; キャラクター『ティベリウス大王』のコマンドファイルです。
; コマンドに関する設定は４部構成になっています。
;==============================================================================
; Win版専用パート
;==============================================================================
;------------------------------------------------------------------------------
;-| ボタンリマップ（ボタンコンフィグ）|---------------------------------------- 第１部

[Remap]
x = x      ;Ｘボタンの入力判定を実際に押すボタンに割り当てる。
y = y      ;Ｙボタン　　　　　　　　　〃
z = z      ;Ｚボタン　　　　　　　　　〃
a = a      ;Ａボタン　　　　　　　　　〃
b = b      ;Ｂボタン　　　　　　　　　〃
c = c      ;Ｃボタン　　　　　　　　　〃
s = s      ;スタートボタン　　　　　　〃

;-| デフォルト設定 |----------------------------------------------------------- 第２部

[Defaults]
command.time = 15  ;標準のコマンド入力受付時間。
                   ;各コマンドで省略している場合に有効。
                   ;このパラメータを消した場合、デフォルトは１フレームになる。
                   ;（　M.U.G.E.Nでの１フレーム　＝　１／６０秒　）

command.buffer.time = 1  ;標準のコマンド入力記憶時間。
                         ;入力した直後にコマンドを記憶し、
                         ;指を離してもコマンドが成功している状態を
                         ;ここで設定した時間の分維持する。
                         ;１〜３０フレームまでの間で設定可能。
                         ;デフォルトは１フレーム。

;============================================================================== 第３部
; コマンド定義パート（入力キーを設定する）
;==============================================================================
;==============================================================================
; AI用コマンド
;==============================================================================
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0

;-| 超必殺技 |-----------------------------------------------------------------
;ゲージ1消費
[Command] ;閃光突き
name = "Senkouzuki"
command = ~D, DB, B, F, x
time = 20

;ゲージ2消費
[Command] ;斬光剣
name = "Zankouken"
command = ~D, DB, B, F, a
time = 20

;ゲージ3消費
[Command] ;疾風怒濤
name = "Shippuudotou"
command = ~D, DB, B, F, b
time = 20

;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------
[Command] ;幻龍斬
name = "Genryuuzan"
command = ~D, DF, F, a

[Command] ;連牙双破斬
name = "Rengasouhazan"
command = ~D, DF, F, b

[Command] ;瞬連塵
name = "Syunrenjin"
command = ~D, DF, F, c

[Command] ;臥封閃
name = "Gahuusen"
command = ~D, DF, F, x

[Command] ;崩襲脚
name = "Housyuukyaku"
command = ~D, DF, F, y

[Command] ;双牙掌
name = "Sougasyou"
command = ~D, DB, B, a

[Command] ;爆走撃
name = "bakusougeki"
command = ~D, DB, B, b

[Command] ;無影衝
name = "Mueisyou"
command = ~D, DB, B, c

[Command] ;活心突き
name = "Kasshinzuki"
command = ~D, DB, B, x

[Command] ;三散華
name = "Sazanka"
command = ~D, DB, B, y

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

[Command]
name = "FF"       ;必須コマンド名
command = F, F
time = 10

[Command]
name = "BB"       ;必須コマンド名
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------

[Command]
name = "recovery" ;必須コマンド名
command = x+y
time = 1

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------

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

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

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------

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

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1

[command]
name = "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

;---------------------------
;(「パワー溜め」用にコマンドを追加してます)
[Command]
name = "hold_c"
command = /c

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

[Command]
name = "holdfwd"   ;必須コマンド名
command = /$F
time = 1

[Command]
name = "holdback"  ;必須コマンド名
command = /$B
time = 1

[Command]
name = "holdup"    ;必須コマンド名
command = /$U
time = 1

[Command]
name = "holddown"  ;必須コマンド名
command = /$D
time = 1

;============================================================================== 第４部
; ステートエントリーパート（技などを出せるようにするための条件を設定）
;==============================================================================

[Statedef -1] ;←この行は絶対に消さないでね。必須項目です。

;==============================================================================
; 超必殺技
;==============================================================================
[State -1, 閃光突き];ゲージレベル１
type = ChangeState
value = 10000
triggerall = command = "Senkouzuki"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,30000]
trigger2 = movecontact

[State -1, 斬光剣];ゲージレベル２
type = ChangeState
value = 20000
triggerall = command = "Zankouken"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,30000]
trigger2 = movecontact

[State -1, 疾風怒濤];ゲージレベル３
type = ChangeState
value = 30000
triggerall = command = "Shippuudotou"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,30000]
trigger2 = movecontact

;==============================================================================
; 必殺技
;==============================================================================
[State -1, 臥封閃]
type = ChangeState
value = 1000
triggerall = command = "Gahuusen"
triggerall = statetype = S
trigger1 = ctrl

[State -1, 活心突き]
type = ChangeState
value = 1100
triggerall = command = "Kasshinzuki"
triggerall = statetype = S
trigger1 = ctrl

[State -1, 崩襲脚(地上から発動)]
type = ChangeState
value = 1200
triggerall = command = "Housyuukyaku"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = stateno = 1100
trigger3 = movecontact

[State -1, 崩襲脚（空中から発動）]
type = ChangeState
value = 1230
triggerall = command = "Housyuukyaku"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = [600,699]
trigger2 = movecontact

[State -1, 双牙掌]
type = ChangeState
value = 1300
triggerall = command = "Sougasyou"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = stateno = 1100
trigger3 = movecontact

[State -1, 連牙双破斬]
type = ChangeState
value = 1400
triggerall = command = "Rengasouhazan"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = stateno = 1100
trigger3 = movecontact

[State -1, 三散華]
type = ChangeState
value = 1500
triggerall = command = "Sazanka"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = stateno = 1220
trigger5 = stateno = 1240
trigger6 = stateno = 1300 && Time > 22
trigger6 = movecontact

[State -1, 幻龍斬]
type = ChangeState
value = 1600
triggerall = command = "Genryuuzan"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = stateno = 1220
trigger5 = stateno = 1240
trigger6 = stateno = 1300 && Time > 22
trigger6 = movecontact
trigger7 = stateno = 1500 && Time > 28
trigger7 = movecontact

[State -1, 爆走撃]
type = ChangeState
value = 1700
triggerall = command = "bakusougeki"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger3 = stateno = 1220
trigger4 = stateno = 1240
trigger5 = stateno = 1300 && Time > 22
trigger5 = movecontact
trigger6 = stateno = 1500 && Time > 28
trigger6 = movecontact
trigger7 = stateno = 1620 && Time > 12
trigger7 = movecontact

[State -1, 瞬連塵]
type = ChangeState
value = 1800
triggerall = command = "Syunrenjin"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = stateno = 1300 && Time > 22
trigger4 = movecontact

[State -1, 無影衝]
type = ChangeState
value = 1900
triggerall = command = "Mueisyou"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,299]
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = stateno = 1400 && Time > 60
trigger4 = movecontact

;==============================================================================
; 必殺技　投げ技
;==============================================================================
[State -1, 天地投げ];投げ技
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;==============================================================================
; 移動関連
;==============================================================================
[State -1, 走る]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, バックステップ]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;==============================================================================
; 特殊技
;==============================================================================
[State -1, シールド]
type = ChangeState
value = 701
triggerall = command = "z"
trigger1 = ctrl

;==============================================================================
; 通常攻撃技
;==============================================================================
[State -1, 立ち弱突き]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, 立ち中斬り下げ]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact

[State -1, 立ち強斬り上げ]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact

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

[State -1, 挑発]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

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

[State -1, しゃがみ弱突き]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

[State -1, しゃがみ中斬り下げ]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact

[State -1, しゃがみ強斬り上げ]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact
trigger3 = (stateno = 430) && movecontact

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

[State -1, ジャンプ弱突き]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

[State -1, ジャンプ中斬り下げ]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1, ジャンプ強斬り上げ]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630
trigger2 = movecontact

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;AI
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -1, AIレベル判定用]
type = VarSet
trigger1 = 1
v = 58
value = 10;★レベル設定は、この値を１〜１０にする（初期値１０）

[State -1, AIフラグセット]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
Trigger52 = Helper(50000),var(59)
var(59) = var(58)

;==============================================================================
; キャラが動かなくならないように
;==============================================================================
[State -1, 待機状態で相手との距離が下記の距離ほど開いた場合]
type = ChangeState
value = 100
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = StateNo = 0
trigger1 = statetype = S
trigger1 = ctrl && random <= 800 && (p2bodydist X = [90,150])

[State -1, 走る]
type = ChangeState
value = 100
triggerall = Var(59) != 0
triggerall = RoundState = 2
;triggerall = EnemyNear,StateType != L
triggerall = StateNo = 0
triggerall = statetype = S && p2movetype != A && (P2BodyDist X >= 50) 
trigger1 = ctrl && random <= 50*Var(58)

;==============================================================================
; 超必殺技
;==============================================================================
[State -1, 閃光突き];ゲージレベル１
type = ChangeState
value = 10000
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = power >= 1000
triggerall = (p2bodydist X >= 50) && p2statetype = S
triggerall = p2movetype != A
triggerall = statetype != A
trigger1 = ctrl && random <= 5*Var(58)
trigger2 = ctrl && random <= 8*Var(58)
trigger2 = stateno != [1000,30000]
trigger2 = movecontact

[State -1, 斬光剣];ゲージレベル２
type = ChangeState
value = 20000
triggerall = Var(59) != 0
triggerall = Var(58) > 3
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = power >= 2000
triggerall = statetype != A
triggerall = (p2bodydist X >= 50)
trigger1 = ctrl && random <= 3*Var(58)
trigger2 = ctrl && random <= 5*Var(58)
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,30000]
trigger2 = movecontact

[State -1, 疾風怒濤];ゲージレベル３
type = ChangeState
value = 30000
triggerall = Var(59) != 0
triggerall = Var(58) > 6
triggerall = RoundState = 2
triggerall = life <= lifeMax / 2
triggerall = EnemyNear,StateType != L
triggerall = power >= 3000
triggerall = statetype != A
triggerall = (P2BodyDist X = [-5,130])
triggerall = (P2BodyDist Y = [-18,0])
trigger1 = ctrl && random <= 8*Var(58)
trigger2 = ctrl && random <= 10*Var(58)
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,30000]
trigger2 = movecontact

;==============================================================================
; 必殺技　投げ技
;==============================================================================
[State -1, 天地投げ];投げ技
type = ChangeState
value = 800
triggerall = Var(59) != 0
triggerall = RoundState = 2
Triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = stateno != 100
triggerall = p2bodydist X < 20
trigger1 = ctrl && random <= 50*Var(58)
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;==============================================================================
; 必殺技　投げた後の連携
;==============================================================================
[State -1, 臥封閃]
type = ChangeState
value = 1000
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-20,80])
triggerall = PrevStateNo = 800
triggerall = stateno = 810 && Time > 25
trigger1 = ctrl && random <= 70*Var(58)

[State -1, 三散華]
type = ChangeState
value = 1500
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
triggerall = (P2BodyDist Y = [-30,0])
triggerall = PrevStateNo = 800
triggerall = stateno = 810 && Time > 25
trigger1 = ctrl && random <= 80*Var(58)

[State -1, 崩襲脚(地上から発動)]
type = ChangeState
value = 1200
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
triggerall = PrevStateNo = 800
triggerall = stateno = 810 && Time > 25
trigger1 = ctrl && random <= 60*Var(58)

[State -1, 崩襲脚(空中から発動)]
type = ChangeState
value = 1230
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = A && p2movetype != A
triggerall = (P2BodyDist X = [-5,80])
triggerall = PrevStateNo = 800
triggerall = stateno = 810 && Time > 25
trigger1 = ctrl && random <= 60*Var(58)

[State -1, 爆走撃]
type = ChangeState
value = 1700
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-10,90])
triggerall = (P2BodyDist Y = [-30,0])
triggerall = PrevStateNo = 800
triggerall = stateno = 810 && Time > 25
trigger1 = ctrl && random <= 70*Var(58)

;==============================================================================
; 通常攻撃技
;==============================================================================
[State -1, ジャンプ弱突き]
type = ChangeState
value = 600
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = A && p2statetype != C
triggerall = p2movetype != A && (P2BodyDist X = [-5,100])
trigger1 = ctrl && random <= 90*Var(58)

[State -1, ジャンプ中斬り下げ]
type = ChangeState
value = 630
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = A && p2statetype != C
triggerall = p2movetype != A && (P2BodyDist X = [-5,55])
trigger1 = ctrl && random <= 70*Var(58)
trigger2 = stateno = 600
trigger2 = movecontact

[State -1, ジャンプ強斬り上げ]
type = ChangeState
value = 640
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = A && p2statetype != C
triggerall = p2movetype != A && (P2BodyDist X = [-5,50])
trigger1 = ctrl && random <= 60*Var(58)
trigger2 = stateno = 600 || stateno = 630
trigger2 = movecontact

;------------------------------------------------------------------------------
[State -1, 立ち弱突き]
type = ChangeState
value = 200
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X =[-5,130]) 
triggerall = (P2BodyDist Y =[-18,0]) 
trigger1 = ctrl && random <= 5*Var(58)

[State -1, 立ち中斬り下げ]
type = ChangeState
value = 230
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X =[-5,75]) 
triggerall = (P2BodyDist Y =[-75,0])
trigger1 = ctrl && random <= 5*Var(58)
trigger2 = (stateno = 200) && movecontact

[State -1, 立ち強斬り上げ]
type = ChangeState
value = 240
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X =[-5,60]) 
triggerall = (P2BodyDist Y =[-110,0])
trigger1 = ctrl && random <= 5*Var(58)
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact

;------------------------------------------------------------------------------
[State -1, しゃがみ弱突き]
type = ChangeState
value = 400
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = C && p2movetype != A
triggerall = (P2BodyDist X = [-5,20])
trigger1 = ctrl && random <= 80*Var(58)

[State -1, しゃがみ中斬り下げ]
type = ChangeState
value = 430
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = C && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
triggerall = (P2BodyDist Y = [-60,0])
trigger1 = ctrl && random <= 80*Var(58)
trigger2 = (stateno = 400) && movecontact

[State -1, しゃがみ強斬り上げ]
type = ChangeState
value = 440
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = C && p2movetype != A
triggerall = (P2BodyDist X = [-5,55])
triggerall = (P2BodyDist Y = [-80,0])
trigger1 = ctrl && random <= 80*Var(58)
trigger2 = (stateno = 400) && movecontact
trigger3 = (stateno = 430) && movecontact

;------------------------------------------------------------------------------
[State -1, 挑発]
type = ChangeState
value = 195
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = P2BodyDist X > 130
trigger1 = Movetype != A
trigger1 = ctrl && random <= 7

;==============================================================================
; 必殺技
;==============================================================================
[State -1, 必殺技コンボ用乱数設定]
Type = VarRandom
trigger1 = 1
V = 10
range = 3

[State -1, 臥封閃]
type = ChangeState
value = 1000
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,80])
trigger1 = ctrl && random <= 18*Var(58)
trigger2 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger2 = stateno = 1620 && Time > 12
trigger2 = movecontact

[State -1, 活心突き]
type = ChangeState
value = 1100
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,150])
triggerall = (P2BodyDist Y = [-18,0])
trigger1 = ctrl && random <= 10*Var(58)

[State -1, 三散華]
type = ChangeState
value = 1500
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
triggerall = (P2BodyDist Y = [-18,0])
trigger1 = ctrl && random <= 20*Var(58)
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58)))
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger4 = stateno = 1220
trigger5 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger5 = stateno = 1240
trigger6 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || (Var(58) > 8 && Var(10) = 0)
trigger6 = stateno = 1300 && Time > 22
trigger6 = movecontact

[State -1, 崩襲脚(地上から発動)]
type = ChangeState
value = 1200
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
trigger1 = ctrl && random <= 20*Var(58)
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = (Var(58) > 3) && (ctrl && random <= 10*Var(58))
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger4 = stateno = 1620 && Time > 12
trigger4 = movecontact


[State -1, 崩襲脚（空中から発動）]
type = ChangeState
value = 1230
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = statetype = A && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
trigger1 = ctrl && random <= 25*Var(58)
trigger2 = stateno = [600,699]
trigger2 = movecontact
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1620 && Time > 12
trigger3 = movecontact

[State -1, 双牙掌]
type = ChangeState
value = 1300
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,70])
triggerall = (P2BodyDist Y = [-70,0])
trigger1 = ctrl && random <= 25*Var(58)
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1100
trigger3 = movecontact

[State -1, 連牙双破斬]
type = ChangeState
value = 1400
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,90])
triggerall = (P2BodyDist Y = [-80,0])
trigger1 = ctrl && random <= 10*Var(58)
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1100
trigger3 = movecontact

[State -1, 爆走撃]
type = ChangeState
value = 1700
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,90])
triggerall = (P2BodyDist Y = [-25,0])
trigger1 = ctrl && random <= 10*Var(58)
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1220
trigger4 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger4 = stateno = 1240
trigger5 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || (Var(58) > 8 && Var(10) = 1)
trigger5 = stateno = 1300 && Time > 22
trigger5 = movecontact
trigger6 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger6 = stateno = 1500 && Time > 28
trigger6 = movecontact
trigger7 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger7 = stateno = 1620 && Time > 12
trigger7 = movecontact

[State -1, 瞬連塵]
type = ChangeState
value = 1800
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,65])
triggerall = (P2BodyDist Y = [-25,0])
trigger1 = ctrl && random <= 20*Var(58)
trigger2 = stateno = [200,299]
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || (Var(58) > 8 && Var(10) = 2)
trigger4 = stateno = 1300 && Time > 22
trigger4 = movecontact

[State -1, 無影衝]
type = ChangeState
value = 1900
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,120])
triggerall = (P2BodyDist Y = [-60,0])
trigger1 = ctrl && random <= 10*Var(58)
trigger2 = stateno = [200,299]
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger4 = stateno = 1400 && Time > 60
trigger4 = movecontact

[State -1, 幻龍斬]
type = ChangeState
value = 1600
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = statetype = S && p2movetype != A
triggerall = (P2BodyDist X = [-5,100]) || (BackEdgeBodyDist < 20)
triggerall = (P2BodyDist Y = [-18,0])
trigger1 = ctrl && random <= 15*Var(58)
trigger2 = stateno = [200,299]
trigger2 = movecontact
trigger3 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger3 = stateno = 1100
trigger3 = movecontact
trigger4 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger4 = stateno = 1220
trigger5 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger5 = stateno = 1240
trigger6 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || (Var(58) > 8 && Var(10) = 3)
trigger6 = stateno = 1300 && Time > 22
trigger6 = movecontact
trigger7 = ((Var(58) > 3) && (ctrl && random <= 10*Var(58))) || Var(58) > 8
trigger7 = stateno = 1500 && Time > 28
trigger7 = movecontact

;==============================================================================
; 移動関連
;==============================================================================
[State -1, バックステップ]
type = ChangeState
value = 105
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = PrevStateNo != 3000
triggerall = !InGuardDist
triggerall = statetype = S && p2statetype != A && p2movetype = A
trigger1 = BackEdgeBodyDist > 30 && ctrl && random <= 40
trigger2 = ctrl && random <= 20 && (P2BodyDist X = [0,80]) && EnemyNear,StateType = L
trigger3 = ctrl && random <= 30 && P2StateNo = [120,139]
trigger3 = Time > 30

;==============================================================================
; しゃがみ
;==============================================================================
[State -1, しゃがみ]
type = ChangeState
value = 11
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = EnemyNear,StateType != L
triggerall = StateNo != [120,155]
triggerall = statetype = S && p2statetype = S && p2movetype = A && (P2BodyDist X = [0,20]) 
trigger1 = ctrl && random <= 400

;==============================================================================
; ジャンプ
;==============================================================================
[State -1, ジャンプ]
type = ChangeState
value = 40
triggerall = Var(59) != 0
triggerall = RoundState = 2
Triggerall = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType != H
Triggerall = !inguarddist
triggerall = statetype != A && p2movetype = I && (P2BodyDist X != [0,30]) 
trigger1 = ctrl && random <= 5

;==============================================================================
; ガード
;==============================================================================
[State -1, ガード];
type = ChangeState
value = 120
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = inguarddist
trigger1 = Var(58) < 4
trigger1 = ctrl && random <= 25*Var(58)
trigger2 = Var(58) > 3 && Var(58) < 9
trigger2 = ctrl && random <= 40*Var(58)
trigger3 = Var(58) > 8
trigger3 = ctrl && random <= 55*Var(58)

[State -1, シールド];
type = ChangeState
value = 701
triggerall = Var(59) != 0
triggerall = RoundState = 2
triggerall = inguarddist
trigger1 = Var(58) < 4
trigger1 = ctrl && random <= 5*Var(58)
trigger2 = Var(58) > 3
trigger2 = ctrl && random <= 10*Var(58)



