
[Statedef -2]

[State -2, デバッグ]
Type = AppendToClipboard
Trigger1 = 1
Text = "(5)=%d,(6)=%d,(10)=%d,X=%f,Y=%f\n"
Params = var(5),var(6),(var(10)),fvar(4),p2bodydist y
IgnoreHitPause = 1

[State -2, チームイントロ]
type = ChangeState            
value = 190                    
triggerall = RoundsExisted = 0 
triggerall = TeamMode = Turns  
trigger1 = StateNo = 5900    

[State -2, 特殊イントロ]
type = ChangeState
triggerall = RoundState = 0
triggerall = NumEnemy
triggerall = EnemyNear,RoundsExisted <= 0
triggerall = Time = 0
Trigger1 = Enemy,Name = "K`" 
Trigger2 = Enemy,Name = "K'" 
Trigger3 = Enemy,Name = "Maxima" 
Trigger4 = Enemy,Name = "Whip" 
Trigger5 = Enemy,Name = "K9999" 
Trigger6 = Enemy,Name = "Angel" 
Trigger7 = Enemy,Name = "Nameless" 
Trigger8 = Enemy,Name = "Kula" 
Trigger9 = Enemy,Name = "Foxy"
Trigger10 = Enemy,Name = "Krizalid"
Trigger11 = Enemy,Name = "Original Zero"
Trigger12 = Enemy,Name = "Zero" 
value = 190

[State -2, ライフバー消去]
type = AssertSpecial
trigger1 = RoundState != 2
flag = NoBarDisplay

[State -2, 空中ガード不可]
type = AssertSpecial
trigger1 = 1
flag = NoAirGuard
ignorehitpause = 1

[State -2, ジャグル制限解除]
type = AssertSpecial
trigger1 = 1
flag = NoJuggleCheck
ignorehitpause = 1

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = 1
value = 1.0

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [888,999]
value = 0.96

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [777,887]
value = 0.92

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [666,776]
value = 0.88

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [555,665]
value = 0.84

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [444,554]
value = 0.80

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [333,443]
value = 0.68

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [222,332]
value = 0.64

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [111,221]
value = 0.52

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [10,110]
value = 0.48

[State -2, 防御力補正]
type = DefenceMulSet
trigger1 = Life = [1,9]
value = 0.24

[State -2, コマンド判定リセット]
type = VarSet
trigger1 = MoveType = A
var(2) = 0
ignorehitpause = 1

[State -2, ＣＨ１]
type = VarSet
triggerall = var(10)
trigger1 = StateNo = 1250
trigger2 = StateNo = 1351
var(5) = 1
ignorehitpause = 1

[State -2, ＣＨ２]
type = VarSet
triggerall = var(10)
trigger1 = (StateNo = [200,235]) 
trigger2 = (StateNo = 600 || StateNo = 605 || StateNo = 620 || StateNo = 625)
trigger3 = ProjHitTime(1000) = 0
trigger4 = ProjHitTime(1100) = 0
trigger5 = StateNo = 1350
trigger6 = ProjHitTime(2000) = 0
trigger7 = ProjHitTime(2100) = 0
var(5) = 2
ignorehitpause = 1

[State -2, ＣＨ３]
type = VarSet
triggerall = var(10)
trigger1 = StateNo = 1200
trigger2 = StateNo = 1300
trigger3 = StateNo = 2000
var(5) = 3
ignorehitpause = 1

[State -2, ＣＨダメージリセット]
type = VarSet
trigger1 = MoveContact = 1
trigger2 = ProjHitTime(1000) = 1
trigger3 = ProjHitTime(1100) = 1
trigger4 = ProjHitTime(1101) = 1
trigger5 = ProjContactTime(2000) = 1
trigger6 = ProjContactTime(2001) = 1
trigger7 = ProjContactTime(2002) = 1
trigger8 = ProjContactTime(2003) = 1
trigger9 = ProjContactTime(2004) = 1
trigger10 = ProjContactTime(2005) = 1
trigger11 = ProjContactTime(2006) = 1
trigger12 = P2MoveType = I
var(5) = 0
ignorehitpause = 1

[State -2. イーディアン半数補正]
type = VarAdd
trigger1 = ProjContactTime(2000) = 1
trigger2 = ProjContactTime(2001) = 1
trigger3 = ProjContactTime(2002) = 1
trigger4 = ProjContactTime(2003) = 1
trigger5 = ProjContactTime(2004) = 1
trigger6 = ProjContactTime(2005) = 1
trigger7 = ProjContactTime(2005) = 1
trigger8 = ProjContactTime(2006) = 1
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2, イーディアンダメージ]
type = VarSet
trigger1 = (StateNo = 2000 || NumHelper(9300) || NumHelper(9301) || NumHelper(9302) || NumHelper(9303) || NumHelper(9304) || NumHelper(9305) || NumHelper(9306))
trigger1 = Floor((23+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((23+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State -2, イーディアンダメージ]
type = VarSet
trigger1 = (StateNo = 2000 || NumHelper(9300) || NumHelper(9301) || NumHelper(9302) || NumHelper(9303) || NumHelper(9304) || NumHelper(9305) || NumHelper(9306))
trigger1 = Floor((23+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State -2. ケイオス半数補正]
type = VarAdd
trigger1 = ProjContactTime(2100) = 1
trigger2 = ProjContactTime(2101) = 1
trigger3 = ProjContactTime(2102) = 1
trigger4 = ProjContactTime(2103) = 1
var(6) = 1
ignorehitpause = 1
persistent = 0

[State -2, ケイオスダメージ]
type = VarSet
trigger1 = StateNo = 2100 || NumHelper(9400) 
trigger1 = Floor((28+var(5))*(0.5**var(6)))-1 >= 1
fvar(2) = Floor((28+var(5))*(0.5**var(6)))-1
ignorehitpause = 1

[State -2, ケイオスダメージ]
type = VarSet
trigger1 = StateNo = 2100 || NumHelper(9400)
trigger1 = Floor((28+var(5))*(0.5**var(6)))-1 < 1
fvar(2) = 1
ignorehitpause = 1

[State -2, パーフェクト判定]
type = VarSet
trigger1 = RoundState != [2,4]
var(7) = 1
ignorehitpause = 1

[State -2, パーフェクト判定リセット]
type = VarSet
triggerall = RoundState = 2
trigger1 = StateNo != [120,154]
trigger1 = GetHitVar(damage) > 0
trigger2 = StateNo = [5110,5120]
var(7) = 0
ignorehitpause = 1

[State -2, Facing]
type = VarSet
trigger1 = 1
var(8) = -(Facing)*(EnemyNear(var(58)),Facing)
ignorehitpause = 1

[State -2, 空中連続ヒット制限]
type = VarSet
triggerall = P2MoveType = H
triggerall = !(NumTarget(250) || NumTarget(255))
triggerall = !(NumTarget(1000))
triggerall = !(NumTarget(1100) || NumTarget(1101))
triggerall = !(NumTarget(1200) || NumTarget(1201) || NumTarget(1202) || NumTarget(1203) || NumTarget(1204) || NumTarget(1205) || NumTarget(1206))
triggerall = !(NumTarget(1250) || NumTarget(1251) || NumTarget(1252) || NumTarget(1253) || NumTarget(1254) || NumTarget(1255) || NumTarget(1256))
triggerall = !(NumTarget(1257))
triggerall = !(NumTarget(1300) || NumTarget(1301) || NumTarget(1302) || NumTarget(1303) || NumTarget(1304))
triggerall = !(NumTarget(1350) || NumTarget(1351) || NumTarget(1352) || NumTarget(1353) || NumTarget(1354) || NumTarget(1355) || NumTarget(1356))
triggerall = !(NumTarget(1357) || NumTarget(1358) || NumTarget(1359) || NumTarget(1360) || NumTarget(1361) || NumTarget(1362) || NumTarget(1363))
triggerall = !(NumTarget(1364))
triggerall = !(NumTarget(1400))
triggerall = !(NumTarget(1500))
triggerall = !(NumTarget(2000) || NumTarget(2001) || NumTarget(2002) || NumTarget(2003) || NumTarget(2004) || NumTarget(2005))
triggerall = !(NumTarget(2100) || NumTarget(2101) || NumTarget(2102) || NumTarget(2103))
trigger1 = P2Statetype = A
trigger1 = MoveHit = 1 
trigger2 = NumTarget(251) || NumTarget(256) || NumTarget(640) || Numtarget(1401)
trigger2 = MoveHit = 1
trigger3 = ProjHitTime(2006) = 0
var(9) = 1
ignorehitpause = 1

[State -2, 空中連続ヒット制限リセット]
type = VarSet
trigger1 = EnemyNear(var(58)),Life > 0 && EnemyNear(var(58)),Ctrl
trigger2 = var(11) = [1,2]
trigger3 = P2MoveType != H
trigger4 = P2StateType = L
trigger5 = P2StateNo = 5120
trigger6 = NumPartner
trigger6 = !(P2StateType = A || P2StateType = L)
trigger6 = Partner,NumTarget
var(9) = 0
ignorehitpause = 1

[State -2, カウンターヒット判定]
type = VarSet
triggerall = !var(10)
triggerall = !var(11)
trigger1 = P2MoveType = A
var(10) = 1
ignorehitpause = 1

[State -2, カウンターヒット判定]
type = VarAdd
trigger1 = var(10)
var(10) = 1
ignorehitpause = 1

[State -2, カウンターヒット判定リセット]
type = VarSet
triggerall = var(10) > 10
trigger1 = P2MoveType != A  && ProjHit = 0
trigger2 = var(11)
var(10) = 0
ignorehitpause = 1

[State -2,　カウンターヒットＯＮ]
type = VarSet
triggerall = !var(11)
triggerall = var(10)
triggerall = StateNo != [800,900)
trigger1 = MoveHit = 1
trigger2 = ProjHit = 1
var(11) = 1
ignorehitpause = 1

[State -2, タイムカウント]
type = VarAdd
trigger1 = var(11)
var(11) = 1
ignorehitpause = 0

[State -2, リセット]
type = VarSet
triggerall = var(11)
trigger1 = var(11) > 40
trigger2 = P2MoveType != H
var(11) = 0
ignorehitpause = 1

[State -2, ＣＨフラッシュ]
type = EnvColor
triggerall = TeamSide = 2
triggerall = P2MoveType = H
triggerall = var(11)
trigger1 = MoveHit = 1
trigger1 = StateNo != [800,1000)
trigger2 = ProjHit = 1
value = 255,255,255
under = 1
time = 1
ignorehitpause = 1

[State -2, 相手判別]
type = VarSet
triggerall = NumEnemy
triggerall = Time = 0
triggerall = !var(12)
Trigger1 = Enemy,Name = "K`" 
Trigger2 = Enemy,Name = "K'" 
Trigger3 = Enemy,Name = "Maxima" 
Trigger4 = Enemy,Name = "Whip" 
Trigger5 = Enemy,Name = "K9999" 
Trigger6 = Enemy,Name = "Angel" 
Trigger7 = Enemy,Name = "Nameless" 
Trigger8 = Enemy,Name = "Kula" 
Trigger9 = Enemy,Name = "Foxy" 
Trigger10 = Enemy,Name = "Kusanagi" 
Trigger11 = Enemy,Name = "Krizalid"
Trigger12 = Enemy,Name = "Zero" 
Trigger13 = Enemy,Name = "Original Zero"
var(12) = 1
Ignorehitpause = 1

[State -2, 空中敵ぶつかり判定]
type = VarSet
triggerall = StateType != A
triggerall = EnemyNear(var(58)),StateType = A
trigger1 = EnemyNear(var(58)),Vel Y >= 0
trigger1 = P2BodyDist Y > -60
var(13) = 1
ignorehitpause = 1

[State -2, 空中敵ぶつかり判定リセット]
type = VarSet
triggerall = var(13)
trigger1 = EnemyNear(var(58)),StateType != A
trigger2 = EnemyNear(var(58)),Vel Y < 0
var(13) = 0
ignorehitpause = 1

[State -2, Air.CornerPush]
type = VarAdd
triggerall = StateType = A
trigger1 = var(14)
var(14) = 1

[State -2, リバサ大ジャンプ判定]
type = VarSet
triggerall = var(8) = 1
triggerall = !(StateNo = 52 || StateNo = 131 || StateNo = 152 || StateNo = 153)
triggerall = !(StateNo = [400,600))
triggerall = !(StateNo = [5000,5120))
trigger1 = !Ctrl
var(15) = 1
ignorehitpause = 1

[State -2, リバサ大ジャンプリセット]
type = VarSet
triggerall = !(StateNo = 0 || (StateNo = [40,50)) || StateNo = 5120 || StateNo = 5201)
trigger1 = Ctrl && Time > 1
var(15) = 0
ignorehitpause = 1

[State -2, 空中やられ復帰リセット]
type = VarSet
trigger1 = !(StateNo = 0 || StateNo = 52 || StateNo = 5040)
var(16) = 0
ignorehitpause = 1

[State -2, ＣＰ１]
type = VelSet
triggerall = !(EnemyNear(var(58)),StateType = A)
triggerall = EnemyNear(var(58)),BackEdgeBodyDist <= 10
triggerall = MoveContact = 1
trigger1 = StateNo = 200 && NumTarget(200)
trigger2 = StateNo = 205 && NumTarget(205)
x = -5.75
Ignorehitpause = 1

[State -2, ＣＰ１]
type = VelSet
triggerall = !(EnemyNear(var(58)),StateType = A)
triggerall = EnemyNear(var(58)),BackEdgeBodyDist <= 10
triggerall = MoveContact = 1
trigger1 = StateNo = 220 && NumTarget(220)
trigger2 = StateNo = 225 && NumTarget(225)
trigger3 = StateNo = 230 && NumTarget(230)
trigger4 = StateNo = 235 && NumTarget(235)
trigger5 = StateNo = 1200 && NumTarget(1200)
trigger6 = StateNo = 1200 && NumTarget(1201)
trigger7 = StateNo = 1200 && NumTarget(1202)
trigger8 = StateNo = 1200 && NumTarget(1203)
trigger9 = StateNo = 1200 && NumTarget(1204)
trigger10 = StateNo = 1200 && NumTarget(1205)
trigger11 = StateNo = 1200 && NumTarget(1206)
x = -5.75

[State -2, ＣＰ２]
type = VelSet
triggerall = !(EnemyNear(var(58)),StateType = A)
triggerall = EnemyNear(var(58)),BackEdgeBodyDist <= 10
triggerall = MoveContact = 1
trigger1 = StateNo = 210 && NumTarget(210)
trigger2 = StateNo = 215 && NumTarget(215)
trigger3 = StateNo = 250 && (NumTarget(250) || NumTarget(251))
trigger4 = StateNo = 255 && (NumTarget(255) || NumTarget(256))
trigger5 = StateNo = 1400 && (NumTarget(1400) || NumTarget(1401))
x = -10.35

[State -2, ＣＰ３]
type = VelSet
triggerall = !(EnemyNear(var(58)),StateType = A)
triggerall = EnemyNear(var(58)),BackEdgeBodyDist <= 10
triggerall = MoveGuarded = 1
trigger1 = StateNo = 1200 && NumTarget(1200)
trigger2 = StateNo = 1200 && NumTarget(1201)
trigger3 = StateNo = 1200 && NumTarget(1202)
trigger4 = StateNo = 1200 && NumTarget(1203)
trigger5 = StateNo = 1200 && NumTarget(1204)
trigger6 = StateNo = 1200 && NumTarget(1205)
trigger7 = StateNo = 1200 && NumTarget(1206)
trigger8 = StateNo = 1250 && NumTarget(1250) 
trigger9 = StateNo = 1250 && NumTarget(1251) 
trigger10 = StateNo = 1250 && NumTarget(1252)
trigger11 = StateNo = 1250 && NumTarget(1253)
trigger12 = StateNo = 1250 && NumTarget(1254)
trigger13 = StateNo = 1250 && NumTarget(1255)
trigger14 = StateNo = 1250 && NumTarget(1256)
trigger15 = StateNo = 1250 && NumTarget(1257)
trigger16 = StateNo = 1300 && NumTarget(1302)
trigger17 = StateNo = 1350 && NumTarget(1353)
trigger18 = StateNo = 1350 && NumTarget(1354)
trigger19 = StateNo = 1350 && NumTarget(1355)
trigger20 = StateNo = 1351 && NumTarget(1358)
trigger21 = StateNo = 1351 && NumTarget(1359)
trigger22 = StateNo = 1351 && NumTarget(1360)
trigger23 = StateNo = 1351 && NumTarget(1361)
trigger24 = StateNo = 1351 && NumTarget(1362)
trigger25 = StateNo = 1351 && NumTarget(1363)
trigger26 = StateNo = 1351 && NumTarget(1364)
x = -13.75

[State -2, 画面端制限]
type = Width
triggerall = !(EnemyNear(var(58)),StateType = A)
trigger1 = EnemyNear(var(58)),BackEdgeBodyDist <= 5
edge = 5,0

[State -2, 相手起き上がり時無敵]
type = NotHitBy
trigger1 = P2StateNo = 5120
trigger1 = EnemyNear(var(58)),AnimTime = -1
value = SCA
time = 4

[State -2, 相手起き上がり時無敵]
type = NotHitBy
trigger1 = P2StateNo = 5120
trigger1 = EnemyNear(var(58)),AnimTime = -1
value = ,AT
time = 13

[State -2, 投げハメ防止用]
type = NotHitBy
trigger1 = (StateNo = [130,140)) || (StateNo = (140,160))
time = 1
value = ,AT
ignorehitpause = 1

[State -2, スロー処理]
type = Pause
trigger1 = (ProjHitTime(1000) = [13,21])
trigger2 = (ProjHitTime(1101) = [10,25])
trigger3 = (ProjHitTime(2000) = [10,25])
trigger4 = (ProjHitTime(2001) = [10,25])
trigger5 = (ProjHitTime(2002) = [10,25])
trigger6 = (ProjHitTime(2003) = [10,25])
trigger7 = (ProjHitTime(2004) = [10,25])
trigger8 = (ProjHitTime(2005) = [10,25])
trigger9 = (ProjHitTime(2006) = [10,25])
trigger10 = (ProjHitTime(2100) = [1,25])
trigger11 = (ProjHitTime(2101) = [1,25])
trigger12 = (ProjHitTime(2102) = [1,25])
trigger13 = (ProjHitTime(2103) = [1,25])
time = 1
ignorehitpause = 1

[State -2, 飛び道具ヒット]
type = PowerAdd
trigger1 = ProjContactTime(1000) = 0
trigger2 = ProjContactTime(1100) = 0
trigger3 = ProjContactTime(1101) = 0
trigger4 = ProjContactTime(9001) = 0
value = 208
ignorehitpause = 1

[State -2, ＢＧＰエフェクト]
type = Explod
triggerall = (GameTime%3) = 0
triggerall = NumExplod(3013) < 9
trigger1 = P2StateNo = 3107
anim = 3013
ID = 3013
removetime = -2
postype = P2
pos = 0,0
random = 60,80
ignorehitpause = 1

[State -2, ガードエフェクト１]
type = Explod
triggerall = NumExplod(121) = 0
trigger1 = StateNo = 120
anim = 121
ID = 121
bindtime = -1
removetime = -1
postype = P1
pos = 0,0
persistent = 0
ignorehitpause = 1
trans = AddAlpha
alpha = 230,70

[State -2, ガードエフェクト２]
type = Explod
triggerall = NumExplod(131) = 0
trigger1 = (StateNo = [130,131])
trigger2 = (StateNo = [150,153])
anim = 131
ID = 131
bindtime = -1
removetime = -1
postype = P1
pos = 0,0
persistent = 0
ignorehitpause = 1
trans = AddAlpha
alpha = 230,70

[State -2, ガードエフェクト３]
type = Explod
triggerall = NumExplod(141) = 0
trigger1 = StateNo = 140
anim = 141
ID = 141
bindtime = -1
removetime = -1
postype = P1
pos = 0,0
persistent = 0
ignorehitpause = 1
trans = AddAlpha
alpha = 230,70

[State -2, ガードエフェクト４]
type = Explod
triggerall = NumExplod(256) = 0
triggerall = Time = 0
trigger1 = StateNo = 255
trigger2 = StateNo = 705
trigger3 = StateNo = 755
anim = 256
ID = 256
bindtime = -1
removetime = -2
postype = P1
pos = 0,0
persistent = 0
ignorehitpause = 1
trans = AddAlpha
alpha = 230,70

[State -2, ガードエフェクト消去１]
type = RemoveExplod
trigger1 = StateNo != 120
ID = 121

[State -2, ガードエフェクト消去２]
type = RemoveExplod
trigger1 = (StateNo != [130,131]) && (StateNo != [150,153])
ID = 131

[State -2, ガードエフェクト消去３]
type = RemoveExplod
trigger1 = StateNo != 140
ID = 141

[State -2, イントロボイス停止]
type = StopSnd
trigger1 = StateNo != [190,200)
channel = 1
ignorehitpause = 1

[State -2, ガード音]
type = PlaySnd
triggerall = (StateNo = 150 || StateNo = 152)
trigger1 = Time = 0
value = S4,4
ignorehitpause = 1

[State -2, 挑発ボイス停止]
type = StopSnd
trigger1 = StateNo != 0
trigger1 = StateNo != 195
channel = 3
ignorehitpause = 1

[State -2, 滑り音]
type = PlaySnd
triggerall = P2MoveType = H
trigger1 = P2StateNo = 646
value = S7,5
channel = 29
lowpriority = 1

[State -2, ダッシュ音停止]
type = StopSnd
trigger1 = StateNo != 100
channel = 30
ignorehitpause = 1

[State -2, ダメージボイス]
type = PlaySnd
triggerall = Life > 0
triggerall = Random%2 = 1
triggerall = StateNo != [120,154]
triggerall = GetHitVar(damage) > 0
trigger1 = Enemy(0),MoveHit = 1
trigger1 = Enemy(0),HitDefAttr = SCA,NA,NP,NT
trigger2 = NumEnemy = 2
trigger2 = Enemy(1),MoveHit = 1
trigger2 = Enemy(1),HitDefAttr = SCA,NA,NP,NT
value = S3,0
channel = 31
lowpriority = 1
ignorehitpause = 1

[State -2, ダメージボイス]
type = PlaySnd
triggerall = Life > 0
triggerall = GetHitVar(damage) > 0
triggerall = StateNo != [120,154]
triggerall = Random%2 = 1
trigger1 = Enemy(0),HitDefAttr = SCA,SA,SP,ST,HA,HP,HT
trigger2 = NumEnemy = 2
trigger2 = Enemy(1),HitDefAttr = SCA,SA,SP,ST,HA,HP,HT
value = S3,1
channel = 31
lowpriority = 1
ignorehitpause = 1

[State -2, 画面フラッシュヘルパー]
type = Helper
triggerall = WinKO > 0
triggerall = P2Life = 0
triggerall = NumHelper(12000) = 0
trigger1 = StateNo = [1100,3006]
trigger2 = ProjContactTime(1000) = 0
trigger3 = ProjContactTime(1100) = 0
trigger4 = ProjContactTime(1101) = 0
trigger5 = ProjContactTime(2000) = 0
trigger6 = ProjContactTime(2001) = 0
trigger7 = ProjContactTime(2002) = 0
trigger8 = ProjContactTime(2003) = 0
trigger9 = ProjContactTime(2004) = 0
trigger10 = ProjContactTime(2005) = 0
trigger11 = ProjContactTime(2006) = 0
trigger12 = ProjContactTime(2100) = 0
trigger13 = ProjContactTime(2101) = 0
trigger14 = ProjContactTime(2102) = 0
trigger15 = ProjContactTime(2103) = 0
trigger16 = ProjContactTime(9001) = 0
ID = 12000
name = "Win Flash"
postype = P1
pos = 0,0
facing = -1
sprpriority = -1
stateno = 12000
helpertype = Normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2, 先行入力受付ヘルパー]
type = Null;Helper
triggerall = RoundState > 0
triggerall = !var(59)
trigger1 = NumHelper(15000) = 0
ID = 15000
name = "ReversalCommand"
postype = P1
pos = -999,0
facing = -1
sprpriority = -1
stateno = 15000
helpertype = Normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

;【ガード用ヘルパー】----------------------------------------------------------------------------------

[State -2, 当身学習ヘルパー]
type = Helper
triggerall = NumHelper(25000) = 0
trigger1 = (var(59) || fvar(1))
helpertype = Normal
name = "ReversalAssist"
ID = 25000
pos = 0,0
postype = P1
facing = 1
stateno = 25000
keyctrl = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999900
ignorehitpause = 1

[State -2, ガード補助ヘルパー]
type = Helper
triggerall = NumHelper(30000) = 0
trigger1 = (var(59) || fvar(1))
helpertype = Normal
name = "GuardAssist"
ID = 30000
pos = -60,0
postype = P1
facing = 1
stateno = 30000
keyctrl = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999900
ignorehitpause = 1

[State -2, ガード補助]
type = VarSet
triggerall = (var(59) = [6,8]) || fvar(1) = 5
triggerall = !var(57)
triggerall = NumHelper(30000)
trigger1 = !InGuardDist && Helper(30000),InGuardDist
trigger2 = EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateType = A && var(8) = -1 && (P2Dist X = (0,EnemyNear(var(58)),Const(size.attack.dist)])
var(57) = 1
ignorehitpause = 1

[State -2, ガード補助]
type = VarAdd
trigger1 = var(57)
var(57) = 1
ignorehitpause = 1

[State -2, ガード補助]
type = VarSet
triggerall = NumHelper(30000)
triggerall = var(57)
trigger1 = !(InGuardDist || Helper(30000),InGuardDist)
trigger1 = !(EnemyNear(var(58)),MoveType = A && EnemyNear(var(58)),StateType = A && var(8) = -1 && (P2Dist X = (0,EnemyNear(var(58)),Const(size.attack.dist)]))
trigger2 = var(57) > 60
var(57) = 0
ignorehitpause = 1

[State -2, AI用画面端計測ヘルパー・左]
type = Helper
triggerall = NumHelper(50000) = 0
trigger1 = var(59) || fvar(1)
helpertype = Normal
name = "Screen_Left"
ID = 50000
pos = 0,0
postype = P1
facing = 1
stateno = 50000
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State -2, AI用画面端計測ヘルパー・右]
type = Helper
triggerall = NumHelper(50010) = 0
trigger1 = var(59) || fvar(1)
helpertype = Normal
name = "Screen_Right"
ID = 50010
pos = 0,0
postype = P1
facing = 1
stateno = 50010
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

;【敵生存確認】------------------------------------------------------------------------------------------

;敵が1体

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(1))
trigger1 = NumEnemy = 1
trigger2 = NumEnemy > 1
trigger2 = EnemyNear(1),Life = 0
var(58) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(1))
trigger1 = NumEnemy > 1
trigger1 = EnemyNear(0),Life = 0
var(58) = 1
ignorehitpause = 1

;敵が2体、パートナーがいる時

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(1))
triggerall = NumPartner > 0
triggerall = Partner,Life > 0
triggerall = NumEnemy > 1
triggerall = EnemyNear(0),Life > 0 && EnemyNear(1),Life > 0
trigger1 = !(Partner,MoveType = A && Partner,NumTarget && EnemyNear(0),MoveType = H && EnemyNear(1),MoveType != H && !((EnemyNear(0),StateNo = [5000,5300]) || (EnemyNear(0),StateNo = [120,160])) && EnemyNear(0),GetHitVar(hitshaketime) = 0)
trigger1 = !(Partner,MoveType = H && EnemyNear(0),NumTarget && EnemyNear(0),MoveType = A && !((Partner,StateNo = [5000,5300]) || (Partner,StateNo = [120,160])) && Partner,GetHitVar(hitshaketime) = 0)
var(58) = 0
ignorehitpause = 1

[State -2, EnemyNear]
type = VarSet
triggerall = (var(59) || fvar(1))
triggerall = NumPartner > 0
triggerall = Partner,Life > 0
triggerall = NumEnemy > 1
triggerall = EnemyNear(0),Life > 0 && EnemyNear(1),Life > 0
trigger1 = (Partner,MoveType = A && Partner,NumTarget && EnemyNear(0),MoveType = H && EnemyNear(1),MoveType != H && !((EnemyNear(0),StateNo = [5000,5300]) || (EnemyNear(0),StateNo = [120,160])) && EnemyNear(0),GetHitVar(hitshaketime) = 0)
trigger2 = (Partner,MoveType = H && EnemyNear(0),NumTarget && EnemyNear(0),MoveType = A && !((Partner,StateNo = [5000,5300]) || (Partner,StateNo = [120,160])) && Partner,GetHitVar(hitshaketime) = 0)
var(58) = 1
ignorehitpause = 1

[State -2, 投げ無効フラグ]
type = VarSet
trigger1 = EnemyNear(var(58)),StateNo = 5120 && EnemyNear(var(58)),AnimTime = -1
trigger2 = StateNo = 5120 && AnimTime = -1
trigger2 = EnemyNear(var(58)),AuthorName = "fxm508" || EnemyNear(var(58)),AuthorName = "TightRiam"
var(54) = 1

[State -2]
type = VarAdd
trigger1 = var(54)
var(54) = 1

[State -2]
type = VarSet
trigger1 = var(54) > 14
var(54) = 0

[State -2, 速度補正]
type = VarSet
trigger1 = BackEdgeBodyDist < 10 && Vel X < 0
trigger2 = FrontEdgeBodyDist < 10 && Vel X > 0
var(51) = 0
ignorehitpause = 1

[State -2, 速度補正]
type = VarSet
trigger1 = !(BackEdgeBodyDist < 10 && Vel X < 0)
trigger1 = !(FrontEdgeBodyDist < 10 && Vel X > 0)
var(51) = 1
ignorehitpause = 1

[State -2, 敵速度補正]
type = VarSet
trigger1 = EnemyNear(var(58)),BackEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X < 0
trigger2 = EnemyNear(var(58)),FrontEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X > 0
trigger3 = EnemyNear(var(58)),BackEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) < 0
trigger4 = EnemyNear(var(58)),FrontEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) > 0
trigger5 = var(8) = -1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X < 0
trigger6 = var(8) = 1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X > 0
trigger7 = var(8) = -1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) < 0
trigger8 = var(8) = 1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) > 0
var(50) = 0
ignorehitpause = 1

[State -2, 敵速度補正]
type = VarSet
trigger1 = !(EnemyNear(var(58)),BackEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X <= 0)
trigger1 = !(EnemyNear(var(58)),FrontEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X > 0)
trigger1 = !(EnemyNear(var(58)),BackEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) < 0)
trigger1 = !(EnemyNear(var(58)),FrontEdgeBodyDist < 10 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) > 0)
trigger1 = !(var(8) = -1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X <= 0)
trigger1 = !(var(8) = 1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X > 0)
trigger1 = !(var(8) = -1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) < 0)
trigger1 = !(var(8) = 1 && BackEdgeBodyDist < 10 && P2Dist X > 0 && EnemyNear(var(58)),Vel X = 0 && EnemyNear(var(58)),GetHitVar(xvel)*(EnemyNear(var(58)),Facing) > 0)
var(50) = 1
ignorehitpause = 1

[State -2, 敵の摩擦係数]
type = VarSet
trigger1 = EnemyNear(var(58)),StateType != C
fvar(5) = EnemyNear(var(58)),Const(movement.stand.friction)
ignorehitpause = 1

[State -2, 敵の摩擦係数]
type = VarSet
trigger1 = EnemyNear(var(58)),StateType = C
fvar(5) = EnemyNear(var(58)),Const(movement.crouch.friction)
ignorehitpause = 1

[State -2, P2BodyDist X];右左正面（自分地上、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.ground.front)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左裏（自分地上、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.ground.back)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左正面（自分地上、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.air.front)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左裏（自分地上、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.air.back)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左正面（自分空中、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.ground.front)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左裏（自分空中、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.ground.back)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左正面（自分空中、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.air.front)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左裏（自分空中、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.air.back)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右右正面（自分地上、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.ground.back)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右右裏（自分地上、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.ground.front)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右右正面（自分地上、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.air.back)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右右裏（自分地上、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.air.front)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右右正面（自分空中、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.ground.back)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右右裏（自分空中、相手地上）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.ground.front)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左正面（自分空中、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X >= 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X - (EnemyNear(var(58)),Const(size.air.back)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];右左裏（自分空中、相手空中）
type = VarSet
triggerall = Facing = 1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = EnemyNear(var(58)),ScreenPos X - ScreenPos X < 0
fvar(4) = EnemyNear(var(58)),ScreenPos X - ScreenPos X + (EnemyNear(var(58)),Const(size.air.front)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右正面（自分地上、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.ground.front)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右裏（自分地上、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.ground.back)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右正面（自分地上、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.air.front)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右裏（自分地上、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.air.back)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右正面（自分空中、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.ground.front)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右裏（自分空中、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.ground.back)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右正面（自分空中、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.air.front)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左右裏（自分空中、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = 1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.air.back)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左正面（自分地上、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.ground.back)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左裏（自分地上、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType != A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.ground.front)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左正面（自分地上、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.air.back)+Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左裏（自分地上、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType != A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.air.front)-Const(size.ground.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左正面（自分空中、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.ground.back)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左裏（自分空中、相手地上）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType != A && StateType = A
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.ground.front)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左正面（自分空中、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X >= 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X - (EnemyNear(var(58)),Const(size.air.back)+Const(size.air.front))
ignorehitpause = 1

[State -2, P2BodyDist X];左左裏（自分空中、相手空中）
type = VarSet
triggerall = Facing = -1 && EnemyNear(var(58)),Facing = -1
trigger1 = EnemyNear(var(58)),StateType = A && StateType = A 
trigger1 = ScreenPos X - EnemyNear(var(58)),ScreenPos X < 0
fvar(4) = ScreenPos X - EnemyNear(var(58)),ScreenPos X + (EnemyNear(var(58)),Const(size.air.front)-Const(size.air.front))
ignorehitpause = 1

[State -2, P2Dist X]
type = VarSet
trigger1 = Facing = 1
fvar(3) = EnemyNear(var(58)),ScreenPos X - ScreenPos X
ignorehitpause = 1

[State -2, P2Dist X]
type = VarSet
trigger1 = Facing = -1
fvar(3) = ScreenPos X - EnemyNear(var(58)),ScreenPos X
ignorehitpause = 1

;【ＡＩ反応速度】------------------------------------------------------------------------------------------

[State -2, VarRandom]
type = VarRandom
triggerall = var(59)
trigger1 = var(59) = 2
v = 55
range = 5,10

[State -2, VarRandom]
type = VarRandom
triggerall = var(59)
trigger1 = var(59) = 3
v = 55
range = 10,15

[State -2, VarRandom]
type = VarRandom
triggerall = var(59)
trigger1 = var(59) = 4
v = 55
range = 15,20

[State -2, VarRandom]
type = VarRandom
triggerall = var(59)
trigger1 = var(59) = 5
v = 55
range = 20,25

[State -2, VarRandom]
type = VarRandom
triggerall = var(59)
trigger1 = var(59) = 6
v = 55
range = 30,35

[State -2, VarRandom]
type = VarRandom
triggerall = var(59)
trigger1 = var(59) = 7
v = 55
range = 40,45













