)
triggerall=Enemynear,Movetype = H
triggerall=!Inguarddist
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&1048576)
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=var(58):=var(58)+floor(8+((P2bodydist X+40)/12*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=((var(58)-(var(58)&127)&8191)/128) < 19
triggerall=Enemynear,Statetype!=A||p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-1]
triggerall=Ctrl 
trigger1 = Enemynear,Statetype = A && var(59) >6
trigger2 = Enemynear,Statetype != A && (var(58)&128)>((var(58)-(var(58)&127)&8191)/128)&& Enemynear,StateNo != [120,155]
trigger3 = Enemynear,Statetype = L
;---------------------------------------------------------------------------
; 2500
[State -1,]
type=changestate
value = var(9):=2500+(var(8):=0)+(0&&var(58):=(var(58)|(524288*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=3000
triggerall=Enemynear,Movetype = H
triggerall=!Inguarddist
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&524288)
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=var(58):=var(58)+floor(9+((P2bodydist X+40)/18*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=((var(58)-(var(58)&127)&8191)/128) < 19
triggerall=Enemynear,Statetype!=A||p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-1]
triggerall=Ctrl 
trigger1 = Enemynear,Statetype = A && var(59) >6
trigger2 = Enemynear,Statetype != A && (var(58)&128)>((var(58)-(var(58)&127)&8191)/128)&& Enemynear,StateNo != [120,155]
;---------------------------------------------------------------------------
; 2250
[State -1,]
type=changestate
value = var(9):=2250+(var(8):=0)+(0&&var(58):=(var(58)|(131072*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&131072)
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=var(58):=var(58)+floor(8+((P2bodydist X+40)/18*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=Enemynear,Statetype!=A||(p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-1])
triggerall=Ctrl 
trigger1 = Enemynear,Statetype = A && var(59) >6
trigger2 = Enemynear,Statetype != A&& (var(58)&128)>((var(58)-(var(58)&127)&8191)/128) && Enemynear,StateNo != [120,155]
;---------------------------------------------------------------------------
; 2200
[State -1,]
type=changestate
value = var(9):=2200+(var(8):=0)+(0&&var(58):=(var(58)|(65536*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&65536)
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=var(58):=var(58)+floor(9+((P2bodydist X+40)/12*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=Enemynear,Statetype!=A||(p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-1])
triggerall=Ctrl 
trigger1 = Enemynear,Statetype = A && var(59) >6
trigger2 = Enemynear,Statetype != A&& (var(58)&128)>((var(58)-(var(58)&127)&8191)/128) && Enemynear,StateNo != [120,155]
;---------------------------------------------------------------------------
; 2000
[State -1,]
type=changestate
value = var(9):=2000+(var(8):=0)+(0&&var(58):=(var(58)|(8192*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&8192)
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=p2bodydist X-enemynear,vel x*13 =[5,100]
triggerall=(p2dist Y + enemynear,Vel y * 13 +enemynear,gethitvar(yaccel) *13*13/2)=[-80,-10]
triggerall=Enemynear,Hitshakeover
triggerall=Ctrl 
trigger1 = Enemynear,Statetype = A && var(59) >6
trigger2 = Enemynear,Statetype != A&& (var(58)&128)>((var(58)-(var(58)&127)&8191)/128) && Enemynear,StateNo != [120,155]

;---------------------------------------------------------------------------
;1390
[State -1,]
type=changestate
value = var(9):=1390+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall =(var(0)&1)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Enemynear,Hitshakeover
triggerall=p2bodydist X>= 120
triggerall=ctrl
trigger1 = Enemynear,Statetype = A && var(59) >6
trigger1 = p2dist Y + enemynear,Vel y * 10 +enemynear,gethitvar(yaccel) *10*10/2=[-60,-5]
trigger2 = (var(58)&127)>=10 && Enemynear,Statetype = S && var(59) >6
;---------------------------------------------------------------------------
; 1201
[State -1,]
type=changestate
value = var(9):=1201+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=var(58):=var(58)+floor(12+((P2bodydist X+40)/14*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=Enemynear,Statetype!=A||p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-5]
trigger1 = Enemynear,Statetype = A && ((var(58)&65536) || Power<1000)
trigger1 = var(59)<9 || !(var(0)&1)
;---------------------------------------------------------------------------
; 1200 
[State -1,]
type=changestate
value = var(9):=1200+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=var(58):=var(58)+floor(6+((P2bodydist X+40)/10*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=((var(58)-(var(58)&127)&8191)/128)<13
triggerall=Enemynear,Statetype!=A||p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-5]
trigger1 = Enemynear,Statetype = A && ((var(58)&65536) || Power<1000)
trigger1 = var(59)<9 || !(var(0)&1)
;---------------------------------------------------------------------------
; 1600 
[State -1,]
type=changestate
value = var(9):=1600+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 8
trigger1 = Enemynear,Statetype =A&&((P2bodydist X + (Enemynear,Vel x*8)*(Enemynear,Backedgebodydist>20) = [1,70]) || p2bodydist X < 20)
trigger1 =(p2dist Y + enemynear,Vel y * 8 +enemynear,gethitvar(yaccel) *8*8/2=[-70,-1])
;---------------------------------------------------------------------------
; 1050
[State -1,]
type=changestate
value = var(9):=1050+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 7
triggerall=Enemynear,Statetype!=A || (P2bodydist X + (Enemynear,Vel x*14)*(Enemynear,Backedgebodydist>20) = [-5,95])
triggerall=Enemynear,Statetype!=A || (p2dist Y + enemynear,Vel y * 14 +enemynear,gethitvar(yaccel) *14*14/2)=[-70,-1]
trigger1 = Enemynear,Statetype = A && Enemynear,Stateno!=[120,155]
;---------------------------------------------------------------------------
; 1000
[State -1,]
type=changestate
value = var(9):=1000+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 8
triggerall=facing!=enemynear,facing || !(var(0)&1)
triggerall=Enemynear,Statetype!=A || (P2bodydist X + (Enemynear,Vel x*8)*(Enemynear,Backedgebodydist>20) = [-5,95])
triggerall=Enemynear,Statetype!=A || (p2dist Y + enemynear,Vel y * 8 +enemynear,gethitvar(yaccel) *8*8/2)=[-70,-1]
trigger1 = Enemynear,Statetype = A&& Enemynear,Stateno!=[120,155]
;---------------------------------------------------------------------------
;1400
[State -1,]
type=changestate
value = var(9):=1400+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8000) = 0||(var(0)&1)) && NumHelper(8100) = 0 && !Sysvar(0)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%25*var(59) || var(59) > 8
triggerall=facing!=enemynear,facing || !(var(0)&1)
triggerall=p2bodydist X > 60
triggerall=ctrl
trigger1=var(59)>6 && Random<Random%25 * var(59)-3
trigger1=Numhelper(1310) || Numhelper(1311) || Numhelper(2310)
trigger1=(p2bodydist x>80||(var(58)&127)>=15) && Enemynear,Stateno = [120,155]
;---------------------------------------------------------------------------
;1101
[State -1,]
type=changestate
value = var(9):=1101+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8100) = 0||(var(0)&1)) && NumHelper(8000) = 0 && !Sysvar(0)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%25*var(59) || var(59) > 8
triggerall=facing!=enemynear,facing || !(var(0)&1)
triggerall=ctrl
trigger1=var(59)>6 && Random<Random%25 * var(59)-3
trigger1=Numhelper(1310) || Numhelper(1311) || Numhelper(2310)
trigger1=(p2bodydist x>80||(var(58)&127)>=15) && Enemynear,Stateno = [120,155]
;---------------------------------------------------------------------------
;1100
[State -1,]
type=changestate
value = var(9):=1101+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8100) = 0||(var(0)&1)) && NumHelper(8000) = 0 && !Sysvar(0)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%25*var(59) || var(59) > 8
triggerall=facing!=enemynear,facing || !(var(0)&1)
triggerall=ctrl
trigger1=var(59)>6 && Random<Random%25 * var(59)-3
trigger1=Numhelper(1310) || Numhelper(1311) || Numhelper(2310)
trigger1=(p2bodydist x>80||(var(58)&127)>=15) && Enemynear,Stateno = [120,155]
;---------------------------------------------------------------------------
; 1700 
[State -1,]
type=changestate
value = var(9):=1701+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 8
trigger1 = Enemynear,Statetype =A&&(P2bodydist X + (Enemynear,Vel x*18)*(Enemynear,Backedgebodydist>20) = [1,70]) && (p2dist Y + enemynear,Vel y * 18 +enemynear,gethitvar(yaccel) *18*18/2=[-65,-1])
trigger1=(Enemynear,Stateno !=[120,155])
;---------------------------------------------------------------------------
; 1700 
[State -1,]
type=changestate
value = var(9):=1700+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 8
trigger1 = Enemynear,Statetype =A&&(P2bodydist X + (Enemynear,Vel x*11)*(Enemynear,Backedgebodydist>20) = [1,70]) && (p2dist Y + enemynear,Vel y * 11 +enemynear,gethitvar(yaccel) *11*11/2=[-65,-1])
trigger1=(Enemynear,Stateno !=[120,155])
;---------------------------------------------------------------------------
; 100
[State -1,]
type=changestate
value = var(9):=100+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=Ctrl && Stateno !=[100,101]
triggerall=Random%25*var(59) || var(59) > 8
trigger1 = (var(58)&127)>=2 && Enemynear,Statetype != A
trigger2 = Enemynear,Statetype = A && p2bodydist X>60
trigger2 = var(58):=var(58)+floor(((P2bodydist X)/7.4)-(var(58)-(var(58)&127)&8191)/128)*128||1
trigger2 = p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2<=-20
;---------------------------------------------------------------------------
; 215
[State -1,]
type=changestate
value = var(9):=215+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=p2dist X <= 50
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 7
trigger1 = (var(58)&127)>=6 && Enemynear,Statetype != A && Enemynear,Stateno != [120,159]
trigger2 = (var(58)&127)>=4 && Enemynear,Statetype != C && Enemynear,Stateno = [120,159]
;---------------------------------------------------------------------------
; 235
[State -1,]
type=changestate
value = var(9):=235+(var(8):=0)
anim = 235
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=p2dist X <= 50
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 7
trigger1 = ((var(58)&127)=[2,7]) && Enemynear,Statetype != A && Enemynear,Stateno != [120,159]
trigger2 = ((var(58)&127)=[1,7]) && Enemynear,Statetype = S && Enemynear,Stateno = [120,159]
trigger2 = Random<Random%75 * (12-var(59)) && var(59) < 9
;---------------------------------------------------------------------------
; 205
[State -1,]
type=changestate
value = var(9):=205+(var(8):=0)
anim = 205
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=p2dist X <= 50
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 7
trigger1 = ((var(58)&127)=[1,7-6*(stateno=100)]) && Enemynear,Statetype = S && Enemynear,Stateno != [120,159]
trigger2 = ((var(58)&127)=[1,7]) && Enemynear,Statetype = S && Enemynear,Stateno = [120,159]
;---------------------------------------------------------------------------
; 430
[State -1,]
type=changestate
value = var(9):=430+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=!Inguarddist
triggerall=p2bodydist X <= 70
triggerall=Ctrl
triggerall=Random%25*var(59) || var(59) > 7
trigger1 =((var(58)&127)=[2,8]) && Enemynear,Statetype != A && Enemynear,Stateno != [120,159]
trigger1 = stateno!=100 || Enemynear,Statetype = C || Enemynear,Gethitvar(Hitcount) > 3 * var(59)
trigger2 =((var(58)&127)=[1,7]) && Enemynear,Statetype = C && Enemynear,Stateno = [120,159]
;---------------------------------------------------------------------------
; 1500
[State -1,]
type=changestate
value = var(9):=1500+(var(8):=0)
anim =1504+random%2
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=(var(0)&1)
triggerall=Enemynear,Movetype = H
triggerall=Random<Random%30*(var(59)-3) || var(59) > 6
triggerall=P2bodydist X > 60
triggerall=Ctrl 
trigger1=Enemynear,Statetype != A &&(var(58)&127)>=20
trigger2=Enemynear,Statetype = A && p2dist Y + enemynear,Vel y * 20 +enemynear,gethitvar(yaccel) *20*20/2<=-30
;===========================================================================
;!Ctrl 連続技
;AI 5
;===========================================================================
; 3100
[State -1,]
type=changestate
value = var(9):=3100+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=5000 &&var(59) > 7
triggerall=Enemynear,Movetype = H
triggerall=Random<Random%90*(var(59)-6) || var(59) > 8
trigger1=(Stateno = 1002||Stateno = 1052) && Movehit && AnimElemTime(7)>0
trigger2=Stateno = 1700 && Movehit
trigger3=Stateno = 1701 && Movehit && AnimElemTime(8)>0
trigger4=Stateno=1390 && Numhelper(1395)
trigger4=Helper(1395),Movehit
;---------------------------------------------------------------------------
; 2500
[State -1,]
type=changestate
value = var(9):=2500+(var(8):=0)+(0&&var(58):=(var(58)|(524288*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=3000
triggerall=Enemynear,Movetype = H
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&524288)
triggerall=var(58):=var(58)+floor(9+((P2bodydist X+40)/16*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=((var(58)-(var(58)&127)&8191)/128) < 19
triggerall=p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-40,-1]
trigger1=(Stateno = 1002||Stateno = 1052) && Movehit && AnimElemTime(7)>0
trigger2=Stateno = 1700 && Movehit
trigger3=Stateno = 1701 && Movehit && AnimElemTime(8)>0
trigger4=Stateno=1390 && Numhelper(1395)
trigger4=Helper(1395),Movehit
;---------------------------------------------------------------------------
; 2300
[State -1,]
type=changestate
value = var(9):=2300+(var(8):=0)+(0&&var(58):=(var(58)|(262144*!sysvar(0))))
anim = 2300
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310)
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&262144)
triggerall=p2bodydist X > 80
triggerall=Random<Random%25*(var(59)-3) || var(59) > 6
trigger1=(Stateno = 1002||Stateno = 1052) && Moveguarded && AnimElemTime(7)>0
;---------------------------------------------------------------------------
; 2250
[State -1,]
type=changestate
value = var(9):=2250+(var(8):=0)+(0&&var(58):=(var(58)|(131072*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=Enemynear,Hitshakeover
triggerall=!(var(58)&131072)
triggerall=var(58):=var(58)+floor(8+((P2bodydist X+40)/18*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-30,-1]
trigger1=(Stateno = 1002||Stateno = 1052) && Movehit=1 && AnimElemTime(7)>0
trigger2=Stateno = 1700 && Movehit
trigger3=Stateno = 1701 && Movehit && AnimElemTime(8)>0
trigger4=Stateno=1390 && Numhelper(1395)
trigger4=Helper(1395),Movehit
;---------------------------------------------------------------------------
; 2200
[State -1,]
type=changestate
value = var(9):=2200+(var(8):=0)+(0&&var(58):=(var(58)|(65536*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=Enemynear,Hitshakeover 
triggerall=!(var(58)&65536)
triggerall=var(58):=var(58)+floor(8+((P2bodydist X+40)/12*(P2bodydist X+40>0))-(var(58)-(var(58)&127)&8191)/128)*128||1
triggerall=p2dist Y + enemynear,Vel y * ((var(58)-(var(58)&127)&8191)/128) +enemynear,gethitvar(yaccel) *((var(58)-(var(58)&127)&8191)/128)*((var(58)-(var(58)&127)&8191)/128)/2=[-30,-1]
trigger1=(Stateno = 1002||Stateno = 1052) && Movehit=1 && AnimElemTime(7)>0
trigger2=Stateno = 1700 && Movehit
trigger3=Stateno = 1701 && Movehit && AnimElemTime(8)>0
trigger4=Stateno=1390 && Numhelper(1395)
trigger4=Helper(1395),Movehit
;---------------------------------------------------------------------------
; 2000
[State -1,]
type=changestate
value = var(9):=2000+(var(8):=0)+(0&&var(58):=(var(58)|(8192*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random<Random%25*(var(59)-3) || var(59) > 7
triggerall=!(var(58)&8192)
triggerall=p2bodydist X-enemynear,vel x*13 =[5,100]
triggerall=(p2dist Y + enemynear,Vel y * 13 +enemynear,gethitvar(yaccel) *13*13/2)=[-80,-10]
triggerall=Enemynear,Hitshakeover
trigger1=(Stateno = 1002||Stateno = 1052) && Movehit=1 && AnimElemTime(7)>0
trigger2=Stateno = 1700 && Movehit
trigger3=Stateno = 1701 && Movehit && AnimElemTime(8)>0
trigger4=Stateno=1390 && Numhelper(1395)
trigger4=Helper(1395),Movehit
;---------------------------------------------------------------------------
; 1500
[State -1,]
type=changestate
value = var(9):=1500+(var(8):=0)
anim =1505
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=(var(0)&1)
triggerall=Enemynear,Movetype = H
triggerall=Random<Random%30*(var(59)-3) || var(59) > 9
triggerall=Power < 3000 || Stateno =[1600,1601]
trigger1=(Stateno = 1002||Stateno = 1052) && Movecontact=1 && AnimElemTime(7)>0
trigger2=Stateno = 1700 && Movecontact
trigger3=Stateno = 1701 && Movecontact && AnimElemTime(8)>0
trigger4=Stateno=1600 && AnimElemTime(18) >= 0 && Movecontact && hitcount = 2
trigger5=Stateno=1601 && AnimElemTime(18) >= 0 && Movecontact
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact

;---------------------------------------------------------------------------
;1300
[State -1,]
type=changestate
value = var(9):=1300+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310) || (var(0)&1)
triggerall=Enemynear,Movetype = H
triggerall=p2bodydist X >= 50
triggerall=Random%20*var(59) || var(59) > 7
trigger1 = (Stateno = 245||Stateno = 210|| Stateno=215||Stateno=410||Stateno=440) && Movecontact
;---------------------------------------------------------------------------
; 1150
[State -1,]
type=changestate
value = var(9):=1150+(var(8):=0)
anim = 1154-Random%5*(Random<Random%50*(9-var(59)))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&(var(0)&1)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = (Stateno = 245||Stateno = 210|| Stateno=215||Stateno=410||Stateno=440) && MoveGuarded
trigger2 = Stateno = 200 && MoveGuarded
trigger3 = Stateno = 230 && MoveGuarded && AnimElemTime(7)>0
trigger4 = Stateno = 400 && MoveGuarded && P2bodydist X>50
trigger5 = Stateno = 430 && MoveGuarded && (P2bodydist X > 72 || var(59) < 7)
;---------------------------------------------------------------------------
; 1050
[State -1,]
type=changestate
value = var(9):=1050+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2bodydist X = [-5,115]
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = (Stateno = 245||Stateno = 210|| Stateno=215||Stateno=410||Stateno=440) && Movecontact
;---------------------------------------------------------------------------
; 1051
[State -1,]
type=changestate
value = var(9):=1051+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2bodydist X >= -5
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 1050 && Movecontact && AnimElem = 8
;---------------------------------------------------------------------------
; 1052
[State -1,]
type=changestate
value = var(9):=1052+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2bodydist X >= -5
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 1051 && MoveHit && AnimElem = 8
trigger2 = Stateno = 1051 && MoveGuarded && AnimElem = 8 && P2bodydist X > 65
;---------------------------------------------------------------------------
; 1000
[State -1,]
type=changestate
value = var(9):=1000+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2bodydist X = [-5,95]
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 200 && Movecontact
trigger2 = Stateno = 230 && Movecontact && AnimElemTime(7)>0
trigger3 = Stateno = 400 && Movecontact && P2bodydist X>50
trigger4 = Stateno = 430 && Movecontact && (P2bodydist X > 62 || var(59) < 7)
;---------------------------------------------------------------------------
; 1001
[State -1,]
type=changestate
value = var(9):=1001+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2bodydist X >= -5
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 1000 && Movecontact && AnimElem = 8
;---------------------------------------------------------------------------
; 1002
[State -1,]
type=changestate
value = var(9):=1002+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2bodydist X >= -5
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 1001 && MoveHit && AnimElem = 8
trigger2 = Stateno = 1001 && MoveGuarded && AnimElem = 8 && P2bodydist X > 65
;---------------------------------------------------------------------------
; 205
[State -1,]
type=changestate
value = var(9):=205+(var(8):=0)
anim = 205
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2dist X <= 50
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 205 && Movecontact && animelemtime(3) >= 0
;---------------------------------------------------------------------------
; 200
[State -1,]
type=changestate
value = var(9):=200+(var(8):=0)
anim = 200
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2dist X > 50
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 205 && Movecontact && animelemtime(3) >= 0
;---------------------------------------------------------------------------
; 235
[State -1,]
type=changestate
value = var(9):=235+(var(8):=0)
anim = 235
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2dist X <= 50
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 235 && Movecontact && animelemtime(4) > 0
;---------------------------------------------------------------------------
; 230
[State -1,]
type=changestate
value = var(9):=230+(var(8):=0)
anim = 230
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=p2dist X > 50
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = Stateno = 235 && Movecontact && animelemtime(4) > 0
;---------------------------------------------------------------------------
; 400
[State -1,]
type=changestate
value = var(9):=400+(var(8):=0)
anim = 400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%30*var(59) || var(59) > 6
trigger1 = p2bodydist X < 55
trigger1 = stateno = 400 && animelem = 3,>=1 && Movecontact

;===========================================================================
;ぶっぱ
; AI6
;===========================================================================
; 3100
[State -1,]
type=changestate
value = var(9):=3100+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=5000 &&var(59) > 7
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,9])&&Random<=Random%80)||(var(59)=10&&Random<=Random%90)
trigger1 = Enemynear,Statetype = A &&p2dist Y + enemynear,Vel y * 70 +enemynear,gethitvar(yaccel) *70*70/2<=40 || (var(0)&1)
;---------------------------------------------------------------------------
; 2300
[State -1,]
type=changestate
value = var(9):=2300+(var(8):=0)+(0&&var(58):=(var(58)|(262144*!sysvar(0))))
anim = 2300
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310)
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,9])&&Random<=Random%80)||(var(59)=10&&Random<=Random%90)
trigger1=P2bodydist X>150
;---------------------------------------------------------------------------
;2400
[State -1,]
type=changestate
value = var(9):=2400+(var(8):=0)+(0&&var(58):=(var(58)|(32768*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power>=1000
triggerall=NumHelper(8100) = 0 && !Sysvar(0)
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,9])&&Random<=Random%80)||(var(59)=10&&Random<=Random%90)
trigger1=P2bodydist X>150
;---------------------------------------------------------------------------
;2100
[State -1,]
type=changestate
value = var(9):=2100+(var(8):=0)+(0&&var(58):=(var(58)|(16384*!sysvar(0))))
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power>=2000
triggerall=NumHelper(8000) = 0 && !Sysvar(0)
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,9])&&Random<=Random%80)||(var(59)=10&&Random<=Random%90)
trigger1=P2bodydist X>150
;===========================================================================
;地上移動 
;AI7
;===========================================================================
;ダッシュ
[State -1,]
type=changestate
value = var(9):=100+(var(8):=0)
anim=100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9)
triggerall=ctrl && StateNo!=[100,101]
triggerall=Random<=Random%20*var(59)
trigger1=p2bodydist X>=160
[State -1,]
type=changestate
value = var(9):=21+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9)
triggerall=ctrl && StateNo!=[100,101]
triggerall=Random<=Random%40*var(59)
trigger1=p2bodydist X>=60
[State -1,]
type=changestate
value = var(9):=22+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9)
triggerall=ctrl && StateNo!=[100,101]
triggerall=Random<=Random%40*var(59)
trigger1=p2bodydist X<40
[State -1,]
type=changestate
value=40
anim=40
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9)
triggerall=ctrl
triggerall=Random<=Random%40*var(59)
trigger1=Enemynear,Statetype = C && p2bodydist X <= 80
;===========================================================================
;立ち回り
;AI8
;===========================================================================
;1800
[State -1,]
type=changestate
value = var(9):=1800+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=P2bodydist X < 50
triggerall=Enemynear,Statetype!=A&&Enemynear,Statetype!=L&&Enemynear,Stateno!=[150,155]
triggerall=ctrl
trigger1=Random <= Random%20 * (var(59)-4)
trigger1=Enemynear,Time>30-(var(59)-4)*3
trigger2=var(59) > 9
;---------------------------------------------------------------------------
;1601
[State -1,]
type=changestate
value = var(9):=1601+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=A || Enemynear,Anim=[38,40]
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist X=[-5,65+fvar(30)*9]
triggerall=(p2bodydist y+enemynear,vel y*9+fvar(39)*9*9/2=[-60,0])
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1=var(59)=[7,9]
trigger1=Random<=Random%30*var(59)
trigger2=var(59)>9
;---------------------------------------------------------------------------
;1600
[State -1,]
type=changestate
value = var(9):=1600+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=A || Enemynear,Anim=[38,40]
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist X=[-5,65+fvar(30)*8]
triggerall=(p2bodydist y+enemynear,vel y*8+fvar(39)*8*8/2=[-80,0])
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1=var(59)=[7,9]
trigger1=Random<=Random%43*var(59)
trigger2=var(59)>9
;---------------------------------------------------------------------------
;235
[State -1,]
type=changestate
value = var(9):=235+(var(8):=0)
anim = 235
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=S
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12 
triggerall=p2dist X <= 50
triggerall=p2bodydist Y>= -20
triggerall=ctrl || (stateno = 235 && animelemtime(4)>0)
trigger1=var(59)=[1,4]
trigger1=Random<=Random%15*var(59)
trigger2=var(59)=[5,9]
trigger2=Random<=Random%30*var(59)
trigger3=var(59)>9
;---------------------------------------------------------------------------
;230
[State -1,]
type=changestate
value = var(9):=230+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=S
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9)
triggerall=p2dist X > 50 &&p2bodydist X=[-5,20]
triggerall=p2bodydist Y>= -20
triggerall=ctrl || (stateno = 235 && animelemtime(4)>0)
trigger1=var(59)=[1,4]
trigger1=Random<=Random%15*var(59)
trigger2=var(59)=[5,9]
trigger2=Random<=Random%30*var(59)
trigger3=var(59)>9
;---------------------------------------------------------------------------
;430
[State -1,]
type=changestate
value = var(9):=430+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=S
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9)|| Palno = 12
triggerall=p2bodydist X = [-5,70]
triggerall=p2bodydist Y>= -20
triggerall=ctrl
trigger1=var(59)=[1,4]
trigger1=Random<=Random%15*var(59)
trigger2=var(59)=[5,9]
trigger2=Random<=Random%30*var(59)
trigger3=var(59)>9
;---------------------------------------------------------------------------
;440
[State -1,]
type=changestate
value = var(9):=440+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=S
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist X = [-5,100]
triggerall=p2bodydist Y>= -20
triggerall=ctrl
trigger1=var(59)=[1,4]
trigger1=Random<=Random%15*var(59)
trigger2=var(59)=[5,9]
trigger2=Random<=Random%30*var(59)
;---------------------------------------------------------------------------
;635
[State -1,]
type=changestate
value = var(9):=630+(var(8):=0)
anim=635
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType=A && pos y < -40
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist X = [-5,60]
triggerall=p2bodydist Y>= 20
triggerall=ctrl
trigger1=var(59)=[1,4]
trigger1=Random<=Random%15*var(59)
trigger2=var(59)=[5,9]
trigger2=Random<=Random%30*var(59)
trigger3=var(59)>9
;---------------------------------------------------------------------------
;640
[State -1,]
type=changestate
value = var(9):=640+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist Y>= 20 || Pos y+Vel y*8+const(movement.yaccel)*9*9/2 =[-10,-1]
triggerall=ctrl
trigger1=var(59)=[1,4]
trigger1=Random<=Random%15*var(59)
trigger2=var(59)=[5,9]
trigger2=Random<=Random%30*var(59)
trigger3=var(59)>9
;---------------------------------------------------------------------------
;1390
[State -1,]
type=changestate
value = var(9):=1390+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall =(var(0)&1)
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist X>= 180
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1=var(59)=[5,9]
trigger1=Random<=Random%30*var(59)
trigger2=var(59)>9
;---------------------------------------------------------------------------
;1300
[State -1,]
type=changestate
value = var(9):=1300+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310) || (var(0)&1)
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=p2bodydist X>= 180
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1=var(59)=[5,9]
trigger1=Random<=Random%30*var(59)
trigger2=var(59)>9
;---------------------------------------------------------------------------
;1101
[State -1,]
type=changestate
value = var(9):=1101+(var(8):=0)
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall = (NumHelper(8100) = 0||(var(0)&1)) && NumHelper(8000) = 0 && !Sysvar(0)
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>8||var(59)<9) || Palno = 12
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211)
trigger1=var(59)=[5,9]
trigger1=Random<=Random%30*var(59)
trigger1=p2bodydist X > 180
trigger2=var(59)>6 && Random<=Random%30*var(59)
trigger2=Numhelper(1310) || Numhelper(1311) || Numhelper(2310)
trigger2=p2bodydist X > 180|| Enemynear,Stateno = [120,155]
;===========================================================================
;基本コマンド
;===========================================================================

;---------------------------------------------------------------------------
;カーズド・インフェルニティ
[State ]
type = ChangeState
value = var(9):=3100+(var(8):=0)
anim = 3100
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "カーズド・インフェルニティ"
triggerall = statetype != A && Power >= 5000
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact
;---------------------------------------------------------------------------
;バニッシュメント
[State ]
type = ChangeState
value = var(9):=2500+(var(8):=0)
anim = 2500
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "バニッシュメント"
triggerall = statetype != A && Power >= 3000
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact
;---------------------------------------------------------------------------
;エルムンド・タービュランス
[State ]
type = ChangeState
value = var(9):=2450+(var(8):=0)
anim = 2450
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "エルムンド・タービュランス"
triggerall = statetype != A && Power >= 2000
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
;---------------------------------------------------------------------------
;サモン・シャドウ type X
[State ]
type = ChangeState
value = var(9):=2400+(var(8):=0)
anim = 2400
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "サモン・シャドウX"
triggerall = statetype != A && Power >= 1000
triggerall = numhelper(8100) = 0
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
;---------------------------------------------------------------------------
;インフェルニティ・スフィア
[State ]
type = ChangeState
value = var(9):=2300+(var(8):=0)
anim = 2300
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "インフェルニティ・スフィア"
triggerall = statetype != A && Power >= 2000
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact
;---------------------------------------------------------------------------
;カタストロフィ・プレッシャーEX
[State ]
type = ChangeState
value = var(9):=2250+(var(8):=0)
anim = 2250
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "カタストロフィ・プレッシャーEX"
triggerall = statetype != A && Power >= 2000
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact
;---------------------------------------------------------------------------
;カタストロフィ・プレッシャー
[State ]
type = ChangeState
value = var(9):=2200+(var(8):=0)
anim = 2200
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "カタストロフィ・プレッシャー"
triggerall = statetype != A && Power >= 1000
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact
;---------------------------------------------------------------------------
;サモン・アクス Type X
[State ]
type = ChangeState
value = var(9):=2100+(var(8):=0)
anim = 2100
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "サモン・アクスX"
triggerall = statetype != A && Power >= 2000
triggerall = numhelper(8000) = 0 && !Sysvar(0)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
;---------------------------------------------------------------------------
;デストラクション・ヘル
[State ]
type = ChangeState
value = var(9):=2000+(var(8):=0)
anim = 2000
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "デストラクション・ヘル"
triggerall = statetype != A && Power >= 1000 && !Sysvar(0)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=Stateno=1390 && Numhelper(1395)
trigger6=Helper(1395),Movecontact
;---------------------------------------------------------------------------
; 必殺技
;---------------------------------------------------------------------------
;エルムンド・ランス
[State ]
type = ChangeState
value = var(9):=1150+(var(8):=0)
anim = 1154
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "エルムンド・ランス5"
triggerall = statetype != A
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;エルムンド・ランス
[State ]
type = ChangeState
value = var(9):=1150+(var(8):=0)
anim = 1152+(command="エルムンド・ランス4")
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "エルムンド・ランス3"|command = "エルムンド・ランス4"
triggerall = statetype != A
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;エルムンド・ランス
[State ]
type = ChangeState
value = var(9):=1150+(var(8):=0)
anim = 1150+(command="エルムンド・ランス2")
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "エルムンド・ランス1"|command = "エルムンド・ランス2"
triggerall = statetype != A
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;カタストロフ・プレス
[State ]
type = ChangeState
value = var(9):=1201+(var(8):=0)
anim = 1201
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "カタストロフ・プレス2"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;カタストロフ・プレス
[State ]
type = ChangeState
value = var(9):=1200+(var(8):=0)
anim = 1200
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "カタストロフ・プレス1"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;ブラッディ・エクスキュージョン
[State ]
type = ChangeState
value = var(9):=1800+(var(8):=0)
anim = 1800
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "ブラッディ・エクスキュージョン"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;フィアーズ・タックル
[State ]
type = ChangeState
value = var(9):=1701+(var(8):=0)
anim = 1701
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "フィアーズ・タックル2"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;フィアーズ・タックル
[State ]
type = ChangeState
value = var(9):=1700+(var(8):=0)
anim = 1700
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "フィアーズ・タックル1"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
; デリート・プロジェクタイル
[State ]
type = ChangeState
value = var(9):=1350+(var(8):=0)
anim = 1350
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "デリート・プロジェクタイル"
triggerall = statetype != A
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
; ワープ
[State ]
type = ChangeState
value = var(9):=1500+(var(8):=0)
anim = 1504+command =  "ワープ6"
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "ワープ5"|command =  "ワープ6"
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=(Stateno=1600 && AnimElemTime(18) >= 0)||(Stateno=1601 && AnimElemTime(23) >= 1)
trigger7=Stateno=1390 && Numhelper(1395)
trigger7=Helper(1395),Movecontact
;---------------------------------------------------------------------------
; ワープ
[State ]
type = ChangeState
value = var(9):=1500+(var(8):=0)
anim = 1502+command =  "ワープ4"
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "ワープ3"|command =  "ワープ4"
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=(Stateno=1600 && AnimElemTime(18) >= 0)||(Stateno=1601 && AnimElemTime(23) >= 1)
trigger7=Stateno=1390 && Numhelper(1395)
trigger7=Helper(1395),Movecontact
;---------------------------------------------------------------------------
; ワープ
[State ]
type = ChangeState
value = var(9):=1500+(var(8):=0)
anim = 1500+command =  "ワープ2"
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "ワープ1"|command =  "ワープ2"
triggerall = (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211
trigger3=Movecontact && (Stateno=[1000,1052])
trigger4=(Stateno=[1700,1701]) && AnimElemTime(3) >= 0
trigger5=Stateno=1802 && AnimElemTime(2) >= 0
trigger6=(Stateno=1600 && AnimElemTime(18) >= 0)||(Stateno=1601 && AnimElemTime(23) >= 1)
trigger7=Stateno=1390 && Numhelper(1395)
trigger7=Helper(1395),Movecontact
;---------------------------------------------------------------------------
; 強グラインド・デストロイ
[State ]
type = ChangeState
value = var(9):=1601+(var(8):=0)
anim = 1601
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "グラインド・デストロイ2"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
; 弱グラインド・デストロイ
[State ]
type = ChangeState
value = var(9):=1600+(var(8):=0)
anim = 1600
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "グラインド・デストロイ1"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;サモン・シャドウ Type B
[State ]
type = ChangeState
value = var(9):=1401+(var(8):=0)
anim = 1401
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "サモン・シャドウB"
triggerall = statetype != A
triggerall = (NumHelper(8000) = 0||(var(0)&1)) && NumHelper(8100) = 0 && !Sysvar(0)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;サモン・シャドウ Type A
[State ]
type = ChangeState
value = var(9):=1400+(var(8):=0)
anim = 1400
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "サモン・シャドウA"
triggerall = statetype != A
triggerall = (NumHelper(8000) = 0||(var(0)&1)) && NumHelper(8100) = 0 && !Sysvar(0)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;KRSW
[State ]
type = ChangeState
value = var(9):=1390+(var(8):=0)
anim = 1390
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "KRSW"
triggerall = statetype != A && (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;インフェルノ・スフィア 強
[State ]
type = ChangeState
value = var(9):=1301+(var(8):=0)
anim = 1301
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "インフェルノ・スフィア2"
triggerall = statetype != A
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310) || (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;インフェルノ・スフィア 弱
[State ]
type = ChangeState
value = var(9):=1300+(var(8):=0)
anim = 1300
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "インフェルノ・スフィア1"
triggerall = statetype != A
triggerall = !NumHelper(1310)&&!NumHelper(1311)&&!NumHelper(2310) || (var(0)&1)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;サモン・アクス Type B
[State ]
type = ChangeState
value = var(9):=1101+(var(8):=0)
anim = 1101
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "サモン・アクスB"
triggerall = statetype != A
triggerall = NumHelper(8000) = 0 && (NumHelper(8100) = 0||(var(0)&1)) && !Sysvar(0)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;サモン・アクス Type A
[State ]
type = ChangeState
value = var(9):=1100+(var(8):=0)
anim = 1100
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "サモン・アクスA"
triggerall = statetype != A
triggerall = NumHelper(8000) = 0 && (NumHelper(8100) = 0||(var(0)&1)) && !Sysvar(0)
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
[State ]
type = varset
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=command="y" && !sysvar(0)
trigger1=Stateno=1050&&AnimElemTime(3)>=0
trigger2=Stateno=1051&&AnimElemTime(3)>=0
var(5)=1
;---------------------------------------------------------------------------
;ディマイズ・フレア 強
[State ]
type = ChangeState
value = var(9):=1052+(var(8):=0)
anim = 1052
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = statetype != A
trigger1= Stateno = 1051 && var(5) = 1 && AnimElem = 8

;---------------------------------------------------------------------------
;ディマイズ・バースト 強
[State ]
type = ChangeState
value = var(9):=1051+(var(8):=0)
anim = 1051
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = statetype != A
trigger1= Stateno = 1050 && var(5) = 1 && AnimElem = 8

;---------------------------------------------------------------------------
;ディマイズ・ショット 強
[State ]
type = ChangeState
value = var(9):=1050+(var(8):=0)
anim = 1050
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "ディマイズ2"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

[State ]
type = varset
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=command="x" && !sysvar(0)
trigger1=Stateno=1000&&AnimElemTime(3)>=0
trigger2=Stateno=1001&&AnimElemTime(3)>=0
var(5)=1
;---------------------------------------------------------------------------
;ディマイズ・フレア 弱
[State ]
type = ChangeState
value = var(9):=1002+(var(8):=0)
anim = 1002
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = statetype != A
trigger1= Stateno = 1001 && var(5) = 1 && AnimElem = 8

;---------------------------------------------------------------------------
;ディマイズ・バースト 弱
[State ]
type = ChangeState
value = var(9):=1001+(var(8):=0)
anim = 1001
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = statetype != A
trigger1= Stateno = 1000 && var(5) = 1 && AnimElem = 8

;---------------------------------------------------------------------------
;ディマイズ・ショット 弱
[State ]
type = ChangeState
value = var(9):=1000+(var(8):=0)
anim = 1000
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command =  "ディマイズ1"
triggerall = statetype != A
trigger1= ctrl
trigger2=((Stateno = [200,245]) || (Stateno =[400,440])) &&Movecontact && Stateno!= 240 && Stateno!= 211

;---------------------------------------------------------------------------
;ふっ飛ばし攻撃
[State ]
type = ChangeState
value = var(9):=290+(var(8):=0)
anim = 290
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "ふっ飛ばし"
triggerall = statetype != A
trigger1= ctrl
trigger2 = power >= 1000 &&  stateno = [150,153]

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[State ]
type = ChangeState
value = var(9):=690+(var(8):=0)
anim = 690
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "ふっ飛ばし"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;緊急回避後
[State ]
type = ChangeState
value = var(9):=701+(var(8):=0)
anim = 701
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "緊急回避後"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ガードキャンセル緊急回避後
[State ]
type = ChangeState
value = var(9):=701+(var(8):=0)
anim = 701
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "緊急回避後"
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;緊急回避前
[State ]
type = ChangeState
value = var(9):=700+(var(8):=0)
anim = 700
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "緊急回避前"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ガードキャンセル緊急回避前
[State ]
type = ChangeState
value = var(9):=700+(var(8):=0)
anim = 700
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "緊急回避前"
triggerall = power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;ダウン回避
[State ]
type = ChangeState
value = var(9):=702+(var(8):=0)
anim = 702
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "緊急回避前"
trigger1 = stateno = 5050
trigger1 = pos y+vel y >=-10&&vel y>0&&CanRecover
;---------------------------------------------------------------------------
;フロントステップ
[State ]
type = ChangeState
value = var(9):=100+(var(8):=0)
anim = 100
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State ]
type = ChangeState
value = var(9):=105+(var(8):=0)
anim = 105
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;投げ
[State ]
type = ChangeState
value = var(9):=850+(var(8):=0)
anim = 850
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = statetype != A
triggerall = P2bodydist X < 25 && P2Statetype != A
triggerall = !Numtarget && P2Movetype!=H
triggerall = (Command = "holdfwd" ^^ Command="holdback") && Command = "b" &&Command !="holddown"
triggerall = Stateno != 100
trigger1 = ctrl

;---------------------------------------------------------------------------
;投げ
[State ]
type = ChangeState
value = var(9):=800+(var(8):=0)
anim = 800
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = statetype != A
triggerall = P2bodydist X < 25 && P2Statetype != A
triggerall = !Numtarget && P2Movetype!=H
triggerall = (Command = "holdfwd" ^^ Command="holdback") && Command = "y" &&Command !="holddown"
triggerall = Stateno != 100
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;遠距離立ち弱パンチ
[State ]
type = ChangeState
value = var(9):=200+(var(8):=0)
anim = 200
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X >50 && Statetype !=A
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0

;---------------------------------------------------------------------------
;近距離立ち弱パンチ
[State ]
type = ChangeState
value = var(9):=205+(var(8):=0)
anim = 205
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X <=50 && Statetype !=A
trigger1 = ctrl
trigger2 = stateno = 205 && animelemtime(3) >= 0

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State ]
type = ChangeState
value = var(9):=210+(var(8):=0)
anim = 210
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X >50 && Statetype !=A
trigger1 = ctrl

;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State ]
type = ChangeState
value = var(9):=215+(var(8):=0)
anim = 215
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X <=50 && Statetype !=A
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち弱キック
[State ]
type = ChangeState
value = var(9):=230+(var(8):=0)
anim = 230
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X >50 && Statetype !=A
trigger1 = ctrl
trigger2 = stateno = 235 && animelemtime(4) > 0

;---------------------------------------------------------------------------
;近距離立ち弱キック
[State ]
type = ChangeState
value = var(9):=235+(var(8):=0)
anim = 235
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X <=50 && Statetype !=A
trigger1 = ctrl
trigger2 = stateno = 235 && animelemtime(4) > 0

;---------------------------------------------------------------------------
;遠距離立ち強キック1
[State ]
type = ChangeState
value = var(9):=240+(var(8):=0)	
anim = 240
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X >50 && Statetype !=A
trigger1 = ctrl

;---------------------------------------------------------------------------
;近距離立ち強キック
[State ]
type = ChangeState
value = var(9):=245+(var(8):=0)
anim = 245
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X <=50 && Statetype !=A
trigger1 = ctrl

;---------------------------------------------------------------------------
;挑発
[State ]
type = ChangeState
value = var(9):=195+(var(8):=0)
anim = 195
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State ]
type = ChangeState
value = var(9):=400+(var(8):=0)
anim = 400
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && animelem = 3,>=1
trigger3 = stateno = 430 && animelem = 4,>=1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State ]
type = ChangeState
value = var(9):=410+(var(8):=0)
anim = 410
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State ]
type = ChangeState
value = var(9):=430+(var(8):=0)
anim = 430
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && animelem = 4,>=1

;---------------------------------------------------------------------------
;しゃがみ強キック
[State ]
type = ChangeState
value = var(9):=440+(var(8):=0)
anim = 440
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中弱パンチ
[State ]
type = ChangeState
value = var(9):=600+(var(8):=0)
anim = 600
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl || Stateno =600 && Movecontact

;---------------------------------------------------------------------------
;空中強パンチ
[State ]
type = ChangeState
value = var(9):=610+(var(8):=0)
anim = 610
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中弱キック
[State ]
type = ChangeState
value = var(9):=630+(var(8):=0)
anim = 635
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "a" && command = "holddown"
trigger1 = statetype = A && pos y < -40
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中弱キック
[State ]
type = ChangeState
value = var(9):=630+(var(8):=0)
anim = 630
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強キック
[State ]
type = ChangeState
value = var(9):=640+(var(8):=0)
anim = 640
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;ジャンプ
[State ]
type = ChangeState
value = var(9):=40+(var(8):=0)
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall = command = "holdup"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;歩き
[State ]
type = ChangeState
value = var(9):=20+(var(8):=0)
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
trigger1 = statetype != A && stateno !=[120,155]
trigger1 = ctrl && stateno !=100 && command !="holddown"
trigger1 = command="holdback" ^^ command="holdfwd"
;---------------------------------------------------------------------------
;しゃがみ
[State ]
type = ChangeState
value = var(9):=10+(var(8):=0)
triggerall= !var(59)&&Alive&&Roundstate=2&&!ishelper
trigger1 = statetype != A && stateno !=[120,155]
trigger1 = ctrl && stateno !=100 && stateno !=[10,11]
trigger1 = command="holddown"
