; 斬鉄 - CMD

[Remap]
x = a
y = b
z = x
a = z
b = c
c = y
s = s

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

[Command]
name = "yami"
command = ~F, D, B, F, D, B, y
time = 40

[Command]
name = "dango"
command = ~F, B, D, F, x+y
time = 35

[Command]
name = "tourou"
command = ~D, F, D, F, x+y
time = 25


[Command]
name = "ranbu_x"
command = ~D, D, x
time = 12

[Command]
name = "ranbu_y"
command = ~D, D , y
time = 12

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


[Command]
name = "oboro"
command =  ~F,D,DF, a
time = 14

[Command]
name = "kage"
command =  D,DF,F, a
time = 25

[Command]
name = "gc"
command = ~b
time = 20

[Command]
name = "ryueijin"
command = ~D,DF,F, y
time = 30

[Command]
name = "ryu"
command = ~D, DF, F, x
time = 18

[Command]
name = "ryu2"
command = ~D, DF, F, y
time = 18

[Command]
name = "ryu3"
command = ~D, DF, F, a
time = 18

[Command]
name = "kikou"
command = ~D, B, y
time = 10

[Command]
name = "oboro_f"
command =  ~B,D,DB, a
time = 14

[Command]
name = "kage2"
command =  F,B,F, a
time = 25

[Command]
name = "kopa"
command = ~D,B, x
time = 10

[Command]
name = "kasumi"
command = ~D,B, y
time = 10

[Command]
name = "tenma"
command = ~F, D, B, a
time = 20

[Command]
name = "suimen"
command =  ~B,D,DB, x
time = 20

[Command]
name = "dango_J"
command = ~F, B, D, F
time = 35

[Command]
name = "ranbu_J"
command = ~D, D
time = 12

[Command]
name = "ryu_J"
command = ~D, DF, F
time = 20

[Command]
name = "kikou_J"
command = ~D,DB, B
time = 10

[Command]
name = "oboro_J"
command =  ~F,D,DF
time = 14

[Command]
name = "oboro_f_J"
command =  ~B,D,DB
time = 14

[Command]
name = "kage_J"
command =  F,B,F
time = 25

;-| ２回押し技 |-----------------------------------------------------------

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

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

[command]
name = "Airkage"
command = F, F
time = 10

[command]
name = "Airkage_Back"
command = B, B
time = 10

[command]
name = "Airkage_Down"
command = D, D
time = 10

;-| ２・３個の同時押し技 |-----------------------------------------------
[Command]
name = "oogiri"
command = z
time = 1

[Command]
name = "nage"
command = a
time = 1

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

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

;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

[Command]
name = "4x"
command = /B,x
time = 1

[Command]
name = "6y"
command = /F,y
time = 1

[Command]
name = "6x"
command = /F,x
time = 1

[Command]
name = "6z"
command = /F,a
time = 1

[Command]
name = "3z"
command = /DF,a
time = 1

;-| ボタン設定（いじらない）|---------------------------------------------------------
[Command]
name = "recovery"
command = b
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 = "holdx"
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

;-| 押しっぱなし設定（いじらない）-------------------------------------------------------
[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

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

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

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

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

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

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

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

[Command]
name = "hold_y+a"
command = /y+a
time = 1

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

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

[command]
name = "up"
command = $U
time = 1

[command]
name = "down"
command = $D
time = 1

; 下の記述↓は絶対に消さないでください。
[Statedef -1]

;===========================================================================
; A.I. Moves - Start
;===========================================================================
[State -1, AI]
Type = VarSet
TriggerAll = !var(59)
Triggerall = !IsHelper
trigger1 = ctrl||enemy,ctrl
trigger1 = anim = 0
trigger1 = roundstate = 2
trigger1 = var(44) > 60
var(59) = 10		;A.I.レベル設定。1〜10で設定できます。

;===========================================================================
;各種設定

;流影刃ループ使用有無設定
[State -1, AI]
Type = VarSet
TriggerAll = !IsHelper
Trigger1 = var(59) = [1,10]
V = 55
Value = 1		;0 ･･･ 使用しない
			;1 ･･･ 使用する

;ACこすり頻度設定
[State -1, AI]
Type = VarSet
TriggerAll = !IsHelper
Trigger1 = var(59) = [1,10]
V = 56
Value = 1		;1(超絶こすり) >>> 5(普通) >>> 10(鈍足こすり)
			;数字を小さくするほど多くこすります。(コケココさんのと同じ設定方法です)
			;11以上にするとこすらなくなります。


;　　＼　／
;　　●　●　＜この幕末では常識に囚われてはいけないのですね！
;　　" ▽ "

;===========================================================================
;タッグ時相手判別

[State -1, AI]
Type = VarSet
TriggerAll = !IsHelper
Trigger1 = P2StateType = L
V = 52
Value = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, AI]
Type = VarAdd
TriggerAll = !IsHelper
TriggerAll = Var(52) > 0
Trigger1 = P2StateType != L
V = 52
Value = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, AI]
Type = VarSet
TriggerAll = !IsHelper
TriggerAll = Var(52) = -1
Trigger1 = P2StateType != L
V = 52
Value = 12
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, AI]
Type = VarAdd
TriggerAll = !IsHelper
TriggerAll = var(59) = [1,10]
Triggerall = P2BodyDist X = [-5,60 + (EnemyNear(var(58)),Vel X * 4)]
Triggerall = !Movecontact
Trigger1 = anim = 200 && animelem = 3
trigger2 = anim = 205 && animelem = 3
trigger3 = anim = 430 && animelem = 2
V = 53
Value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, AI]
Type = Varset
TriggerAll = !IsHelper
TriggerAll = var(59) = [1,10]
Trigger1 = anim = 200 && Movecontact
trigger2 = anim = 205 && Movecontact
trigger3 = anim = 430 && Movecontact
trigger4 = gametime % 280 = 0
V = 53
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, AI]
Type = VarSet
TriggerAll = !IsHelper
Trigger1 = var(59) = [1,10]
Trigger1 = Var(56) = 2
Trigger1 = MoveGuarded
Trigger1 = anim = 600
Trigger1 = ((Life * 1000) / LifeMax) > ((EnemyNear(var(58)),Life * 1000) / EnemyNear(var(58)),LifeMax)
Trigger1 = Random <= 21 - (var(59) * 2)
V = 56
Value = -Var(56)

[State -1, AI]
Type = VarSet
TriggerAll = !IsHelper
Trigger1 = var(59) = [1,10]
Trigger1 = Var(56) <= 0
Trigger1 = anim != 600
V = 56
Value = -Var(56)

;===========================================================================

;コンボフラグ解除
[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = MoveType = H
Trigger2 = Var(51) != 1 && Var(51) != 2 && Var(51) != 4
Trigger2 = EnemyNear(var(58)),MoveType != H || EnemyNear(var(58)),StateType = L
Trigger3 = Var(51) = 1 || Var(51) = 2 || Var(51) = 7
Trigger3 = anim = 1403 || anim = 1080 || (anim = 1075 && AnimElem >= 5 && !MoveHit)
Trigger4 = Var(51) = 1 || Var(51) = 2 || Var(51) = 4
Trigger4 = EnemyNear(var(58)),anim = 0 || EnemyNear(var(58)),StateNo = 5120 || EnemyNear(var(58)),StateNo = 5210
Trigger5 = Var(51) = 4
Trigger5 = anim = 1403
Trigger6 = anim = 3514 && AnimTime = 0
Trigger7 = var(19) = 225||anim = 225
Trigger7 = EnemyNear(var(58)),stateno = [206,208]
Trigger7 = EnemyNear(var(58)),movetype = H
V = 51
Value = 0
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = !(sysvar(1) = 1 || sysvar(1) = 5)
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = MoveHit
Trigger1 = anim = 430
Trigger2 = sysvar(1) = 1 || sysvar(1) = 5
Trigger2 = Power < 2000
Trigger2 = EnemyNear(var(58)),StateType != A
Trigger2 = MoveHit
Trigger2 = anim = 430
Trigger3 = sysvar(1) = 1 || sysvar(1) = 5
Trigger3 = Power >= 2000
Trigger3 = EnemyNear(var(58)),StateType != A
Trigger3 = MoveHit
Trigger3 = anim = 430
Trigger3 = P2BodyDist X != [-5,30]
Trigger4 = MoveHit
Trigger4 = anim = 1075
V = 51
Value = 1
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) = 1 || sysvar(1) = 5
Trigger1 = Power >= 2000
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = MoveHit
Trigger1 = anim = 430
V = 51
Value = 2
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = sysvar(1) != [3,4]
TriggerAll = MoveHit
TriggerAll = anim = 610
TriggerAll = P2BodyDist X = [-15,15]
Trigger1 = sysvar(1) = 1 || sysvar(1) = 5
Trigger1 = Power >= 2000
Trigger2 = sysvar(1) = 2 || sysvar(1) = 6
Trigger2 = Power >= 3000 && (Life <= LifeMax / 4)
V = 51
Value = 3
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = sysvar(1) != [3,4]
TriggerAll = MoveHit
TriggerAll = anim = 610
TriggerAll = P2BodyDist X - (Vel X * 2) = [-70,70]
Trigger1 = Var(55) = 0
Trigger1 = sysvar(1) = 1 || sysvar(1) = 5
Trigger1 = Power >= 1500
Trigger2 = Var(55) = 1 || sysvar(1) = 2 || sysvar(1) = 6
V = 51
Value = 4
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) = [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 610
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist < 15
V = 51
Value = 5
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 610 || (anim = 200 && (P2BodyDist X = [-5,45]))
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist < 15
V = 51
Value = 6
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 610 || (anim = 200 && (P2BodyDist X = [-5,45]))
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist >= 15
Trigger1 = Random % 3 = 0
V = 51
Value = 7
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 610 || (anim = 200 && (P2BodyDist X = [-5,45]))
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist >= 15
V = 51
Value = 8
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 3511
Trigger2 = Var(55) = 0
Trigger2 = Var(51) = 0 || Var(51) = 1 || Var(51) = 4
Trigger2 = MoveHit
Trigger2 = anim = 1000
Trigger3 = Var(51) = 0
Trigger3 = MoveHit
Trigger3 = anim = 260
Trigger4 = Var(51) = 10
Trigger4 = MoveHit
Trigger4 = anim = 1000
Trigger4 = P2BodyDist X > 50
V = 51
Value = 9
IgnoreHitPause = 1

[State -1, AI]
Type = VarSet
TriggerAll = var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) != [9,10]
Trigger1 = Var(55) = 1
Trigger1 = MoveHit
Trigger1 = anim = 1000
V = 51
Value = 10
IgnoreHitPause = 1

;===========================================================================

[State -1, 開幕]
type = Selfstate
value = 5900
triggerall = name = "The_Loser_Must_Die"
triggerall = !ishelper
triggerall = alive
trigger1 = roundstate = 0
ignorehitpause = 1

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

[state -1,強制死の宣告]
type = varset
triggerall = name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = movetype != A
triggerall = ctrl||anim = [20, 21]
triggerall = var(19) != 3121
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103
triggerall = sysvar(0) < 1
triggerall = var(19) != 3121
triggerall = var(7) = 0
triggerall = EnemyNear(var(58)),hitpausetime
trigger1 = sysfvar(3) = 0
trigger1 = sysvar(4) = 1
trigger1 = var(43) = 0
var(19)= Anim
ignorehitpause = 1

[state -1,強制死の宣告]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = movetype != A
triggerall = ctrl||anim = [20, 21]
triggerall = var(19) != 3121
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103
triggerall = sysvar(0) < 1
triggerall = var(19) != 3121
triggerall = var(7) = 0
triggerall = EnemyNear(var(58)),hitpausetime
trigger1 = sysfvar(3) = 0
trigger1 = sysvar(4) = 1
trigger1 = var(43) = 0
value = 3102
ignorehitpause = 1

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

[State -1, 勝利]
type = Selfstate
value = 180
triggerall = name = "The_Loser_Must_Die"
triggerall = !ishelper
triggerall = alive
triggerall = anim != [170,184]
triggerall = anim != 3121
triggerall = !time
triggerall = win
trigger1 = roundstate > 3
ignorehitpause = 1

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

[State -1, 引き分け]
type = Selfstate
value = 175
triggerall = name = "The_Loser_Must_Die"
triggerall = !ishelper
triggerall = alive
triggerall = anim != [170,184]
triggerall = anim != 3121
triggerall = !time
triggerall = drawgame
trigger1 = roundstate > 3
ignorehitpause = 1
;---------------------------------------------------------------------------

[State -1, 判定負け]
type = Selfstate
value = 170
triggerall = name = "The_Loser_Must_Die"
triggerall = !ishelper
triggerall = alive
triggerall = anim != [170,184]
triggerall = anim != 3121
triggerall = !time
triggerall = lose
trigger1 = roundstate > 3
ignorehitpause = 1

[State -1, 強制死の宣告後負け]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = !ishelper
triggerall = anim != [170,184]
triggerall = lose
triggerall = !time
triggerall = anim != 3121
triggerall = roundstate > 3
Trigger1 = var(19) = 3121
value = 170
ignorehitpause = 1

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

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
Triggerall = sysfvar(1) < 500
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SCA,AA
triggerall = statetype = A
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 300                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
Triggerall = sysfvar(1) < 500
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype != C
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 300                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
Triggerall = sysfvar(1) < 500
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype = C
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 300                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
Triggerall = sysfvar(1) = [500,799]
triggerall = var(26) = 0
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype != C
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 200                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
Triggerall = sysfvar(1) = [500,799]
triggerall = var(26) = 0
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SCA,AA
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 200                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
Triggerall = sysfvar(1) = [500,799]
triggerall = var(26) = 0
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype = C
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 200                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
Triggerall = sysfvar(1) = [800,999]
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype != C
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 150                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
Triggerall = sysfvar(1) = [800,999]
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SCA,AA
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 150                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
Triggerall = sysfvar(1) = [800,999]
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim = 11
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 150                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
Triggerall = sysfvar(1) > 1000
triggerall = var(26) = 0
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim != 11
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 100                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
Triggerall = sysfvar(1) > 1000
triggerall = var(26) = 0
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SCA,AA
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 100                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
Triggerall = sysfvar(1) > 1000
triggerall = var(26) = 0
triggerall = var(43) >= 2
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim = 11
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 100                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
triggerall = var(43) = 1
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim != 11
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 50                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
triggerall = var(43) = 1
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = SCA,AA
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 50                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) = 0
triggerall = var(43) = 1
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim = 11
triggerall = numhelper(150)
triggerall = EnemyNear(var(58)),hitdefattr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = sysvar(4) = 1
sysfvar(1) = 50                              ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

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

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype != C
triggerall = EnemyNear(var(58)),hitdefattr = C,AA,AT,AP
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
sysfvar(1) = 400                            ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),hitdefattr = SA,AA,AT,AP
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
sysfvar(1) = 400                            ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype = C
triggerall = EnemyNear(var(58)),hitdefattr = A,AA,AT,AP
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
sysfvar(1) = 400                            ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

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

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = !ishelper
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = EnemyNear(var(58)),hitdefattr = SCA,AA,AT,AP
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A               ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
sysfvar(1) = 400                            ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

[State -1, ダメージ処理]
type = varadd                           ;ライフを増減させるステコン
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A              ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
sysfvar(1) = 400                            ;10ダメージ固定で食らいます、ここの数値を変えてダメージ量を設定して下さい

;-----------------------------------------------------
;無双転生影法師・本領発揮時

[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(43) >= 1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim != 11
triggerall = EnemyNear(var(58)),HitDefAttr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)
trigger1 = sysvar(4) = 1
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(43) != 0
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SCA,AA
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)
trigger1 = sysvar(4) = 1
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = roundstate = 2
triggerall = var(43) >= 1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim = 11
triggerall = EnemyNear(var(58)),HitDefAttr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = !ishelper
triggerall = helper(150),gethitvar(damage)
trigger1 = sysvar(4) = 1
value = 1120
ignorehitpause = 1

;---------------------------------------------------
;無双転生影法師・自重かつ悶絶スイッチオン時

[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype != C
triggerall = !ishelper
triggerall = EnemyNear(var(58)),HitDefAttr = C,AA,AT,AP
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = roundstate = 2
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype = C
triggerall = EnemyNear(var(58)),HitDefAttr = A,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
value = 1120
ignorehitpause = 1

;----------------------------------------------------
;無双転生影法師・自重かつ悶絶スイッチオフ時、もしくは同キャラ戦時

[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),Hitdefattr = SA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),HitDefAttr = C,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1120
ignorehitpause = 1


[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),Hitdefattr = SA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),HitDefAttr = C,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1120
ignorehitpause = 1

;----------------------------------------------------------------------------
;蘇生スイッチオフ時

;-----------------------------------------------------
;無双転生影法師・本領発揮時

[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(43) >= 1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim != 11
triggerall = EnemyNear(var(58)),HitDefAttr = SA,AT
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)
trigger1 = sysvar(4) = 1
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(43) != 0
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SCA,AA
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)
trigger1 = sysvar(4) = 1
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = roundstate = 2
triggerall = var(43) >= 1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = anim = 11
triggerall = EnemyNear(var(58)),HitDefAttr = C,AP
triggerall = EnemyNear(var(58)),Movetype = A
triggerall = !ishelper
triggerall = helper(150),gethitvar(damage)
trigger1 = sysvar(4) = 1
value = 1120
ignorehitpause = 1

;---------------------------------------------------
;無双転生影法師・自重かつ悶絶スイッチオン時

[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype != C
triggerall = !ishelper
triggerall = EnemyNear(var(58)),HitDefAttr = C,AA,AT,AP
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) = 0||sysfvar(3) = 0
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = roundstate = 2
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = Statetype = C
triggerall = EnemyNear(var(58)),HitDefAttr = A,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
triggerall = EnemyNear(var(58)),Movetype = A
trigger1 = sysvar(4) = 1
value = 1120
ignorehitpause = 1

;----------------------------------------------------
;無双転生影法師・自重かつ悶絶スイッチオフ時、もしくは同キャラ戦時

[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),Hitdefattr = SA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name != "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = var(26) >= 1
triggerall = var(20) >= 1&&sysfvar(3) >= 1
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),HitDefAttr = C,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1120
ignorehitpause = 1


[State -1, 無想影法師地上]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),Hitdefattr = SA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1072
ignorehitpause = 1

[State -1, 無双影法師空中]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype = A
triggerall = EnemyNear(var(58)),HitDefAttr = SCA,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1073
ignorehitpause = 1

[State -1, バク宙]
type = selfstate
triggerall = name = "The_Loser_Must_Die"
triggerall = EnemyNear(var(58)),name = "The_Loser_Must_Die"
TriggerAll = var(59) = [1,10]
triggerall =  var(25) > 0
triggerall = sysfvar(1) <= lifemax - (lifemax/6)
triggerall = alive
triggerall = roundstate = 2
triggerall = sysfvar(0) < const(data.defence)-1
triggerall = var(15) = 0
triggerall = Movetype != A
triggerall = statetype != A
triggerall = EnemyNear(var(58)),HitDefAttr = C,AA,AT,AP
triggerall = !ishelper
triggerall = numhelper(150)
triggerall = helper(150),gethitvar(damage)                ;省略可、前述のヘルパーアーマー出現条件に合わせて下さい
trigger1 = EnemyNear(var(58)),Movetype = A
value = 1120
ignorehitpause = 1

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

;闇狩り
[State -1]
Type = Selfstate
Value = 3100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450&&anim != 3100
TriggerAll = var(59) = [1,10]
TriggerAll = sysvar(1) != [3,4]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Triggerall = anim != 3110
Triggerall = var(19) != 3110
Triggerall = ctrl||anim = [20, 21]
Trigger1 = gametime % 100 = 0
Trigger1 = sysfvar(3) = 0
trigger1 = random % 2 = 0
trigger1 = var(19):= Anim||1

; 蟷螂双刃
[State -1]
type = Selfstate
value = 3300
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = var(59) > 1
triggerall = RoundState = 2
triggerall = statetype != A&&pos y = 0
trigger1 = anim = 1080 || anim = 430
trigger1 = (var(59) >= 4 && movehit) || (var(59) < 4 && movecontact)
trigger1 = Random <= 1000 - var(59) * 20
trigger1 = EnemyNear(var(58)),StateType != L
trigger1 = EnemyNear(var(58)),StateType != A
trigger1 = var(19):= Anim||1
trigger2 = ctrl||anim = [20, 21]
trigger2 = P2bodydist X > 0
trigger2 = P2bodydist X < 110
Trigger2 = sysfvar(3) > 0
trigger2 = EnemyNear(var(58)),anim = [120,150]
trigger2 = EnemyNear(var(58)),movetype != A
trigger2 = Random <= var(59) * 10
trigger2 = var(19):= Anim||1
trigger3 = ctrl||anim = [20, 21]
Trigger3 = gametime % 80 = 0
Trigger3 = sysfvar(3) = 0
trigger3 = random % 2 = 0
trigger3 = var(19):= Anim||1

;断鋼刃
[State -1, 断鋼刃]
type = Selfstate
value = 3000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = RoundState = 2
TriggerAll = statetype != A&&pos y = 0
TriggerALL = movetype != A
triggerall = var(19) != 3010
triggerAll = ctrl||anim = [20, 21]
Trigger1 = gametime % 60 = 0
Trigger1 = sysfvar(3) > 0
Trigger1 = Random <= 1000 - var(59) * 10
Trigger1 = P2BodyDist X - EnemyNear(var(58)),Vel X * 10 >= 180
Trigger1 = EnemyNear(var(58)),statetype = A
trigger1 = var(19):= Anim||1
Trigger2 = gametime % 60 = 0
Trigger2 = sysfvar(3) = 0
trigger2 = random % 2 = 0
trigger2 = var(19):= Anim||1

[State -1,追撃乱舞]
type = selfstate
triggerall = roundstate = 2
triggerall = anim = 3010
triggerall = EnemyNear(var(58)),Stateno = 3055 && animelemtime(1) > 35
triggerall = EnemyNear(var(58)),movetype = H
trigger1 = var(59) = [7,10]
trigger1 = sysvar(1) != [1,2]
Trigger1 = P2BodyDist X > 0
trigger1 = var(19):= Anim||1
value = 3500 + ((Random%2 = 0) * 20)

;蹴り飛ばし
[State -1, Standing Strong Kick]
Type = Selfstate
Value = 225
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
trigger1 = ctrl||anim = [20, 21]
Trigger1 = p2bodydist y+fvar(3)=[-60,0]
Trigger1 = Random <= 1000 - var(59) * 10
Trigger1 = P2BodyDist X = [51,90];> 50
trigger1 = var(19):= Anim||1

[State -1, 空中強斬り]
type = selfstate
TriggerAll = !IsHelper
triggerall = var(59) = [1,10]
triggerall = anim = [41, 43]
triggerall = var(56) != [1,10]
triggerall = p2bodydist y+fvar(1)=[-20,40]
triggerall = P2bodydist X = [-20,60]
triggerall = ctrl||anim = [20, 21]
trigger1 = EnemyNear(var(58)),statetype = A
trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1
trigger2 = EnemyNear(var(58)),stateno = 1001
trigger2 = var(19):= Anim||1
value = 610

[State -1, 空中弱斬り]
type = selfstate
TriggerAll = !IsHelper
triggerall = var(59) = [1,10]
triggerall = var(56) = [1,10]
triggerall = anim = [41, 43]
triggerall = p2bodydist y+fvar(1)=[-20,40]
triggerall = P2bodydist X = [-10,40]
triggerall = ctrl||anim = [20, 21]
trigger1 = EnemyNear(var(58)),statetype = A
trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1
trigger2 = EnemyNear(var(58)),stateno = 1001
trigger2 = var(19):= Anim||1
value = 600

;流影刃ループ
[State -1]
Type = Selfstate
triggerall = !ishelper
TriggerAll = RoundState = 2
triggerall = anim = 1000
TriggerAll = Var(55) = 1
triggerall = EnemyNear(var(58)),life > (((Life*1200)/LifeMax)/4)
triggerall = P2bodydist X = [-20,75]
triggerall = movehit&&EnemyNear(var(58)),stateno = 1001
triggerall = p2bodydist y+fvar(8)=[-130,0]
trigger1 = AnimElemtime(12) > 0
trigger1 = var(19):= Anim||1
Value = 300

[State -1, 空中弱斬り]
type = selfstate
triggerall = var(59) = [1,10]
triggerall = anim = 105
triggerall = var(20) = 0||P2bodydist X = [0,40]
triggerall = p2bodydist y+fvar(1)=[-50,100]
triggerall = EnemyNear(var(58)),statetype = A
trigger1 = EnemyNear(var(58)),movetype = A
trigger1 = Random <= var(59) * 15
trigger1 = var(19):= Anim||1
trigger2 = Random <= var(59) * 10
trigger2 = EnemyNear(var(58)),movetype != A
trigger2 = var(19):= Anim||1
value = 600

;ジャンプ
[State -1]
Type = Selfstate
triggerall = !ishelper
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
TriggerAll = RoundState = 2
TriggerAll = StateType != A
triggerall = movehit
triggerall = anim = 1000
TriggerAll = Var(55) = 1
triggerall = animelemtime(12)>0
trigger1 = P2bodydist X > 75
trigger1 = var(19):= Anim||1
trigger2 = EnemyNear(var(58)),life <= (((Life*1200)/LifeMax)/4)
trigger2 = var(19):= Anim||1
Value = 40

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim !=[3000,3044]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Triggerall = EnemyNear(var(58)),alive
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = P2bodydist X - (EnemyNear(var(58)),Vel X * 15) = [0,55]
Trigger1 = P2bodydist Y + (EnemyNear(var(58)),Vel Y * 15) = [-100 + (P2bodydist X / 2),-25]
Trigger1 = EnemyNear(var(58)),Vel X >= 0
Trigger1 = EnemyNear(var(58)),Vel Y > 0
Trigger1 = Random >= 1000 - var(59) * 20
trigger1 = var(19):= Anim||1
trigger2 = var(20) = 0
trigger2 = ctrl||anim = [20, 21]
Trigger2 = Random <= var(59) * 4
trigger2 = P2BodyDist X >= 60
trigger2 = var(19):= Anim||1
trigger3 = ctrl||anim = [20, 21]
trigger3 = p2bodydist y+fvar(8)=[-100,0]
Trigger3 = Random >= 1000 - var(59) * 20
trigger3 = P2bodydist X = [0,60]
trigger3 = var(19):= Anim||1
trigger4 = anim = 440
trigger4 = movehit
trigger4 = AnimElemtime(4) > 0
trigger4 = target,movetype = H
Trigger4 = Random >= 1000 - var(59) * 20
trigger4 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim !=[3000,3044]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Triggerall = EnemyNear(var(58)),alive
Trigger1 = MoveContact && anim = 1080
Trigger1 = Random < 1000 - var(59) * 50
trigger1 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim !=[3000,3044]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= var(59) * 60
Triggerall = EnemyNear(var(58)),alive
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = anim = 8101 || anim = 8111 || var(19) = 8101 || var(19) = 8111
Trigger1 = P2BodyDist X < 40 + ((EnemyNear(var(58)),BackEdgeBodyDist < 20) * 20)
trigger1 = var(19):= Anim||1
trigger2 = anim = 1005
trigger2 = movehit
trigger2 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim !=[3000,3044]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 30
TriggerAll = Random >= 1000 - var(59) * 40
Triggerall = EnemyNear(var(58)),alive
Trigger1 = Var(58) = [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 225
Trigger1 = P2BodyDist X = [-25,60]
trigger1 = var(19):= Anim||1
Trigger2 = Var(58) = [1,2]
Trigger2 = Var(51) = 1 || Var(51) = 2 || Var(51) = 3
Trigger2 = P2BodyDist X = [-25,45]
Trigger2 = MoveHit
Trigger2 = anim = 200
trigger2 = var(19):= Anim||1
Trigger3 = P2BodyDist X = [-25,40]
Trigger3 = MoveHit
Trigger3 = anim = 210
trigger3 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim !=[3000,3044]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Triggerall = EnemyNear(var(58)),Vel X >= 0
Triggerall = EnemyNear(var(58)),Vel Y < 40
Triggerall = P2bodydist Y < 150
Triggerall = EnemyNear(var(58)),alive
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = EnemyNear(var(58)),stateno = 1001||EnemyNear(var(58)),anim = 5100||EnemyNear(var(58)),anim = 5110
Trigger1 = P2BodyDist X < 50
trigger1 = var(19):= Anim||1
Trigger2 = ctrl||anim = [20, 21]
trigger2 = P2bodydist X > 0
trigger2 = EnemyNear(var(58)),anim = [5050,5112]
Trigger2 = P2BodyDist X < 40
trigger2 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Random <= var(59) * 30
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = anim = 8101 || anim = 8111 || var(19) = 8101 || var(19) = 8111
Trigger1 = P2BodyDist X < 40 + ((EnemyNear(var(58)),BackEdgeBodyDist < 20) * 20)
trigger1 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist < 30
TriggerAll = Random >= 1000 - var(59) * 75
Trigger1 = sysvar(1) = [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 225
Trigger1 = P2BodyDist X = [-25,60]
trigger1 = var(19):= Anim||1
Trigger2 = sysvar(1) = [1,2]
Trigger2 = Var(51) = 1 || Var(51) = 2 || Var(51) = 3
Trigger2 = P2BodyDist X = [-25,45]
Trigger2 = MoveHit
Trigger2 = anim = 200
trigger2 = var(19):= Anim||1
Trigger3 = P2BodyDist X = [-25,40]
Trigger3 = MoveHit
Trigger3 = anim = 210
trigger3 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = Var(55) = 1 || sysvar(1) = 2 || sysvar(1) = 6
Trigger1 = MoveContact && (anim = 1080)
Trigger1 = Random <= var(59) * 40
trigger1 = var(19):= Anim||1

;流影刃
[State -1]
Type = Selfstate
Value = 1000
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact && (anim = 1080)
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= var(59) * 80
trigger1 = var(19):= Anim||1

[State -1, 断鋼刃発動]
type = selfstate
triggerall = !ishelper
triggerall = var(59) = [1,10]
triggerall = anim = 3005
trigger1 = animelemTime(1) > 80
trigger1 = var(19):= Anim||1
trigger2 = numtarget
trigger2 = !target,ishelper
trigger2 = !target,alive
trigger2 = var(19):= Anim||1
trigger3 = P2BodyDist X < 0&&sysfvar(3) > 0
trigger3 = var(19):= Anim||1
trigger4 = roundstate > 2
trigger4 = var(19):= Anim||1
trigger5 = EnemyNear(var(58)),movetype != H&&sysfvar(3) > 0
trigger5 = var(19):= Anim||1
trigger6 = sysfvar(3) > 0&&p2bodydist y+fvar(10)=[-70,0]
trigger6 = var(19):= Anim||1
value = 3010

[State -1, 断鋼刃溜め]
type = selfstate
triggerall = !ishelper
triggerall = anim = 3000||anim = 1500
triggerall = var(59) = [1,10]
triggerall = AnimElem = 9
trigger1 = target,stateno = 3050||sysfvar(3) = 0
trigger1 = var(19):= Anim||1
trigger2 = EnemyNear(var(58)),statetype = L||EnemyNear(var(58)),movetype = H
trigger2 = P2BodyDist X > 0
trigger2 = var(19):= Anim||1
value = 3005

[State -1, 蟷螂双刃追撃]
type = selfstate
triggerall = sysfvar(3) > 0
Triggerall = var(59) = [1,10]
triggerall = sysvar(1) != [1,2]
Triggerall = anim = 3300
triggerall = AnimElem = 7,>= 0 && AnimElem = 30,< 0
TriggerAll = P2BodyDist X > 0
triggerall = movecontact
trigger1 = random%2 = 0
trigger1 = var(19):= Anim||1
value = ifelse(random % 2 = 0,3305,3320)

[State -1, 蟷螂双刃追撃]
type = selfstate
triggerall = sysfvar(3) > 0
Triggerall = var(59) = [1,10]
Triggerall = anim = 1505
triggerall = AnimElem = 7,>= 0 && AnimElem = 30,< 0
TriggerAll = P2BodyDist X > 0
triggerall = movecontact
trigger1 = random%2 = 0
trigger1 = var(19):= Anim||1
value = ifelse(random % 2 = 0,3305,3320)

[State -1, 蟷螂双刃追撃]
type = selfstate
Triggerall = anim = 3300||anim = 1505
TriggerAll = var(59) = [1,10]
triggerall = sysvar(1) != [3,4]
triggerall = AnimElem = 20,>= 0 && AnimElem = 30,< 0
TriggerAll = P2BodyDist X > 0
trigger1 = movecontact
Trigger1 = sysfvar(3) > 0
Trigger1 = Random < 1000 - var(59) * 50
trigger1 = var(19):= Anim||1
value = 1500

[State -1, 蟷螂双刃追撃]
type = selfstate
triggerall = anim = 3305
TriggerAll = var(59) = [1,10]
triggerall = sysfvar(3) = 0
triggerall = roundstate = 2
triggerall = AnimElemtime(28) = 1
trigger1 = random%6 = 0
trigger1 = var(19):= Anim||1
value = 1500

;朧斬り
[State -1]
Type = Selfstate
Value = 1020
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim != 1020&&anim != 1025&&anim != 1030
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),Statetype != L
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = EnemyNear(var(58)),Pos Y < -10
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = P2BodyDist Y = [-35,35]
Trigger1 = Random <= var(59) * 20
trigger1 = var(19):= Anim||1
Trigger2 = MoveHit
Trigger2 = anim = 630
Trigger2 = P2BodyDist X = [-5,20]
Trigger2 = Random <= var(59) * 40
trigger2 = var(19):= Anim||1
Trigger3 = Var(56) = 1 || Var(56) = 2
Trigger3 = MoveHit
Trigger3 = anim = 600
Trigger3 = P2BodyDist Y <= -35
Trigger3 = Random <= var(59) * 40
trigger3 = var(19):= Anim||1

;朧斬り
[State -1]
Type = Selfstate
Value = 1020
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = anim != 1020&&anim != 1025&&anim != 1030
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),Statetype != L
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),movetype !=H
triggerall = EnemyNear(var(58)),movetype !=I
Triggerall = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-6,30]
Trigger1 = P2BodyDist y = [-7,70]
Trigger1 = Random <= 1000 - var(59) * 10
trigger1 = var(19):= Anim||1

[State -1, 天魔落とし]
type = selfstate
TriggerAll = !IsHelper
triggerall = anim = 1070
triggerall = var(11) = 1
triggerall = var(59) = [1,10]
trigger1 = animelemtime(1) >= 20
trigger1 = Random <= 1000 - var(59) * 20
trigger1 = sysvar(1) != [3,4]
trigger1 = var(19):= Anim||1
value = 1100

[State -1, バックステップ]
type = selfstate
TriggerAll = !IsHelper
triggerall = anim = 1070
Triggerall = EnemyNear(var(58)),stateno != [206,208]
triggerall = var(11) = 1
triggerall = var(59) = [1,10]
triggerall = random % 3 = 0
triggerall = Random <= 1000 - var(59) * 20
trigger1 = animelemtime(1) >= 19
trigger2 = sysvar(1) = [3,4]
value = 105

;影法師
[State -1]
Type = Selfstate
Value = 1070
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
triggerall = gametime % 10 = 0
triggerall = random % 3 = 0
Trigger1 = var(19) = 225||anim = 225
Trigger1 = EnemyNear(var(58)),stateno = [206,208]
Trigger1 = EnemyNear(var(58)),movetype = H
trigger1 = var(19):= Anim||1

[State -1, 断ち骨破]
type = selfstate
TriggerAll = !IsHelper
triggerall = anim = 1070
triggerall = var(11) = 1
trigger1 = var(59) = [1,10]
trigger1 = var(51) = 1
trigger1 = P2BodyDist Y > -45
trigger1 = EnemyNear(var(58)),BackEdgeBodyDist >= 10 || P2BodyDist X >= 55
trigger1 = animelemtime(1) >= 18 - ((var(19) = 200) * 15)
trigger1 = var(19):= Anim||1
trigger2 = var(59) = [1,10]
trigger2 = var(51) = 1
trigger2 = P2BodyDist Y > -45
trigger2 = EnemyNear(var(58)),BackEdgeBodyDist < 10 || P2BodyDist X < 55
trigger2 = animelemtime(1) >= 12 - ((var(19) = 200) * 9)
trigger2 = Random <= var(59) * 100
trigger2 = var(19):= Anim||1
trigger3 = var(59) = [1,10]
trigger3 = var(51) = 1 && (sysvar(1) != [1,2]) || var(51) = 7
trigger3 = animelemtime(1) >= 16 - ((var(19) = 200) * 13) || FrontEdgeBodyDist < 10 || P2BodyDist X <= -30
trigger3 = var(51) := 1
trigger3 = var(19):= Anim||1
trigger4 = var(59) = [1,10]
trigger4 = var(51) = 0
trigger4 = animelemtime(1) >= 15
trigger4 = p2bodydist y+fvar(4)=[-50,0]
trigger4 = P2BodyDist X = [0,80]
trigger4 = var(19):= Anim||1
trigger5 = var(59) = [1,10]
trigger5 = var(51) = 0
trigger5 = Facing*EnemyNear(var(58)),Facing = 1
trigger5 = P2BodyDist X = [-65,-15]
trigger5 = var(19):= Anim||1
trigger6 = var(59) = [1,10]
trigger6 = var(51) = 0
trigger6 = p2bodydist y+fvar(4)=[-50,0]
trigger6 = EnemyNear(var(58)),StateNo = [206,208]
Trigger6 = Random <= 1000 - var(59) * 10
trigger6 = P2BodyDist X = [0,80]
trigger6 = var(19):= Anim||1
value = 1075

[State -1, 霞斬り]
type = selfstate
triggerall = anim = 1070
triggerall = var(11) = 1
trigger1 = var(59) = [1,10]
trigger1 = var(51) = 1
trigger1 = P2BodyDist Y < -45
trigger1 = EnemyNear(var(58)),StateNo != [206,208]
trigger1 = var(19):= Anim||1
trigger2 = var(59) = [1,10]
trigger2 = var(51) = 4 || var(51) = 8
trigger2 = var(19):= Anim||1
trigger3 = var(59) = [1,10]
trigger3 = Var(51) = 0
Trigger3 = Facing*EnemyNear(var(58)),Facing = 1
trigger3 = P2BodyDist X = [-65,-15]
trigger3 = P2BodyDist Y + (EnemyNear(var(58)),Vel Y * 5) < -70
trigger3 = var(19):= Anim||1
trigger4 = var(59) = [1,10]
trigger4 = var(51) = 0
trigger4 = p2bodydist y+fvar(8)=[-100,0]
trigger4 = EnemyNear(var(58)),StateNo = [206,208]
trigger4 = P2BodyDist X = [0,40]
trigger4 = var(19):= Anim||1
value = 1080

;投げ
[State -1, Zantetsu Throw]
Type = Selfstate
Value = 800
Triggerall = sysfvar(3) > 0
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = var(19) != 1000
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = Var(52) = 0
TriggerAll = StateType != A
triggerall = EnemyNear(var(58)),stateno != 120
TriggerAll = EnemyNear(var(58)),Statetype = A
TriggerAll = EnemyNear(var(58)),anim != [105,159]
TriggerAll = EnemyNear(var(58)),var(19) != [120,159]
TriggerAll = EnemyNear(var(58)),var(19) != [5000,5299]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [0,75]
TriggerAll = P2BodyDist Y > -60
TriggerAll = Ctrl || (anim = [100,101]) || (anim = [20, 21])
TriggerAll = Random <= 1000 - var(59) * 30
Triggerall = gametime % 110 = 0
Triggerall = var(19) != 1000&&EnemyNear(var(58)),stateno != 1001
Trigger1 = (var(19) = [5000,5270]) || BackEdgeBodyDist < 60
trigger1 = var(19):= Anim||1
Trigger2 = EnemyNear(var(58)),NumHelper = 0 || EnemyNear(var(58)),NumProj = 0
trigger2 = var(19):= Anim||1
Trigger3 = EnemyNear(var(58)),AnimTime >= -3
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC, NA, SA
trigger3 = var(19):= Anim||1
Trigger4 = EnemyNear(var(58)),animelemtime(1) <= 1
Trigger4 = !EnemyNear(var(58)),Ctrl
Trigger4 = !EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
trigger4 = var(19):= Anim||1

;屈弱蹴
[State -1, Crouching Light Kick]
Type = Selfstate
Value = 430
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 5
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = P2BodyDist X = [-5,50 + (EnemyNear(var(58)),Vel X * 3)]
Trigger1 = Random <= var(59) * 4 + ((sysvar(1) = [1,2]) * 7)
trigger1 = var(19):= Anim||1

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = Selfstate
Value = 205
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = Ctrl || (anim = [100,101]) || (anim = [20, 21])
TriggerAll = P2BodyDist X = [-5,60 + (EnemyNear(var(58)),Vel X * 3)]
Trigger1 = Var(53) > 2 && EnemyNear(var(58)),StateType = C
Trigger1 = sysvar(1) = [1,2]
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 = Random >= 1000 - var(59) * 20
trigger1 = var(19):= Anim||1
Trigger2 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(var(58)),StateType != C)
Trigger2 = sysvar(1) != [1,2]
Trigger2 = Random <= var(59) * 20
trigger2 = var(19):= Anim||1
Trigger3 = Var(53) > 2 && EnemyNear(var(58)),StateType = C
Trigger3 = sysvar(1) != [1,2]
Trigger3 = Random >= 1000 - var(59) * 10
trigger3 = var(19):= Anim||1

;立弱斬
[State -1, Stand Light Punch]
Type = Selfstate
Value = 200
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(var(58)),StateType != C)
Trigger1 = sysvar(1) = [1,2]
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 = P2BodyDist X = [-5,60 + (EnemyNear(var(58)),Vel X * 4)]
Trigger1 = Random >= 1000 - var(59) * 10
trigger1 = var(19):= Anim||1
Trigger2 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(var(58)),StateType != C)
Trigger2 = sysvar(1) != [1,2]
Trigger2 = Ctrl || (anim = [100,101])
Trigger2 = P2BodyDist X = [-5,60 + (EnemyNear(var(58)),Vel X * 4)]
Trigger2 = Random >= 1000 - var(59) * 10
trigger2 = var(19):= Anim||1
Trigger3 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(var(58)),StateType != C)
Trigger3 = sysvar(1) != [1,2]
Trigger3 = MoveContact && (anim = 205)
Trigger3 = Random >= 1000 - var(59) * 30
trigger3 = var(19):= Anim||1

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = Selfstate
Value = 201
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
triggerall = var(53) < 3
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 200
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random <= var(59) * 30

;屈弱斬
[State -1, Crouching Light Punch]
Type = Selfstate
Value = 400
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 5
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = P2BodyDist X = [-5,65]
Trigger1 = sysvar(1) = [1,2]
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = EnemyNear(var(58)),MoveType = H
Trigger1 = EnemyNear(var(58)),anim != [120,159]
Trigger1 = P2BodyDist X = [-5,25]
Trigger1 = Random >= 1000 - var(59) * 20
trigger1 = var(19):= Anim||1
Trigger2 = sysvar(1) != [1,2]
Trigger2 = Var(53) < 3 || (Var(53) > 2 && EnemyNear(var(58)),StateType != C)
Trigger2 = MoveContact
Trigger2 = anim = 200
Trigger2 = Random >= 1000 - var(59) * 40
trigger2 = var(19):= Anim||1
Trigger3 = sysvar(1) != [1,2]
Trigger3 = Var(53) > 2 && EnemyNear(var(58)),StateType = C
Trigger3 = MoveContact
Trigger3 = anim = 205
Trigger3 = Random >= 1000 - var(59) * 25
trigger3 = var(19):= Anim||1

;屈弱斬+
[State -1]
Type = Selfstate
Value = 405
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = P2BodyDist X = [-5,65]
Trigger1 = sysvar(1) = [1,2]
Trigger1 = MoveHit
Trigger1 = anim = 400
Trigger1 = Random >= 1000 - var(59) * 75
trigger1 = var(19):= Anim||1
Trigger2 = sysvar(1) != [1,2]
Trigger2 = MoveContact
Trigger2 = anim = 400
Trigger2 = Random >= 1000 - var(59) * 50
trigger2 = var(19):= Anim||1

;立強斬
[State -1, Stand Strong Punch]
Type = Selfstate
Value = 210
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 201
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random >= 1000 - var(59) * 10
trigger1 = var(19):= Anim||1

;大斬り
[State -1]
Type = Selfstate
Value = 260
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType = C
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = sysvar(1) != [1,2]
Trigger1 = MoveGuarded
Trigger1 = anim = 201
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random >= 1000 - var(59) * 5
trigger1 = var(19):= Anim||1
Trigger2 = MoveGuarded
Trigger2 = anim = 210
Trigger2 = P2BodyDist X = [-5,40]
Trigger2 = Random >= 1000 - var(59) * 10
trigger2 = var(19):= Anim||1

;脚払
[State -1, Crouching Strong Kick]
Type = Selfstate
Value = 440
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 201 || anim = 210
Trigger1 = P2BodyDist X = [-5,85]
Trigger1 = Random <= var(59) * 15
trigger1 = var(19):= Anim||1

;空弱斬
[State -1, Jump Light Punch]
Type = Selfstate
Value = 600
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = ctrl||anim = [20, 21]
TriggerAll = Var(51) = 0
TriggerAll = Facing * EnemyNear(var(58)),Facing = -1
Trigger1 = P2BodyDist X = [-10 + ((FrontEdgeBodyDist <= 0) * -25),50 + (Vel X * 2) + (EnemyNear(var(58)),Vel X * 2)]
Trigger1 = P2BodyDist Y - (Vel Y * 2) + (EnemyNear(var(58)),Vel Y * 2) = [-50,70]
Trigger1 = Random >= 1000 - var(59) * 75
trigger1 = var(19):= Anim||1
Trigger2 = Var(56) = 2
Trigger2 = P2BodyDist X = [-10 + ((FrontEdgeBodyDist <= 0) * -25),60 + (Vel X * 2) + (EnemyNear(var(58)),Vel X * 4)]
Trigger2 = P2BodyDist Y - (Vel Y * 2) + (EnemyNear(var(58)),Vel Y * 2) = [-75,60]
Trigger2 = Random >= 1000 - var(59) * 75
trigger2 = var(19):= Anim||1

;空蹴
[State -1, Jump Kick]
Type = Selfstate
Value = 630
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
TriggerAll = P2BodyDist X - (Vel X * 5) - (EnemyNear(var(58)),Vel X * 5) = [-10,45]
TriggerAll = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(var(58)),Vel Y * 5) = [-50,40]
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = Random = [var(59) * 35,var(59) * 75]
trigger1 = var(19):= Anim||1
Trigger2 = Var(56) != 2
Trigger2 = sysvar(1) != [1,2]
Trigger2 = MoveContact
Trigger2 = anim = 600
Trigger2 = Random = [var(59) * 20,var(59) * 80]
trigger2 = var(19):= Anim||1

;空強斬
[State -1, Jump Strong Punch]
Type = Selfstate
Value = 610
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !(InGuardDist && P2BodyDist X > -10)
TriggerAll = Var(51) = 0
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = EnemyNear(var(58)),StateType != A
Trigger1 = EnemyNear(var(58)),StateType != L
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(var(58)),Vel X * 10) <= 50
Trigger1 = Pos Y + (Vel Y * 19) * (Anim != 48) = [-50,-5]
Trigger1 = Random <= var(59) * (20 - ((Anim = 48) * 20))
trigger1 = var(19):= Anim||1
Trigger2 = ctrl||anim = [20, 21]
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = EnemyNear(var(58)),StateType != L
Trigger2 = P2BodyDist X - (Vel X * 12) - (EnemyNear(var(58)),Vel X * 12) <= 50
Trigger2 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(var(58)),Vel Y * 10) = [-30,60]
Trigger2 = Random <= var(59) * 50
trigger2 = var(19):= Anim||1
Trigger3 = ctrl||anim = [20, 21]
Trigger3 = EnemyNear(var(58)),anim = 5120
Trigger3 = EnemyNear(var(58)),AnimTime >= -5
Trigger3 = P2BodyDist X - (Vel X * 10) - (EnemyNear(var(58)),Vel X * 10) <= 50
Trigger3 = Pos Y + Vel Y * 19 = [-55,-10]
Trigger3 = Random <= var(59) * 65
trigger3 = var(19):= Anim||1
Trigger4 = Var(56) != 2
Trigger4 = sysvar(1) != [1,2]
Trigger4 = EnemyNear(var(58)),StateType != L
Trigger4 = MoveContact
Trigger4 = anim = 600
Trigger4 = Pos Y + Vel Y * 19 = [-60,-5]
Trigger4 = Random <= var(59) * 85
trigger4 = var(19):= Anim||1

;影法師
[State -1]
Type = Selfstate
Value = 1070
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || (anim = [100,101]) || (anim = [20, 21])
triggerall = var(19) !=1000
triggerall = anim !=1000
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(var(58)),BackEdgeBodyDist >= 30
Trigger1 = P2bodydist X - (EnemyNear(var(58)),Vel X * 3) = [40,120]
Trigger1 = P2bodydist Y + (EnemyNear(var(58)),Vel Y * 3) = [-100,0]
Trigger1 = Random >= 1000 - var(59) * 4
trigger1 = var(19):= Anim||1
trigger2 = movecontact = 1
trigger2 = var(19):= Anim||1

;朧斬り
[State -1]
Type = Selfstate
Value = 1020
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = P2bodydist X - (EnemyNear(var(58)),Vel X * 12) = [35,60]
Trigger1 = P2bodydist Y + (EnemyNear(var(58)),Vel Y * 12) = [-100,-50]
Trigger1 = EnemyNear(var(58)),Vel X >= 0
Trigger1 = EnemyNear(var(58)),Vel Y >= 0
Trigger1 = EnemyNear(var(58)),animelemtime(1) > 15
Trigger1 = Random <= var(59) * 20
trigger1 = var(19):= Anim||1

;立超強斬
[State -1]
Type = Selfstate
Value = 215
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = Var(51) = 0
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X - (EnemyNear(var(58)),Vel X * 10) = [90,120]
Trigger1 = Random >= 1000 - var(59) * 5
trigger1 = var(19):= Anim||1

;ガード不能斬り
[State -1]
Type = Selfstate
Value = 250
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = sysvar(1) = [1,2]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = ((Life * 1000) / LifeMax) > 300
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = (EnemyNear(var(58)),anim != [120,159])
Trigger1 = EnemyNear(var(58)),Ctrl || (EnemyNear(var(58)),MoveType != A && !EnemyNear(var(58)),Ctrl)
Trigger1 = P2BodyDist X - (EnemyNear(var(58)),Vel X * 10) = [80,100]
Trigger1 = Random < var(59) * 50
trigger1 = var(19):= Anim||1
Trigger2 = !InGuardDist
Trigger2 = anim = 211
Trigger2 = var(19) = 215
Trigger2 = P2BodyDist X = [80,110]
Trigger2 = Random <= var(59) * 2
trigger2 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 1010
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) = [1,2]
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = sysvar(1) = [3,4]
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = (EnemyNear(var(58)),anim != [120,159]) || EnemyNear(var(58)),Ctrl
Trigger1 = P2BodyDist X = [80,130 + EnemyNear(var(58)),Vel X * 6]
Trigger1 = P2BodyDist Y + (EnemyNear(var(58)),Vel Y * 8) = [-90,30]
Trigger1 = Random <= var(59) * 5
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 10100
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
triggerall = sysvar(1) != [1,2]
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = !InGuardDist
Trigger1 = sysvar(1) = [3,4]
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = (EnemyNear(var(58)),anim != [120,159]) || EnemyNear(var(58)),Ctrl
Trigger1 = P2BodyDist X = [80,130 + EnemyNear(var(58)),Vel X * 6]
Trigger1 = P2BodyDist Y + (EnemyNear(var(58)),Vel Y * 8) = [-90,30]
Trigger1 = Random <= var(59) * 5
trigger1 = var(19):= Anim||1

;骸縫いＡ
[State -1]
Type = Selfstate
Value = 1400
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),Ctrl
Trigger1 = P2BodyDist X >= 0
Trigger1 = P2BodyDist X - P2BodyDist Y = [45,65]
Trigger1 = P2BodyDist Y = [15,90]
Trigger1 = Random <= var(59) * 15
trigger1 = var(19):= Anim||1
Trigger2 = MoveGuarded
Trigger2 = anim = 610 || anim = 630
Trigger2 = P2BodyDist X - P2BodyDist Y = [10,65]
Trigger2 = Random >= IfElse(Var(56) = 0, (1000 - var(59) * 30), (1000 - var(59) * 5))
trigger2 = var(19):= Anim||1
Trigger3 = !(Var(56) = 2 || Var(56) = -2)
Trigger3 = MoveGuarded
Trigger3 = anim = 600
Trigger3 = P2BodyDist X - P2BodyDist Y = [10,65]
Trigger3 = Random >= IfElse(Var(56) = 0, (1000 - var(59) * 30), (1000 - var(59) * 5))
trigger3 = var(19):= Anim||1

;骸縫いＢ
[State -1]
Type = Selfstate
Value = 1410
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 = (EnemyNear(var(58)),anim != [120,159]) || EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),Ctrl || (EnemyNear(var(58)),MoveType != A && !EnemyNear(var(58)),Ctrl)
Trigger1 = P2BodyDist X - P2BodyDist Y = [60,95]
Trigger1 = P2BodyDist Y = [70,95]
Trigger1 = Random <= var(59) * 300
trigger1 = var(19):= Anim||1
Trigger2 = Var(51) = 0
Trigger2 = ctrl||anim = [20, 21]
Trigger2 = EnemyNear(var(58)),StateType = L
Trigger2 = P2BodyDist X - P2BodyDist Y = [35,85]
Trigger2 = P2BodyDist Y = [50,95]
Trigger2 = Random <= var(59) * 120
trigger2 = var(19):= Anim||1

[State -1, 骸縫い]
type = Selfstate
triggerall = anim = 1411
trigger1 = sysvar(1) = [1,10]
trigger1 = animelemtime(1) <= 10
Trigger1 = Random <= var(59) * 70
trigger1 = var(19):= Anim||1
value = 1412

[State -1, 骸縫い]
type = Selfstate
triggerall = anim = 1411
triggerall = sysfvar(3) > 0
trigger1 = sysvar(1) = [1,10]
trigger1 = animelemtime(1) <= 10
Trigger1 = Random <= var(59) * 70
trigger1 = var(19):= Anim||1
value = 1402

[State -1, 骸縫い]
type = Selfstate
triggerall = anim = 1401
triggerall = sysfvar(3) > 0
trigger1 = sysvar(1) = [1,10]
trigger1 = animelemtime(1) <= 10
Trigger1 = Random <= var(59) * 70
trigger1 = var(19):= Anim||1
value = 1412

;天魔脚
[State -1]
Type = Selfstate
Value = 1040
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = !(Var(56) = 2 || Var(56) = -2)
Trigger1 = MoveHit
Trigger1 = anim = 600 || anim = 610 || anim = 630
Trigger1 = Random <= var(59) * 8
trigger1 = var(19):= Anim||1
Trigger2 = Var(56) = 2
Trigger2 = MoveContact
Trigger2 = anim = 610 || anim = 630
Trigger2 = Random <= var(59) * 8
trigger2 = var(19):= Anim||1
Trigger3 = Var(56) = 1 || Var(56) = 2
Trigger3 = Var(41) = 0
Trigger3 = MoveHit
Trigger3 = anim = 600
Trigger3 = ((Life * 1000) / LifeMax) < ((EnemyNear(var(58)),Life * 1000) / EnemyNear(var(58)),LifeMax) || (Var(42) >= 999)
Trigger3 = Random <= var(59) * 25
trigger3 = var(19):= Anim||1

;立弱蹴
[State -1, Stand Light Kick]
Type = Selfstate
Value = 230
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType = L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 0
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = EnemyNear(var(58)),anim = 5110
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= var(59) * 50
trigger1 = var(19):= Anim||1

;乱舞奥義(上下段)
[State -1]
Type = Selfstate
Value = 3500 + ((Random%2 = 0) * 20)
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
Triggerall = sysvar(1) != [1,2]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = EnemyNear(var(58)),Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = ((EnemyNear(var(58)),Life * 1000) / EnemyNear(var(58)),LifeMax) >= 400
Trigger1 = (anim = 8101 || anim = 8111) && animelemtime(1) >= 10 - Floor(EnemyNear(var(58)),Pos Y / 10)
Trigger1 = Random <= var(59) * 25
trigger1 = var(19):= Anim||1

;===========================================================================

;地上復帰
[State -1, Recover near ground]
Type = Selfstate
Value = 5200 ;HITFALL_RECOVER
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = Vel Y > 0
TriggerAll = Pos Y >= -20
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = CanRecover
TriggerAll = anim = 5050
TriggerAll = anim != [5200,5210]
Trigger1 = P2BodyDist X - (EnemyNear(var(58)),Vel X * 5) != [-30,60]
Trigger1 = P2BodyDist Y + (EnemyNear(var(58)),Vel Y * 5) != [-30,60]
Trigger1 = Random <= var(59) * 70
trigger1 = var(19):= Anim||1
Trigger2 = P2BodyDist X = [-100,100]
Trigger2 = Random <= var(59) * 20
trigger2 = var(19):= Anim||1

;空中復帰
[State -1, Recover in mid air]
Type = Selfstate
Value = 5210 ;HITFALL_AIRRECOVER
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = Vel Y > 0
TriggerAll = Pos Y < -50
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = CanRecover
TriggerAll = anim = 5050
TriggerAll = anim != [5200,5210]
Trigger1 = EnemyNear(var(58)),MoveType != A
Trigger1 = P2BodyDist X = [-80,80]
Trigger1 = P2BodyDist Y + EnemyNear(var(58)),Vel Y * 5 != [-60,60]
Trigger1 = Random <= var(59) * 70
trigger1 = var(19):= Anim||1
Trigger2 = InGuardDist
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = P2BodyDist X = [-60,60]
Trigger2 = P2BodyDist Y + EnemyNear(var(58)),Vel Y * 5 != [-80,80]
Trigger2 = Random = [var(59) * 70,var(59) * 130]
trigger2 = var(19):= Anim||1
Trigger3 = P2BodyDist X - EnemyNear(var(58)),Vel X * 5 != [-75,75]
Trigger3 = Random >= 1000 - var(59) * 60
trigger3 = var(19):= Anim||1

;前転起き上がり
[State -1]
Type = Selfstate
Value = 5130
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = anim = 5110
Trigger1 = BackEdgeBodyDist < 60
Trigger1 = P2bodydist X - (EnemyNear(var(58)),Vel X * 5) != [40,200]
Trigger1 = Random <= var(59) * 60
trigger1 = var(19):= Anim||1
Trigger2 = BackEdgeBodyDist < 60
Trigger2 = P2bodydist X - (EnemyNear(var(58)),Vel X * 5) != [80,160]
Trigger2 = Random >= 1000 - var(59) * 20
trigger2 = var(19):= Anim||1
Trigger3 = EnemyNear(var(58)),MoveType = A
Trigger3 = P2BodyDist X >= 120
Trigger3 = Random <= var(59) * 50
trigger3 = var(19):= Anim||1

;後転起き上がり
[State -1]
Type = Selfstate
Value = 5135
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = BackEdgeBodyDist > 60 || EnemyNear(var(58)),BackEdgeBodyDist < 60
Trigger1 = anim = 5110
Trigger1 = Random >= 1000 - var(59) * 60
trigger1 = var(19):= Anim||1

;走り
[State -1, Run Fwd]
Type = Selfstate
Value = 100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = anim != 100
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = ctrl||anim = [20, 21]
TriggerAll = Var(51) = 0
Trigger1 = !InGuardDist
Trigger1 = P2BodyDist X >= 120
Trigger1 = Random <= var(59) * 5
Trigger2 = !EnemyNear(var(58)),Ctrl
Trigger2 = P2BodyDist X >= 100
Trigger2 = Random <= var(59) * 15
Trigger3 = (EnemyNear(var(58)),anim = [120,159]) || (EnemyNear(var(58)),var(19) = [120,159])
Trigger3 = P2BodyDist X = [60,130]
Trigger3 = Random <= var(59) * 10

;後ろ飛退き
[State -1, Run Back]
Type = Selfstate
Value = 105
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = ctrl||anim = [20, 21]
TriggerAll = anim != 100
TriggerAll = anim != 105
TriggerAll = EnemyNear(var(58)),FrontEdgeBodyDist >= 60
TriggerAll = BackEdgeBodyDist >= 50
TriggerAll = Var(51) = 0
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random >= 1000 - var(59) * 5
Trigger2 = EnemyNear(var(58)),MoveType != A
Trigger2 = P2BodyDist X = [75,150]
Trigger2 = Random >= 1000 - var(59) * 10
Trigger3 = EnemyNear(var(58)),MoveType = A
Trigger3 = EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA
Trigger3 = P2BodyDist X = [60,100]
Trigger3 = P2BodyDist Y = [-100,0]
Trigger3 = Random >= 1000 - var(59) * 2
Trigger4 = EnemyNear(var(58)),MoveType = A
Trigger4 = EnemyNear(var(58)),Vel X < 3
Trigger4 = Facing*EnemyNear(var(58)),Facing = -1
Trigger4 = EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT
Trigger4 = EnemyNear(var(58)),animelemtime(1) >= Ceil(60 * (1 / var(59)))
Trigger4 = Random >= 1000 - var(59) * 10

;弾き 立ち
[State -1]
Type = Selfstate
Value = 8100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),movetype !=H
triggerall = EnemyNear(var(58)),movetype !=I
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA
TriggerAll = EnemyNear(var(58)),MoveContact = 0
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = anim != [8100,8129]
TriggerAll = var(19) != [8100,8129]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl || anim = 100
Trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1

;弾き しゃがみ
[State -1]
Type = Selfstate
Value = 8110
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),movetype !=H
triggerall = EnemyNear(var(58)),movetype !=I
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA
TriggerAll = EnemyNear(var(58)),MoveContact = 0
TriggerAll = EnemyNear(var(58)),NumProj = 0
TriggerAll = anim != [8100,8129]
TriggerAll = var(19) != [8100,8129]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl || anim = 100 || (anim = [20, 21])
Trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1

;弾き 空中
[State -1]
Type = Selfstate
Value = 8120
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
triggerall = EnemyNear(var(58)),movetype = A
triggerall = EnemyNear(var(58)),movetype !=H
triggerall = EnemyNear(var(58)),movetype !=I
TriggerAll = EnemyNear(var(58)),HitDefAttr = SCA,AA
TriggerAll = EnemyNear(var(58)),MoveContact = 0
TriggerAll = anim != [8100,8129]
TriggerAll = var(19) != [8100,8129]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1

;===========================================================================
;屈みC(×1〜3) → 立ち6C → (影法師)断ち骨破 → 骸縫い(B)

;屈弱蹴
[State -1, Crouching Light Kick]
Type = Selfstate
Value = 430
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 5
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,50 + (Vel X * 2) + (EnemyNear(var(58)),Vel X * 3)]
Trigger1 = Random <= var(59) * 6
trigger1 = var(19):= Anim||1

;立弱斬
[State -1, Stand Light Punch]
Type = Selfstate
Value = 200
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != C
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = FrontEdgeBodyDist <= 120 || EnemyNear(var(58)),BackEdgeBodyDist <= 60
Trigger1 = P2BodyDist X = [51,75];> 50
Trigger1 = EnemyNear(var(58)),anim != [206,208]
Trigger1 = Random >= 10 - var(59) * 20
trigger1 = var(19):= Anim||1

;蹴り飛ばし
[State -1, Standing Strong Kick]
Type = Selfstate
Value = 225
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [51,90];> 50
Trigger1 = EnemyNear(var(58)),anim != [206,208]
Trigger1 = Random <= var(59) * 30
trigger1 = var(19):= Anim||1

;影法師
[State -1]
Type = Selfstate
Value = 1070
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(19) !=1000
triggerall = anim !=1000
TriggerAll = Random < 1000 - var(59) * 75
Trigger1 = Var(51) = 1
Trigger1 = Movehit
Trigger1 = anim = 225
trigger1 = var(19):= Anim||1
Trigger2 = sysvar(1) != [1,2]
Trigger2 = ctrl||anim = [20, 21]
Trigger2 = EnemyNear(var(58)),anim = [206,208]
trigger2 = var(19):= Anim||1
Trigger3 = MoveHit
Trigger3 = anim = 200
trigger3 = var(19):= Anim||1

;骸縫いＡ
[State -1]
Type = Selfstate
Value = 1400
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = EnemyNear(var(58)),BackEdgeBodyDist <= 10
Trigger1 = Var(51) = 1
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X - P2BodyDist Y = [-25,40]
Trigger1 = P2BodyDist Y = [50,95]
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1
Trigger2 = EnemyNear(var(58)),statetype = A
Trigger2 = anim = 610
Trigger2 = moveguarded
Trigger2 = animelemtime(6)>0
Trigger2 = var(59) = [1,10]
Trigger2 = Random <= 1000 - var(59) * 60
trigger2 = var(19):= Anim||1

;骸縫いＢ
[State -1]
Type = Selfstate
Value = 1410
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X - P2BodyDist Y = [35,85]
Trigger1 = P2BodyDist Y = [50,95]
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;===========================================================================
;屈みC(×1〜2) → 立ちA → 気孔砲(2ヒット) → (昇華)断鋼刃 → 骸縫い(A)

;屈弱蹴
[State -1, Crouching Light Kick]
Type = Selfstate
Value = 430
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl || anim = 101 || (anim = [20, 21])
Trigger1 = P2BodyDist X = [-5,30]
Trigger1 = Random <= var(59) * 7
trigger1 = var(19):= Anim||1
Trigger2 = var(59) = 3
Trigger2 = sysvar(1) != [1,2]
Trigger2 = anim = 3514 && AnimTime = 0
Trigger2 = Random > var(59) * 3
trigger2 = var(19):= Anim||1

;立弱斬
[State -1, Stand Light Punch]
Type = Selfstate
Value = 200
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),anim != 3055
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl
Trigger1 = P2BodyDist X > 30
Trigger1 = Random <= var(59) * 20
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 1010
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) = [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = MoveContact
Trigger1 = anim = 200
Trigger1 = Random <= var(59) * 30
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 10100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) != [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = MoveContact
Trigger1 = anim = 200
Trigger1 = Random <= var(59) * 45
trigger1 = var(19):= Anim||1

;骸縫いＡ
[State -1]
Type = Selfstate
Value = 1400
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist Y = [50,90]
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;===========================================================================
;空中B → 立ち4A → 闇狩り

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = Selfstate
Value = 205
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 3
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = Random <= var(59) * 25
trigger1 = var(19):= Anim||1

;===========================================================================
;空中B → 立ちB → (影法師)霞斬り → 気孔砲 → (昇華)断鋼刃 → 骸縫い(A)

;立強斬
[State -1, Stand Strong Punch]
Type = Selfstate
Value = 210
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),anim != 3055
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,60]
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1

;影法師
[State -1]
Type = Selfstate
Value = 1070
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(19) !=1000
triggerall = anim !=1000
Trigger1 = Var(51) = 4
Trigger1 = MoveContact
Trigger1 = anim = 210
Trigger1 = Random <= var(59) * 40

;気孔砲
[State -1]
Type = Selfstate
Value = 1010
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) = [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = Var(55) = 0
Trigger1 = sysvar(1) = 1 || sysvar(1) = 5
Trigger1 = MoveContact && (anim = 1080)
Trigger1 = Random <= var(59) * 25
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 10100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) != [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 4
Trigger1 = Var(55) = 0
Trigger1 = sysvar(1) = 1 || sysvar(1) = 5
Trigger1 = MoveContact && (anim = 1080)
Trigger1 = Random <= var(59) * 25
trigger1 = var(19):= Anim||1

;===========================================================================
;空中B → 屈みC → 空中A → 天魔脚 → 天輪

;屈弱蹴
[State -1, Crouching Light Kick]
Type = Selfstate
Value = 430
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 5
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= var(59) * 7
trigger1 = var(19):= Anim||1

;空弱斬
[State -1, Jump Light Punch]
Type = Selfstate
Value = 600
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-20,40]
Trigger1 = Random <= var(59) * 30
trigger1 = var(19):= Anim||1

;天魔脚
[State -1]
Type = Selfstate
Value = 1040
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = MoveContact
Trigger1 = anim = 600
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1

;===========================================================================
;空中B → 立ち4A・A・A・B・B+C → 空中A・B・天魔脚

;立弱斬←入れ
[State -1, 立弱斬←入れ]
Type = Selfstate
Value = 205
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,40]
Trigger1 = Random <= var(59) * 15
trigger1 = var(19):= Anim||1

;立弱斬
[State -1, 立弱斬]
Type = Selfstate
Value = 200
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact && (anim = 205)
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;立弱斬・連撃
[State -1, 立弱斬・連撃]
Type = Selfstate
Value = 201
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact && (anim = 200)
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;立強斬
[State -1, Stand Strong Punch]
Type = Selfstate
Value = 210
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 201
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;大斬り
[State -1]
Type = Selfstate
Value = 260
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 210
Trigger1 = Random <= var(59) * 95
trigger1 = var(19):= Anim||1

;空弱斬
[State -1, Jump Light Punch]
Type = Selfstate
Value = 600
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-20,45]
Trigger1 = P2BodyDist Y = [-25,50]
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1

;空強斬
[State -1, Jump Strong Punch]
Type = Selfstate
Value = 610
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 600
Trigger1 = Random <= var(59) * 90
trigger1 = var(19):= Anim||1

;天魔脚
[State -1]
Type = Selfstate
Value = 1040
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = MoveContact
Trigger1 = anim = 610
Trigger1 = Random <= var(59) * 90
trigger1 = var(19):= Anim||1

;===========================================================================
;空中B → A・A・B 〜

;立弱斬
[State -1, Stand Light Punch]
Type = Selfstate
Value = 200
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),anim != [206,208]
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = sysvar(1) != [1,2]
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= var(59) * 20
trigger1 = var(19):= Anim||1
Trigger2 = var(59) = 10
Trigger2 = sysvar(1) != [1,2]
Trigger2 = anim = 3514 && AnimTime = 0
Trigger2 = Random < var(59) * 50
trigger2 = var(19):= Anim||1

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = Selfstate
Value = 201
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
triggerall = var(53) < 3
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact && (anim = 200)
Trigger1 = Random <= var(59) * 50
trigger1 = var(19):= Anim||1

;立強斬
[State -1, Stand Strong Punch]
Type = Selfstate
Value = 210
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 201
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 1010
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) = [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 7
TriggerAll = MoveContact
TriggerAll = anim = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= var(59) * 30
trigger1 = var(19):= Anim||1
Trigger2 = P2BodyDist X > 50
Trigger2 = Random <= var(59) * 50
trigger2 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 10100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) != [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 7
TriggerAll = MoveContact
TriggerAll = anim = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random <= var(59) * 30
trigger1 = var(19):= Anim||1
Trigger2 = P2BodyDist X > 50
Trigger2 = Random <= var(59) * 50
trigger2 = var(19):= Anim||1

;朧斬り
[State -1]
Type = Selfstate
Value = 1020
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = MoveContact
Trigger1 = anim = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random = [var(59) * 35,var(59) * 65]
trigger1 = var(19):= Anim||1

;蹴り飛ばし
[State -1, Standing Strong Kick]
Type = Selfstate
Value = 225
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 7
TriggerAll = MoveContact
TriggerAll = anim = 210
Trigger1 = P2BodyDist X = [-5,50]
Trigger1 = Random = [var(59) * 70,var(59) * 100]
trigger1 = var(19):= Anim||1
Trigger2 = P2BodyDist X > 50
Trigger2 = Random >= 1000 - var(59) * 100
trigger2 = var(19):= Anim||1

;影法師
[State -1]
Type = Selfstate
Value = 1070
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
triggerall = anim !=1000
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 7
Trigger1 = sysvar(1) != [1,2]
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = EnemyNear(var(58)),anim = [206,208]
Trigger1 = Random <= var(59) * 75
trigger1 = var(19):= Anim||1

;===========================================================================
;空中B → 4A・A・A・B → (影法師)霞斬り 〜

;立弱斬←入れ
[State -1, Stand Light Punch]
Type = Selfstate
Value = 205
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= var(59) * 25
trigger1 = var(19):= Anim||1

;立弱斬
[State -1, Stand Light Punch]
Type = Selfstate
Value = 200
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact && (anim = 205)
Trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1

;立弱斬・連撃
[State -1, Stand Light Punch]
Type = Selfstate
Value = 201
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact && (anim = 200)
Trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1

;立強斬
[State -1, Stand Strong Punch]
Type = Selfstate
Value = 210
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 201
Trigger1 = Random <= var(59) * 10
trigger1 = var(19):= Anim||1

;影法師
[State -1]
Type = Selfstate
Value = 1070
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact
Trigger1 = anim = 210
Trigger1 = Random <= var(59) * 20
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 1010
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) = [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact && (anim = 1080)
Trigger1 = P2BodyDist X > 45
Trigger1 = Random <= var(59) * 80
trigger1 = var(19):= Anim||1

;気孔砲
[State -1]
Type = Selfstate
Value = 10100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = sysvar(1) != [1,2]
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact && (anim = 1080)
Trigger1 = P2BodyDist X > 45
Trigger1 = Random <= var(59) * 80
trigger1 = var(19):= Anim||1

;空弱斬
[State -1, Jump Light Punch]
Type = Selfstate
Value = 600
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-20,45]
Trigger1 = P2BodyDist Y = [-30,50]
Trigger1 = Random <= var(59) * 30
trigger1 = var(19):= Anim||1

;空強斬
[State -1, Jump Strong Punch]
Type = Selfstate
Value = 610
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X >= 45
Trigger1 = P2BodyDist Y = [-40,50]
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1

;空蹴
[State -1, Jump Kick]
Type = Selfstate
Value = 630
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 600
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;空中版天魔落とし
[State -1]
Type = Selfstate
Value = 1350
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 8
Trigger1 = MoveContact
Trigger1 = anim = 630
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1

;===========================================================================
;流影刃 or 打ち上げルート追い討ち

;空弱斬
[State -1, Jump Light Punch]
Type = Selfstate
Value = 600
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = ctrl||anim = [20, 21]
TriggerAll = Var(51) = 9
Trigger1 = Var(56) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = P2BodyDist X = [-20,55]
Trigger1 = P2BodyDist Y = [-25,50]
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1
Trigger2 = Var(56) = 1 || Var(56) = 2
Trigger2 = P2BodyDist X = [-20,55]
Trigger2 = P2BodyDist Y = [-10,50]
Trigger2 = Random <= var(59) * 85
trigger2 = var(19):= Anim||1

;空蹴
[State -1, Jump Kick]
Type = Selfstate
Value = 630
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = Var(56) = 0
Trigger1 = sysvar(1) != [1,2]
Trigger1 = MoveContact
Trigger1 = anim = 600
Trigger1 = Random <= var(59) * 100
trigger1 = var(19):= Anim||1

;空強斬
[State -1, Jump Strong Punch]
Type = Selfstate
Value = 610
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = Var(56) = 0
Trigger1 = sysvar(1) = [1,2]
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(var(58)),Vel X * 10) <= 50
Trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(var(58)),Vel Y * 10) = [-50,50]
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1

;空中版天魔落とし
[State -1]
Type = Selfstate
Value = 1350
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 9
TriggerAll = P2BodyDist X = [-10,25]
Trigger1 = MoveContact
Trigger1 = anim = 610 || anim = 630
Trigger1 = Random <= var(59) * 85
trigger1 = var(19):= Anim||1
Trigger2 = Var(56) = 1 || Var(56) = 2
Trigger2 = MoveContact
Trigger2 = anim = 600
Trigger2 = P2BodyDist Y <= -40
Trigger2 = Random <= var(59) * 85
trigger2 = var(19):= Anim||1

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

[State -1, 乱舞奥義]
type = selfstate
triggerall = !ishelper
triggerall = var(59) = [1,10]
Triggerall = sysfvar(3) > 0
trigger1 = var(19) = 260
trigger1 = EnemyNear(var(58)),stateno = 266
trigger1 = var(19):= Anim||1
Value = 3500 + ((Random%2 = 0) * 20)

;水面隠れ
[State -1]
Type = Selfstate
Value = 1450
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(14) = 0
TriggerAll = ctrl||anim = [20, 21]
Triggerall = sysfvar(1) >= lifemax - lifemax / 3||sysfvar(3) = 0
Trigger1 = Random >= 1000 - var(59) * 10
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),StateType = A
trigger1 = var(19):= Anim||1
Trigger2 = Random >= 1000 - var(59) * 20&&life <= lifemax - lifemax/3
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),StateType = A
Trigger2 = !InGuardDist
trigger2 = var(19):= Anim||1
Trigger3 = sysfvar(3) = 0
Trigger3 = gametime % 120 = 0
Trigger3 = Random <= 1000 - var(59) * 40
trigger3 = var(19):= Anim||1

;流影陣
[State -1]
Type = Selfstate
Value = 1005
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = sysvar(1) != [1,2]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = Ctrl || (anim = [100,101]) || (anim = [20, 21])
Trigger1 = P2bodydist X - (EnemyNear(var(58)),Vel X * 15) = [0,55]
Trigger1 = EnemyNear(var(58)),statetype != A
Trigger1 = EnemyNear(var(58)),Vel X >= 0
Trigger1 = Random <= 1000 - var(59) * 2
trigger1 = var(19):= Anim||1
trigger2 = ctrl||anim = [20, 21]
trigger2 = EnemyNear(var(58)),stateno = [120,150]
trigger2 = EnemyNear(var(58)),movetype != A
trigger2 = P2bodydist X < 100
trigger2 = Random <= var(59) * 2
trigger2 = var(19):= Anim||1

;水面隠れ
[State -1]
Type = Selfstate
Value = 1450
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(14) = 0
TriggerAll = ctrl||anim = [20, 21]
Triggerall = sysfvar(1) >= lifemax - lifemax / 3||sysfvar(3) = 0
triggerall = gametime%60 = 0
Triggerall = Random <= 1000 - var(59) * 40
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger1 = EnemyNear(var(58)),anim = [5000,5150]
Trigger1 = !InGuardDist
trigger1 = var(19):= Anim||1
Trigger2 = InGuardDist
Trigger2 = EnemyNear(var(58)),NumHelper = 0 || EnemyNear(var(58)),NumProj = 0
trigger2 = var(19):= Anim||1

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

;乱舞奥義(上下段)
[State -1]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
Triggerall = sysvar(1) != [1,2]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = EnemyNear(var(58)),Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = ((EnemyNear(var(58)),Life * 1000) / EnemyNear(var(58)),LifeMax) >= 400
Trigger1 = (anim = 8101 || anim = 8111) && animelemtime(1) >= 10 - Floor(EnemyNear(var(58)),Pos Y / 10)
Trigger1 = Random <= var(59) * 50
trigger1 = var(19):= Anim||1
trigger2 = gametime % 150 = 0
trigger2 = ctrl||anim = [20, 21]
trigger2 = random % 9 = 0
trigger2 = EnemyNear(var(58)),statetype != A
trigger2 = var(19):= Anim||1
Value = 3500 + ((Random%2 = 0) * 20)

[State -1, 昇華・闇狩り]
type = Selfstate
triggerall = roundstate = 2
triggerall = sysvar(1) = [1,10]
Triggerall = sysfvar(3) = 0||random % 90 = 0
trigger1 = anim = 1115
Trigger1 = animelemtime(1) > 0
Trigger1 = animelemtime(3) < 0
trigger1 = var(19):= Anim||1
trigger2 = anim = 10100
trigger2 = movehit
trigger2 = var(19):= Anim||1
value = 3101

;----------------------------------------------------------------------------------------------------
;断鋼刃
;----------------------------------------------------------------------------------------------------

;断鋼刃
[State -1]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = sysfvar(3) > 0
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = NumPartner
TriggerAll = Partner,Alive && Partner,Life > 0
TriggerAll = ctrl||anim = [20, 21]
triggerall = var(19) != 3010
TriggerAll = BackEdgeBodyDist < 45
Trigger1 = P2BodyDist X - EnemyNear(var(58)),Vel X * 10 >= 180
Trigger1 = Random <= var(59) * 60
trigger1 = var(19):= Anim||1
Trigger2 = Facing*Partner,Facing = 1
Trigger2 = EnemyNear(var(58)),MoveType != H
Trigger2 = EnemyNear(var(58)),MoveType = A || EnemyNear(var(58)),Ctrl
Trigger2 = P2BodyDist X - EnemyNear(var(58)),Vel X * 10 >= 200
Trigger2 = Random <= 1000 - var(59) * 20
trigger2 = var(19):= Anim||1
Trigger3 = Facing*EnemyNear(var(58)),Facing = 1
Trigger3 = Partner,MoveType = H && EnemyNear(var(58)),MoveType = A
Trigger3 = P2BodyDist X - EnemyNear(var(58)),Vel X * 10 >= 20
Trigger3 = Random <= 1000 - var(59) * 20
trigger3 = var(19):= Anim||1
Value = 3000

;断鋼刃
[State -1]
Type = Selfstate
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
triggerall = sysfvar(3) > 0
TriggerAll = StateType != A&&pos y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(19) != 3010
Trigger1 = Var(51) = 0
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = (EnemyNear(var(58)),anim != [120,159]) || EnemyNear(var(58)),Ctrl
Trigger1 = P2BodyDist X - (EnemyNear(var(58)),Vel X * 10) = [150,200]
Trigger1 = Random <= 1000 - var(59) * 20
trigger1 = var(19):= Anim||1
Trigger2 = ctrl||anim = [20, 21]
Trigger2 = EnemyNear(var(58)),MoveType = A
Trigger2 = EnemyNear(var(58)),Hitdefattr = SCA,AA,AT,AP
Trigger2 = Random <= 1000 - var(59) * 10
Trigger2 = gametime % 60 = 0
trigger2 = var(19):= Anim||1
Value = 3000

;断鋼刃
[State -1]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = sysvar(1) = 1 || sysvar(1) = 3 || sysvar(1) = 5
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(19) != 3010
Trigger1 = Var(51) = 7
Trigger1 = MoveContact
Trigger1 = anim = 210
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), var(59) * 90, var(59) * 50)
trigger1 = var(19):= Anim||1
Value = 3000

;断鋼刃
[State -1]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = sysvar(1) = 2 || sysvar(1) = 4 || sysvar(1) = 6
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType != A
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(19) != 3010
Trigger1 = Var(51) = 7
Trigger1 = MoveContact
Trigger1 = anim = 210
Trigger1 = P2BodyDist X = [-5,45]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), var(59) * 90, var(59) * 50)
trigger1 = var(19):= Anim||1
Value = 3000

;断鋼刃
[State -1]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = sysvar(1) = 2 || sysvar(1) = 4 || sysvar(1) = 6
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = anim != 3000
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),MoveType = H
TriggerAll = EnemyNear(var(58)),anim = 3512
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 9
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,55]
Trigger1 = Random <= IfElse((Life <= LifeMax / 4), var(59) * 40, var(59) * 25)
trigger1 = var(19):= Anim||1
Value = 3000

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

;闇狩り
[State -1]
Type = Selfstate
Value = 3100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
triggerall = sysfvar(3) > 0
TriggerAll = sysvar(1) != [3,4]
TriggerAll = sysvar(1) = 1 || sysvar(1) = 5
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Triggerall = anim != 3110
Triggerall = var(19) != 3110
Trigger1 = Var(51) = 3
Trigger1 = MoveContact
Trigger1 = anim = 205
Trigger1 = P2BodyDist X = [-5,18]
Trigger1 = Random <= 1000 - var(59) * 5
trigger1 = var(19):= Anim||1
Trigger2 = ctrl||anim = [20, 21]
trigger2 = GameTime % 120 = 0
Trigger2 = random % 5 = 0
trigger2 = life <= lifemax - (lifemax/3)
Trigger2 = EnemyNear(var(58)),statetype != L
trigger2 = var(19):= Anim||1

;闇狩り
[State -1]
Type = Selfstate
Value = 3100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450&&anim != 3100
TriggerAll = var(59) = [1,10]
triggerall = sysfvar(3) > 0
TriggerAll = sysvar(1) != [3,4]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Triggerall = anim != 3110
Triggerall = var(19) != 3110
Triggerall = ctrl||anim = [20, 21]
triggerall = GameTime % 120 = 0
Trigger1 = EnemyNear(var(58)),statetype != L
Trigger1 = EnemyNear(var(58)),movetype != H
trigger1 = p2bodydist y+fvar(1)=[-1000,0]
trigger1 = random % 4 = 0
trigger1 = var(19):= Anim||1

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

;天魔落とし
[State -1]
Type = Selfstate
Value = 1100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = Var(52) = 0
Triggerall = sysfvar(3) > 0
TriggerAll = StateType != A
triggerall = EnemyNear(var(58)),stateno != 120
TriggerAll = EnemyNear(var(58)),Statetype != L
TriggerAll = EnemyNear(var(58)),Statetype != A
TriggerAll = EnemyNear(var(58)),MoveType = I
TriggerAll = EnemyNear(var(58)),stateno != 40
TriggerAll = EnemyNear(var(58)),stateno != [105,159]
TriggerAll = EnemyNear(var(58)),prevstateno != [5100,5299]
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-5,25]
TriggerAll = Ctrl || (anim = [100,101]) || (anim = [20, 21])
TriggerAll = Random <= 1000 - var(59) * 5
TriggerAll = var(19) != 1100
Trigger1 = (var(19) = [5000,5270]) || BackEdgeBodyDist < 60
trigger1 = var(19):= Anim||1
Trigger2 = EnemyNear(var(58)),NumHelper = 0 || EnemyNear(var(58)),NumProj = 0
trigger2 = var(19):= Anim||1
Trigger3 = EnemyNear(var(58)),AnimTime >= -3
Trigger3 = EnemyNear(var(58)),HitDefAttr = SC, NA, SA
trigger3 = var(19):= Anim||1
Trigger4 = EnemyNear(var(58)),stateno = [140,159]
trigger4 = var(19):= Anim||1

;空中版天魔落とし
[State -1]
Type = Selfstate
Value = 1350
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
triggerall = EnemyNear(var(58)),alive
TriggerAll = var(59) = [1,10]
TriggerAll = StateType = A
triggerall = EnemyNear(var(58)),stateno != 120
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),Statetype != L
TriggerAll = EnemyNear(var(58)),MoveType != A
TriggerAll = RoundState = 2
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = Var(51) = 0
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = P2BodyDist Y = [-35,35]
Trigger1 = Random <= var(59) * 50
trigger1 = var(19):= Anim||1
Trigger2 = MoveHit
Trigger2 = anim = 630
Trigger2 = P2BodyDist X = [-5,20]
Trigger2 = Random <= 1000- var(59) * 30
trigger2 = var(19):= Anim||1

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

;影法師_2
[State -1]
Type = Selfstate
Value = 1071
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
triggerall = var(19) !=1000
triggerall = anim !=1000
TriggerAll = Var(51) != 1
triggerall = anim != 225
triggerall = var(19) != 225
triggerall = target,stateno != [206,208]
Trigger1 = Ctrl || (anim = [100,101])||(anim = [20, 21])
Trigger1 = P2bodydist X >200
Trigger1 = Random <= 1000- var(59) * 20
Trigger2 = anim = 1070
Trigger2 = P2bodydist X >110
Trigger2 = Random <= 1000- var(59) * 50

;立ち回り技振り
[State -1, 挑発]
type = Selfstate
triggerall = !ishelper
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103&&anim !=1450&&anim != 1000
triggerall = anim != [3300,3326]
triggerall = EnemyNear(var(58)),alive&&anim != [1070,1073]
triggerall = anim != 225&&EnemyNear(var(58)),stateno != [206,208]
TriggerAll = var(59) = [1,10]
TriggerAll = anim != 1000
triggerall = var(19) != 1000
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = RoundState = 2
TriggerAll = StateType != A&&Pos Y = 0
TriggerALL = movetype != A
TriggerALL = EnemyNear(var(58)),MoveType = A
triggerall = ctrl||anim = [20, 21]
triggerall = time >= 0
triggerall = gametime % 90 = 0
trigger1 = P2BodyDist X - EnemyNear(var(58)),Vel X * 10 >= 20
Trigger1 = EnemyNear(var(58)),Hitdefattr = SCA,AA,AT,AP
Trigger1 = Random <= 1000 - var(59) * 10
Trigger2 = Random <= 1000 - var(59) * 20
value = 195

;立ち回り技振り
[State -1, 挑発]
type = Selfstate
triggerall = !ishelper
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103&&anim !=1450&&anim != 1000
triggerall = EnemyNear(var(58)),alive&&anim != [1070,1073]
triggerall = anim != [3300,3326]
TriggerAll = var(59) = [1,10]
triggerall = anim != 225&&EnemyNear(var(58)),stateno != [206,208]
TriggerAll = anim != 1000
triggerall = var(19) != 1000
triggerall = EnemyNear(var(58)),movetype != H
TriggerAll = RoundState = 2
TriggerAll = StateType != A&&Pos Y = 0
TriggerALL = movetype != A
triggerall = time >= 0
Triggerall = ctrl = 0
triggerall = gametime % 90 = 0
triggerall = anim != 195&&anim != 1500&&anim != 3000&&anim != 3005&&anim != 3010
triggerall = anim != 3100&&anim != 3101&&anim != 800&&anim != 810
Trigger1 = EnemyNear(var(58)),MoveType = A
trigger1 = P2BodyDist X - EnemyNear(var(58)),Vel X * 10 >= 20
Trigger1 = EnemyNear(var(58)),Hitdefattr = SCA,AA,AT,AP
Trigger1 = Random <= 1000 - var(59) * 10
trigger2 = numtarget
Trigger2 = Random <= 1000 - var(59) * 10
Trigger2 = !movehit
value = 195

;立ち回り技振り
[State -1, 挑発]
type = Selfstate
triggerall = !ishelper
triggerall = anim != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&anim != 15000&&anim != 3120&&anim != 3106&&anim != 16000&&anim != 3103&&anim !=1450
triggerall = EnemyNear(var(58)),alive&&anim != [1070,1073]
triggerall = anim != [3300,3326]
TriggerAll = var(59) = [1,10]
triggerall = anim != 225&&EnemyNear(var(58)),stateno != [206,208]
TriggerAll = anim != 1000
triggerall = var(19) != 1000
TriggerAll = RoundState = 2
TriggerAll = StateType != A&&Pos Y = 0
Triggerall = ctrl = 0
triggerall = time >= 0
triggerall = anim != 195&&anim != 1500&&anim != 3000&&anim != 3005&&anim != 3010
triggerall = anim != 3100&&anim != 3101&&anim != 800&&anim != 810&&anim != 3300
triggerall = sysfvar(3) = 0||var(20) = 0
Trigger1 = Random <= 1000 - var(59) * 30
trigger1 = numtarget&&moveguarded
value = 195

;-------------------------------------------------------------------------------------------
;移動関係

;ジャンプ回避
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = Ctrl || anim = 100
TriggerAll = (EnemyNear(var(58)),HitDefAttr = SCA, AT || EnemyNear(var(58)),HitDefAttr = SCA, NT, ST, HT)
TriggerAll = Random < var(59) * 80
Trigger1 = EnemyNear(var(58)),anim = Helper(20000),Var(2)
Trigger2 = EnemyNear(var(58)),anim = Helper(20000),Var(3)
Trigger3 = EnemyNear(var(58)),anim = Helper(20000),Var(4)

;ジャンプ
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl || anim = 100 || (anim = [20, 21])
Trigger1 = Var(51) = 0
Trigger1 = EnemyNear(var(58)),MoveType != H
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA, AT
Trigger1 = EnemyNear(var(58)),animelemtime(1) >= 30 || (!animelemtime(1) && var(59) >= 7) || var(59) >= 9
Trigger1 = EnemyNear(var(58)),animelemtime(1) >= 50 || (var(19) = [5000,5270]) || (var(19) = [120,159]) || var(59) >= 10
Trigger1 = Random <= var(59) * 30
Trigger2 = !(Var(51) = 1 && Var(51) = 2 && Var(51) = 4)
Trigger2 = P2BodyDist X <= 120
Trigger2 = EnemyNear(var(58)),anim = 5110
Trigger2 = EnemyNear(var(58)),animelemtime(1) = [0,15]
Trigger2 = Random <= var(59) * 50
Trigger3 = Var(51) = 0
Trigger3 = P2BodyDist X = [-5,75]
Trigger3 = EnemyNear(var(58)),anim = 5120
Trigger3 = EnemyNear(var(58)),AnimTime = [-15,-5]
Trigger3 = Random <= var(59) * 20
Trigger4 = EnemyNear(var(58)),StateType != L
Trigger4 = EnemyNear(var(58)),anim != [120,159]
Trigger4 = !InGuardDist
Trigger4 = var(19) != 5120
Trigger4 = P2BodyDist X = [100,160]
Trigger4 = Random <= var(59) * 10
Trigger5 = Var(51) = 0
Trigger5 = !InGuardDist
Trigger5 = anim = 100 && animelemtime(1) >= 5
Trigger5 = P2BodyDist X - (Vel X * 8) - (EnemyNear(var(58)),Vel X * 8) = [75,150]
Trigger5 = Random <= var(59) * 2
Trigger6 = gametime % 30 = 0
trigger6 = random % 3 = 0

;ジャンプ（後退のみ）
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = anim = 101
Trigger1 = EnemyNear(var(58)),MoveType = A
Trigger1 = EnemyNear(var(58)),HitDefAttr = SCA, NA, SA, HA
Trigger1 = P2BodyDist X >= 75
Trigger1 = Random <= var(59) * 5

;走り
[State -1, Run Fwd]
Type = Selfstate
Value = 100
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger1 = P2BodyDist X >= 160
Trigger1 = Random <= var(59) * 100

;ジャンプ
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 1
Trigger1 = Ctrl || anim = 100 || (anim = [20, 21])
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger1 = P2BodyDist X <= 180
Trigger1 = Random <= var(59) * 100

;ジャンプ
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 2
Trigger1 = Ctrl || anim = 100 || (anim = [20, 21])
Trigger1 = !InGuardDist
Trigger1 = EnemyNear(var(58)),StateType = L
Trigger1 = Random <= var(59) * 10

;ジャンプ
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 5
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = var(19) = 430
Trigger1 = Random <= var(59) * 100

;ジャンプ
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Var(51) = 6
Trigger1 = ctrl||anim = [20, 21]
Trigger1 = var(19) = 260
Trigger1 = Random <= var(59) * 50

;ジャンプ
[State -1]
Type = Selfstate
Value = 40
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = EnemyNear(var(58)),StateType = A
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Var(51) = 9
TriggerAll = ctrl||anim = [20, 21]
TriggerAll = Random <= var(59) * 100
Trigger1 = EnemyNear(var(58)),anim = [5000,5030]
Trigger1 = P2BodyDist X = [-10,65]
Trigger2 = EnemyNear(var(58)),anim != [5000,5030]

;壁際脱出
[State -1, 壁際脱出]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&Pos Y = 0
TriggerAll = anim != 105
Triggerall = anim != 100
TriggerAll = EnemyNear(var(58)),StateType != L
TriggerAll = EnemyNear(var(58)),MoveType != H
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = anim = [20, 21]
trigger1 = gametime % 15 = 0
Trigger1 = Random % 3 = 0
Trigger2 = Ctrl
trigger2 = P2bodydist X  <= 7
Trigger2 = Random <= 1000 - var(59) * 90
Trigger3 = BackEdgeBodyDist < 20
Trigger3 = gametime % 2 = 0
Trigger3 = random % 2 = 0
Value = ifelse(random % 2 = 0,105,100)

[State -1, 歩き]
type = selfstate
TriggerAll = Alive
TriggerAll = !IsHelper
TriggerAll = RoundState = 2
TriggerAll = StateType = S&&Pos Y = 0
TriggerAll = Ctrl
triggerall = !((EnemyNear(var(58)),movetype = H)&&(EnemyNear(var(58)),stateno = 1001))
triggerall = anim != [10, 15]
triggerall = anim != [20, 21]
triggerall = anim != [100, 105]
Trigger1 = Random % 10 = 0
trigger2 = gametime % 10 = 0
Trigger3 = gametime % 2 = 0
trigger3 = random % 2 = 0
value = 20

;壁際脱出
[State -1, 壁際脱出]
Type = Selfstate
triggerall = stateno != 13000&&anim != 3121&&anim != 3107&&anim != 3102&&stateno != 15000&&anim != 3120&&anim != 3106&&stateno != 16000&&anim != 3103&&anim != 1450
TriggerAll = var(59) = [1,10]
TriggerAll = StateType != A&&pos y = 0
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
Trigger1 = Ctrl||(anim = [20, 21])
Trigger1 = BackEdgeBodyDist < 10
Trigger1 = gametime % 3 = 0
Trigger1 = random % 2 = 0
Trigger2 = anim = 100
Trigger2 = animelemtime(2) > 0
Trigger2 = Random <= 1000 - var(59) * 30
Value = ifelse(random % 10 = 0,1070,1071)

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

[state -1, 空中ジャンプ]
type = selfstate
triggerall = !ishelper
TriggerAll = var(59) = [1,10]
triggerall = alive
triggerall= statetype = A
triggerall = vel y > 0
triggerall = var(18) <= (const(movement.airjump.num))
triggerall = command = "up"
triggerall = animelemtime(1) > 2
trigger1 = ctrl||anim = 105
trigger2 = anim = 600&&movecontact
trigger2 = animelemtime(4) > 0
value = 40

[State -1, ジャンプ]
type = selfstate
triggerall = roundstate = 2
TriggerAll = var(59) = [1,10]
triggerall = !ishelper
triggerall = statetype != A
triggerall = command = "holdup"
trigger1 = ctrl
trigger2 = anim = 200&&movecontact&&sysvar(1) != [1,2]
trigger2 = animelemtime(4) > 0
trigger3 = anim = 201&&movecontact&&sysvar(1) != [1,2]
trigger3 = animelemtime(4) > 0
trigger4 = anim = 202
trigger4 = animelemtime(5) > 0
trigger5 = anim = 205&&movecontact&&sysvar(1) != [1,2]
trigger5 = animelemtime(4) > 0
trigger6 = anim = 210&&movecontact&&sysvar(1) != [1,2]
trigger6 = animelemtime(10) > 0
trigger7 = anim = 211
trigger7 = animelemtime(4) > 0
trigger8 = anim = 230&&movecontact&&sysvar(1) != [1,2]
trigger8 = animelemtime(5) > 0
trigger9 = anim = 225&&movecontact&&sysvar(1) != [1,2]
trigger9 = animelemtime(5) > 0
trigger10 = anim = 251&&movecontact&&sysvar(1) != [1,2]
trigger10 = animelemtime(5) > 0
trigger11 = anim = 260&&movecontact&&sysvar(1) != [1,2]
trigger11 = animelemtime(5) > 0
trigger12 = anim = 410&&movecontact&&sysvar(1) != [1,2]
trigger12 = animelemtime(5) > 0
value = 40

;---------------------------------------------
;空中影法師
;空中ダッシュ
[State -1, Air Run Fwd]
type  = ChangeState
value  = 110
Triggerall = !ishelper
TriggerAll = var(59) = [1,10]
trigger1 = command  =  "Airkage"
trigger1 = statetype  =  A
trigger1 = ctrl

;---------------------------------------------
;後方空中ダッシュ
;空中ダッシュ
[State -1, Air Run Back]
type  = ChangeState
value  = 111
Triggerall = !ishelper
TriggerAll = var(59) = [1,10]
trigger1 = command  =  "Airkage_Back"
trigger1 = statetype  =  A
trigger1 = ctrl

;---------------------------------------------
;後方空中ダッシュ
;空中ダッシュ
[State -1, Air Run Down]
type  = ChangeState
value  = 112
Triggerall = !ishelper
TriggerAll = var(59) = [1,10]
trigger1 = command  =  "Airkage_Down"
trigger1 = statetype  =  A
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = selfstate
value = 105
triggerall = roundstate = 2
triggerall = name = "The_Loser_Must_Die"
triggerall = !ishelper
TriggerAll = var(59) = [1,10]
triggerall = statetype = S
triggerall = anim != [130,132]
triggerall = ctrl
trigger1 = command = "BB"

;---------------------------------------------------------------------------
;走り
[State -1, Run Fwd]
type = selfstate
value = 100
triggerall = roundstate = 2
TriggerAll = var(59) = [1,10]
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

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

[State -1, 歩き]
type = selfstate
triggerall = !ishelper
triggerall = statetype = S
triggerall = ctrl
TriggerAll = var(59) = [1,10]
triggerall = roundstate = 2
triggerall = anim != [10, 15]
triggerall = anim != [100, 105]
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 20
ignorehitpause = 1

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

