;AI起動用コマンド-------------------------------------------------------------------

[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

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

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

;-| 標準化 |-------------------------------------------------------
[Defaults]
; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。
command.time = 15

; buffer.timeの値です。1〜30まで設定できます。
; 普通は1です。
command.buffer.time = 1

;------------------------------------------------------------------------------
;-| MAX3超必殺技 |--------------------------------------------------------------

[Command]
name = "Ｇ・シュートスツァーン"
command = ~D, DB, B, z

[Command]
name = "Ｇ・ホルン"
command = ~D, DF, F, z

;------------------------------------------------------------------------------
;-| MAX2超必殺技 |--------------------------------------------------------------

[Command]
name = "Ｇ・フリューゲル"
command = ~D, DF, F, D, DF, F,c
time = 30

[Command]
name = "Ｇ・フォアリュッケン"
command = ~D, DB, B, D, DB, B,c
time = 30

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

[Command]
name = "MAXＧ・スクラーゲン"
command = ~D, DF, F, D, DF, F, x+y
time = 25

[Command]
name = "MAXＧ・ケーニッヒ"
command = ~D, DF, F, D, DF, F, a+b
time = 25

[Command]
name = "MAXＧ・クローネ"
command = ~D,DB,B,D,DB,B, x+y
time = 25
[Command]
name = "MAXＧ・クローネ"
command = ~D,D,D, x+y
time = 25

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

[Command]
name = "Ｇ・スクラーゲン"
command = ~D,DF,F,D,DF,F, x
time = 25
[Command]
name = "Ｇ・スクラーゲン"
command = ~D,DF,F,D,DF,F, y
time = 25

[Command]
name = "Ｇ・ケーニッヒ"
command = ~D,DF,F,D,DF,F, a
time = 25
[Command]
name = "Ｇ・ケーニッヒ"
command = ~D,DF,F,D,DF,F, b
time = 25

[Command]
name = "Ｇ・クローネ"
command = ~D,DB,B,D,DB,B, x
time = 25
[Command]
name = "Ｇ・クローネ"
command = ~D,D,D, x
time = 25

[Command]
name = "Ｇ・クローネ"
command = ~D,DB,B,D,DB,B, y
time = 25
[Command]
name = "Ｇ・クローネ"
command = ~D,D,D, y
time = 25

[Command]
name = "Ｇ・フューラー"
command = ~D,DB,B,D,DB,B, a+b
time = 25

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

[Command]
name = "弱Ｇ・クローンプリンツ"
command = ~F, D, DF, x
[Command]
name = "強Ｇ・クローンプリンツ"
command = ~F, D, DF, y

[Command]
name = "弱Ｇ・クレイス"
command = ~F, D, DF, a
[Command]
name = "強Ｇ・クレイス"
command = ~F, D, DF, b
[Command]
name = "超Ｇ・クレイス"
command = ~F, D, DF, a+b
[Command]
name = "超Ｇ・クレイス"
command = ~F, D, DF, c

[Command]
name = "弱Ｇ・ワンド"
command = ~D, DF, F, x
[Command]
name = "強Ｇ・ワンド"
command = ~D, DF, F, y

[Command]
name = "弱Ｇ・キッケン"
command = ~D, DF, F, a
[Command]
name = "強Ｇ・キッケン"
command = ~D, DF, F, b
[Command]
name = "超Ｇ・キッケン"
command = ~D, DF, F, c

[Command]
name = "弱Ｇ・ドラッケン"
command = ~D, DB, B, x
[Command]
name = "強Ｇ・ドラッケン"
command = ~D, DB, B, y

[Command]
name = "弱Ｇ・フリーゲン"
command = ~B, D, DB, a
[Command]
name = "強Ｇ・フリーゲン"
command = ~B, D, DB, b

[Command]
name = "弱Ｇ・ランス"
command = ~D, DB, B, a
[Command]
name = "強Ｇ・ランス"
command = ~D, DB, B, b

[Command]
name = "Ｇ・シュテルンシュヌッペ"
command = ~D, DB, B, a
[Command]
name = "Ｇ・シュテルンシュヌッペ"
command = ~D, DB, B, b

[Command]
name = "Ｇ・シュヴァーン"
command = ~F, D, DF, x
[Command]
name = "Ｇ・シュヴァーン"
command = ~F, D, DF, y

[Command]
name = "Ｇ・シュピーゲル"
command = ~D,D, x
[Command]
name = "Ｇ・シュピーゲル"
command = ~D,D, y

[Command]
name = "Ｇ・メッサー"
command = ~10a
[Command]
name = "Ｇ・メッサー"
command = ~10b
[Command]
name = "Ｇ・メッサー"
command = ~10c

[Command]
name = "jump"    
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = F, F
time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = z
time = 1

[Command]
name = "ふっとばし"
command = y+b
time = 1

[Command]
name = "ふっとばし"
command = c
time = 1

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

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

[Command]
name = "Ａ・クンスト・アイン"
command = /$DF,x
time = 10

[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

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
time = 1

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

[Command]
name = "holdb"
command = /$b
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

[Command]
name = "holdz"
command = /$z
time = 1

;------------------------------------------------------------------------------
;==============================================================================
; 技を実行するための条件の設定（ステートエントリーパート）
;==============================================================================
;------------------------------------------------------------------------------
; ここから下は「どのコマンドでどの番号のステートをどういう条件で出せるか」を設定する場所です。
;（ステートに関してはCNSファイルを参照）
; 
;■設定は基本的にこの形になります。
;
; [State -1, Label]                  ;「Label」の部分はただのラベルです。何でも良いです。それ以外は変更不可。
; type = ChangeState                 ;「別のステートに変更する」という意味のステートコントローラ
; value = new_state_number           ;出したい技のステート番号を入れます
; trigger1 = command = command_name  ;入力キー設定パートで登録したコマンドの名前をどれか入れます
; . . .  (any additional triggers)   ;trigger（条件を指定するトリガー）を追加出来ます
;
;■triggerに使える基本的な条件（通常は「トリガー」と呼ばれています）
;
;   - StateType    - キャラクターがどの状態の時にそのステートを出せるかどうかを決められます。
;                    S=立った状態・C=座った状態・A=空中にいる状態・L=横に倒れた状態、の４つが決まり事です。
;                    CNSのStatedefの下にある「Type = *」の項目が状態の意味なので、これをこのトリガーで判断します。
;
;   - Ctrl         - コントロールが可能か不可能かどちらかの時にそのステートを出せるかどうかを決められます。
;                    0=コントロール不可能状態・1=コントロール可能状態、ですが通常は Ctrl = 1 ( = 1 省略可能)が基本。
;
;   - StateNo      - 別の番号のステートから出せる事が可能になります。
;                    これを応用してスーパーキャンセルも可能です。
;
;   - MoveContact  - 物理攻撃が相手に当たった時（攻撃がヒットした時、もしくはガードされた時）に、
;                    そのステートを出せるかどうかを決められます。２種類４パターンあります。
;                    MoveContact or MoveContact = 1  （攻撃が当たった時）
;                    !MoveContact or MoveContact = 0 （攻撃が当たってない時）
;                    これを応用してスーパーキャンセルも可能です。
;
;　※上の４つ以外にもありますが、他のトリガーはM.U.G.E.N本体docsフォルダの中の
;　　CNSドキュメンテーションを参照してください。
;
;■ステートエントリーの順序
;
; ChangeStateの登録の順番は重要です。上に来れば来るほどコマンド入力の優先度が高くなります。
;
; 引用になりますが、例えば「波動拳コマンドのChangeState（↓＼→＋パンチ）」を
;「昇龍拳コマンドのChangeState（→↓＼＋パンチ）」よりも上に登録した場合、
; ゲーム中では昇龍拳を出そうとしても波動拳が誤って暴発しやすくなってしまいます。
; 防止するためには、「波動拳のChangeState」を「昇龍拳のChangeState」よりも下に登録しなくてはなりません。
;「レバーを前に入れて出す特殊技」と「投げ技」の関係なども同様です。
;
; 順番をよく考えて登録しましょう。
;
;■AI(CPU)はどう動くのか
;MUGENの標準CPUは相手に近づき適当に攻撃を繰り出すだけなので、AIスイッチによる制御が必要なこともあります。
;
;■[Statedef -1]とは？
;
; この部分はCNSプログラミングの拡張部分の、常時監視ステートになります。
; どのいかなる状態でも設定した記述が常に有効になるステートです（CNSの[Statedef -2]と似たような部分）。
;
; 必要な記述と行なので、絶対に消さないでください。
;
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1];←この行は絶対に消さないでください。必須の項目です。

;==============================================================================
;Ｇ・シュートスツァーン
[State -1, F]
type = ChangeState
value = 3200
triggerall = var(59) <= 0
triggerall = command = "Ｇ・シュートスツァーン"
triggerall = power >= 5000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;==============================================================================
;Ｇ・フリューゲル
[State -1, F]
type = ChangeState
value = 3000
triggerall = var(59) <= 0
triggerall = command = "Ｇ・フリューゲル"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger15 = stateno = 2100 && AnimElemtime(10) >= 0 && AnimElemtime(48) < 0 &&  movecontact
trigger16 = stateno = 2600 && AnimElemtime(10) >= 0 && AnimElemtime(64) < 0 &&  movecontact

;==============================================================================
;Ｇ・フォアリュッケン
[State -1, F]
type = ChangeState
value = 3100
triggerall = var(59) <= 0
triggerall = command = "Ｇ・フォアリュッケン"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;==============================================================================
;Ｇ・ホルン
[State -1, F]
type = ChangeState
value = 3300
triggerall = var(59) <= 0
triggerall = command = "Ｇ・ホルン"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger15 = stateno = 2100 && AnimElemtime(10) >= 0 && AnimElemtime(48) < 0 &&  movecontact
trigger16 = stateno = 2600 && AnimElemtime(10) >= 0 && AnimElemtime(64) < 0 &&  movecontact

;==============================================================================
;MAXＧ・スクラーゲン
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59) <= 0
triggerall = command = "MAXＧ・スクラーゲン"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger15 = stateno = 2100 && AnimElemtime(10) >= 0 && AnimElemtime(48) < 0 &&  movecontact

;------------------------------------------------------------------------------
;MAXＧ・ケーニッヒ
[State -1, MAX K]
type = ChangeState
value = 2600
triggerall = var(59) <= 0
triggerall = command = "MAXＧ・ケーニッヒ"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger15 = stateno = 2100 && AnimElemtime(10) >= 0 && AnimElemtime(48) < 0 &&  movecontact

;------------------------------------------------------------------------------
;MAXＧ・クローネ
[State -1, MAX K]
type = ChangeState
value = 3410
triggerall = var(59) <= 0
triggerall = command = "MAXＧ・クローネ"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger15 = stateno = 2100 && AnimElemtime(10) >= 0 && AnimElemtime(48) < 0 &&  movecontact
trigger16 = stateno = 2600 && AnimElemtime(10) >= 0 && AnimElemtime(64) < 0 &&  movecontact

;------------------------------------------------------------------------------
;Ｇ・スクラーゲン
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59) <= 0
triggerall = command = "Ｇ・スクラーゲン"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;------------------------------------------------------------------------------
;Ｇ・ケーニッヒ
[State -1, K]
type = ChangeState
value = 2100
triggerall = var(59) <= 0
triggerall = command = "Ｇ・ケーニッヒ"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;------------------------------------------------------------------------------
;Ｇ・クローネ
[State -1, K]
type = ChangeState
value = 3400
triggerall = var(59) <= 0
triggerall = command = "Ｇ・クローネ"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;------------------------------------------------------------------------------
;Ｇ・フューラー
[State -1, K]
type = ChangeState
value = 3500
triggerall = command = "Ｇ・フューラー"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 310 && movecontact
trigger11 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger12 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger13 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger14 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;===============================================
;弱Ｇ・クローンプリンツ
[State -1, LC]
type = ChangeState
value = 1500
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・クローンプリンツ"
triggerall = numprojID(1500) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(12) >= 0 && AnimElemtime(17) < 0 && movecontact

;強Ｇ・クローンプリンツ
[State -1, SC]
type = ChangeState
value = 1550
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・クローンプリンツ"
triggerall = numprojID(1500) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(12) >= 0 && AnimElemtime(17) < 0 && movecontact

;------------------------------------------------------------------------------
;弱Ｇ・ドラッケン
[State -1, LD]
type = ChangeState
value = 1200
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・ドラッケン"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;強Ｇ・ドラッケン
[State -1, SD]
type = ChangeState
value = 1250
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・ドラッケン"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;------------------------------------------------------------------------------
;弱Ｇ・フリーゲン
[State -1, LK]
type = ChangeState
value = 1700
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・フリーゲン"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;強Ｇ・フリーゲン
[State -1, SK]
type = ChangeState
value = 1750
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・フリーゲン"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact
trigger18 = stateno = 1450 && AnimElemtime(7) >= 0 && AnimElemtime(17) < 0 &&  movecontact

;------------------------------------------------------------------------------
;弱Ｇ・ランス
[State -1, LR]
type = ChangeState
value = 1400
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・ランス"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;強Ｇ・ランス
[State -1, SR]
type = ChangeState
value = 1450
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・ランス"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;------------------------------------------------------------------------------
;弱Ｇ・クレイス
[State -1, LKr]
type = ChangeState
value = 1300
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・クレイス"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(12) >= 0 && AnimElemtime(17) < 0 && movecontact

;強Ｇ・クレイス
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・クレイス"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(12) >= 0 && AnimElemtime(17) < 0 && movecontact

;超Ｇ・クレイス
[State -1, SKr]
type = ChangeState
value = 1370
triggerall = var(59) <= 0
triggerall = command = "超Ｇ・クレイス"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact
trigger17 = stateno = 1400 && AnimElemtime(12) >= 0 && AnimElemtime(17) < 0 && movecontact

;------------------------------------------------------------------------------
;弱Ｇ・ワンド
[State -1, LW]
type = ChangeState
value = 1100
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・ワンド"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;強Ｇ・ワンド
[State -1, SW]
type = ChangeState
value = 1150
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・ワンド"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;------------------------------------------------------------------------------
;Ｇ・キッケン
[State -1, LK]
type = ChangeState
value = 1000
triggerall = var(59) <= 0
triggerall = command = "弱Ｇ・キッケン"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;強Ｇ・キッケン
[State -1, SK]
type = ChangeState
value = 1050
triggerall = var(59) <= 0
triggerall = command = "強Ｇ・キッケン"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;超Ｇ・キッケン
[State -1, SK]
type = ChangeState
value = 1070
triggerall = var(59) <= 0
triggerall = command = "超Ｇ・キッケン"
triggerall = statetype != A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 245 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 310 && movecontact
trigger14 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 && movecontact
trigger15 = stateno = 330 && AnimElemtime(4) >= 0 && AnimElemtime(19) < 0 &&  movecontact
trigger16 = stateno = 300 && movecontact

;------------------------------------------------------------------------------
;Ｇ・シュテルンシュヌッペ
[State -1, SLK]
type = ChangeState
value = 1800
triggerall = var(59) <= 0
triggerall = command = "Ｇ・シュテルンシュヌッペ"
triggerall = statetype = A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 615 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 1701 && movecontact

;------------------------------------------------------------------------------
;Ｇ・シュヴァーン
[State -1, SLK]
type = ChangeState
value = 1900
triggerall = var(59) <= 0
triggerall = command = "Ｇ・シュヴァーン"
triggerall = statetype = A
triggerall = numprojID(1000) = 0
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 615 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 640 && movecontact

;------------------------------------------------------------------------------
;Ｇ・シュピーゲル
[State -1, Throw]
type = ChangeState
value = 1600
triggerall = command = "Ｇ・シュピーゲル"
triggerall = statetype = S
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;Ｇ・ブリッツ
[State -1, Throw]
type = ChangeState
value = 500
triggerall = command = "x" || command = "y"
triggerall = statetype != A
trigger1 = stateno = 100 
trigger1 = ctrl

;---------------------------------------------------------------------------
;後緊急回避
[State -1, T S]
type = ChangeState
value = 710
triggerall = var(59) <= 0
triggerall = command = "recovery" && command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;---------------------------------------------------------------------------
;前緊急回避
[State -1, T S]
type = ChangeState
value = 700
triggerall = var(59) <= 0
triggerall = command = "recovery"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
trigger3 = stateno = 100

;---------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = var(59) <= 0
triggerall = command = "recovery"
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;ふっとばし
[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) <= 0
triggerall = command = "ふっとばし"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;-----------------------------------------------------------------------------
;しゃがみふっとばし
[State -1, Crouching Throw]
type = ChangeState
value = 900
triggerall = var(59) <= 0
triggerall = command = "ふっとばし"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;------------------------------------------------------------------------------
;空中ふっとばし
[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) <= 0
triggerall = command = "ふっとばし"
triggerall = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;P投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;K投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;Ａ・クンスト・アイン
[State -1, AKE]
type = ChangeState
value = 310
triggerall = var(59) <= 0
triggerall = command = "Ａ・クンスト・アイン"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact

;Ａ・クンスト・ツヴァイ
[State -1, AKZ]
type = ChangeState
value = 320
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command = "holdback"
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact

;Ａ・クンスト・ヴァイア
[State -1, AKW]
type = ChangeState
value = 330
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command = "holdback"
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact

;------------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) <= 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) <= 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;==============================================================================
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = IfElse(var(30)>=3,201,200)
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = IfElse(var(30)>=3,216,215)
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 22
trigger1 = ctrl

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = IfElse(var(30)>=3,211,210)
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl

;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 12
trigger1 = ctrl

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 25
trigger1 = ctrl

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl

;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) <= 0
triggerall = command = "start"
triggerall = var(20) = 0
trigger1 = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 440 && time >= 4 && movecontact

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && time >= 4 && movecontact

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

;------------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = stateno != 105  ;バックステップ中は禁止
trigger1 = statetype = A
trigger1 = ctrl

;垂直ジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

;斜めジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 615
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;ジャンプ弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630 && movecontact


;==============================================================================
;AI
;==============================================================================

;------------------------------------------------------------------------------
;受身
;------------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = alive = 1
triggerall = StateNo = 5050
triggerall = Pos Y > -30
triggerall = Vel Y > 0 && Vel Y < 9
trigger1 = Random <=var(59)*30

;小ジャンプ(投げ回避)
[State -1, S Jump]
type = null ;ChangeState
value = 41
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = EnemyNear,HitDefAttr = SC,AT
triggerall = EnemyNear,Time >= 32-var(59)*2 || (EnemyNear,Time >= 7 && var(59) = [9,10]) || var(59) >= 11
triggerall = P2BodyDist X < 90
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*80

;------------------------------------------------------------------------------
;切り返し、リバーサル
;------------------------------------------------------------------------------
;MAXＧ・クローネ
[State -3,G･C]
type = ChangeState
value = 3410
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),20+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = P2Life <= 450
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
TriggerAll = Power>= 2000
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;Ｇ・クローネ
[State -3,G･C]
type = ChangeState
value = 3400
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),20+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
TriggerAll = Power>= 1000
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;強Ｇ・クレイス
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59) >= 6
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = EnemyNear,Time >= 32-var(59)*2 || (EnemyNear,Time >= 7 && var(59) = [9,10]) || var(59) >= 11
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-60,0]
triggerall = EnemyNear,Vel X >= 0
triggerall = EnemyNear,Vel Y >= 0
triggerall = Ctrl || StateNo = 21
triggerall = Random <= var(59)*20 || Random <= var(59)*20+(Life < 400*100)
trigger1 = PrevStateNo = [5000,5270]
trigger2 = PrevStateNo = [120,159]

;投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,14]
triggerall = var(57) <= 0
triggerall = EnemyNear,Vel X >= 0 
triggerall = StateNo != 100
triggerall = Ctrl || StateNo = 21
triggerall = Random <= var(59)*60 || Random <= var(59)*70 && var(59) >= 11
trigger1 = PrevStateNo = [5000,5270]
trigger2 = PrevStateNo = [120,159]

;------------------------------------------------------------------------------
;対空、ガード
;------------------------------------------------------------------------------
;MAXＧ・クローネ
[State -3, SKr]
type = ChangeState
value = 3410
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
triggerall = p2Life <= 475
Trigger1 = Random <= var(59)*100

;Ｇ・クローネ
[State -3, SKr]
type = ChangeState
value = 3400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
triggerall = p2Life <= 300
Trigger1 = Random <= var(59)*100

;強Ｇ・クレイス
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,70]
triggerall = P2BodyDist Y = [-60,0]
triggerall = EnemyNear,Vel X >= 0
triggerall = EnemyNear,Vel Y >= 0
triggerall = Ctrl
trigger1 = Random <= var(59)*25 || Random <= 500 && var(59) >= 11

;しゃがみふっとばし
[State -3, CT]
type = ChangeState
value = 900
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= var(59)*100

;Ａ・クンスト・アイン
[State -3, AKE]
type = ChangeState
value = 310
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= var(59)*100

;------------------------------------------------------------------------------
;ガード
[State -1, Guard]
type = ChangeState
value = 120
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateNo != [120,155] 
triggerall = inguarddist
triggerall = !EnemyNear,HitDefAttr = SC,AT
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*70 || var(59) >= 11

[State -3]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)

[State -3]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0 
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)

;GC前緊急回避
[State -1, GC T S]
type = ChangeState
value = 700
triggerall = var(59) >= 7
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = Power >= 1000
triggerall = StateNo = [150,151]
triggerall = EnemyNear,AnimTime <= -28
trigger1 = Random <= var(59)*10

;GCふっとばし
[State -1, GC Throw]
type = ChangeState
value = 300
triggerall = var(59) >= 7
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = Power >= 1000
triggerall = StateNo = [150,151]
triggerall = EnemyNear,AnimTime <= -28
triggerall = EnemyNear,Vel Y >= 0 
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-60,0]
trigger1 = Random <= var(59)*10

;------------------------------------------------------------------------------
;立ち弱パンチ(対空)
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-65,0]
triggerall = EnemyNear,Vel X > 0
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*70

;Ａ・クンスト・アイン(対空)
[State -1, AKE]
type = ChangeState
value = 310
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [10,24]
triggerall = P2BodyDist Y = [-110,-70]
triggerall = EnemyNear,Vel X >= 0
triggerall = EnemyNear,Vel Y >= 0
triggerall = Facing != EnemyNear,Facing
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*30

;MAX Ｇ・スクラーゲン(対空コンボ)
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59) >= 8
triggerall = roundstate = 2
triggerall = Power >= 2000
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y = [-45,0]
trigger1 = StateNo = 215 && AnimElemTime(5) > 0 && MoveHit
trigger1 = Random <= var(59)*40
trigger2 = StateNo = 200 && MoveHit
trigger2 = P2BodyDist X = [21,40]
trigger2 = Random <= var(59)*10

;Ｇ・スクラーゲン(対空コンボ)
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59) >= 8
triggerall = roundstate = 2
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y = [-45,0]
trigger1 = StateNo = 215 && AnimElemTime(5) > 0 && MoveHit
trigger1 = Random <= var(59)*40
trigger2 = StateNo = 200 && MoveHit
trigger2 = P2BodyDist X = [21,40]
trigger2 = Random <= var(59)*40

;弱Ｇ・ワンド(対空コンボ)
[State -1, SW]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,20]
triggerall = P2BodyDist Y = [-40,0]
triggerall = StateNo = 200 && MoveHit
trigger1 = Random <= var(59)*40

;Ｇ・クレイス(対空コンボ)
[State -1, SKr]
type = ChangeState
value = 1300
triggerall = var(59) >= 5
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,70]
triggerall = P2BodyDist Y = [-70,0]
trigger1 = StateNo = 200
trigger1 = ((P2BodyDist X = [21,40]) && (P2BodyDist Y = [-70,-46]) && MoveHit) || MoveGuarded
trigger1 = Random <= var(59)*100
trigger2 = StateNo = 215 && AnimElemTime(5) > 0 && MoveContact
trigger2 = Random <= var(59)*100

;------------------------------------------------------------------------------
;優先行動
;------------------------------------------------------------------------------
;Ａ・クンスト・ヴァイア
[State -1, AKW_combo]
type = ChangeState
value = 330
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = Random <= var(59)*100 || var(59) >= 9
trigger1 = P2BodyDist X = [0,65]
trigger1 = StateNo = 400 && MoveHit
trigger2 = P2BodyDist X = [30,65]
trigger2 = StateNo = 430 && MoveHit
trigger3 = P2BodyDist X = [30,65]
trigger3 = StateNo = 200 && MoveHit
trigger4= P2BodyDist X = [30,65]
trigger4 = StateNo = 215 && MoveHit

;投げ(ガード崩し)
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = var(57) <= 0
triggerall = P2StateNo = [120,159]
triggerall = P2BodyDist X = [-5,14]
triggerall = StateNo != 100
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*70

;------------------------------------------------------------------------------
;起き攻め
;------------------------------------------------------------------------------
;弱Ｇ・クローンプリンツ
[State -1, LC]
type = ChangeState
value = 1500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2StateType = L
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = P2BodyDist X > 60
trigger1 = Random <= var(59)*80

;小ジャンプ
[State -1, S Jump]
type = ChangeState
value =41
triggerall = var(59) >= 5
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = L
triggerall = P2BodyDist X = [-8,80]
triggerall = P2StateNo = 5120
triggerall = EnemyNear,animtime = -22
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*60

;ジャンプ強キック
[State -1 ,JHK]
type = ChangeState
value =640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = P2BodyDist X = [-8,45]
triggerall = Vel Y >= 0
triggerall = Pos Y >= -32
triggerall = P2StateNo = 5120
triggerall = Ctrl
trigger1 = Random <= var(59)*100

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = L && P2StateType != A
triggerall = P2MoveType != H
triggerall = P2StateNo != [5000,5110]
triggerall = P2StateNo = 5120
triggerall = !inguarddist
triggerall = P2BodyDist X = [-8,80]
triggerall = Ctrl || StateNo = 21 ; || StateNo = 100
trigger1 = Random <= var(59)*5
trigger2 = EnemyNear,animtime = [-2,0]
trigger2 = Random <= var(59)*100

;弱Ｇ・キッケン
[State -1, LK]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2StateType = L
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = P2BodyDist X > 120
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
;反撃
;------------------------------------------------------------------------------
;近距離立ち強パンチ(反撃)
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2StateNo != 5120
triggerall = EnemyNear,AnimTime <= -6
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,21]
triggerall = P2BodyDist Y = [-55,0]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*50
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = P2StateNo = [200,649] 
trigger2 = EnemyNear,StateType = A
trigger2 = !EnemyNear,Ctrl

;しゃがみ弱キック(反撃)
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L 
triggerall = EnemyNear,AnimTime <= -5
triggerall = P2BodyDist X = [-5,39]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;超Ｇ・クレイス　
[State -3,G･C]
type = ChangeState
value = 1370
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),50+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;立ち弱パンチ(反撃)
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = EnemyNear,AnimTime <= -3
triggerall = P2BodyDist X = [-5,45]
triggerall = P2BodyDist Y = [-50,0]
triggerall = StateNo != 200 && PrevStateNO != 200
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999] 
trigger2 = EnemyNear,StateType = A
trigger2 = !EnemyNear,Ctrl

;遠距離立ち弱キック(反撃)
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = P2MoveType != H
triggerall = EnemyNear,AnimTime <= -7
triggerall = !inguarddist
triggerall = P2BodyDist X = [12,68]
triggerall = P2BodyDist Y = [-40,0]
triggerall = StateNo != 230 && PrevStateNo != 230
triggerall = Ctrl || StateNo = 21; || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]
trigger2 = EnemyNear,StateType = A
trigger2 = !EnemyNear,Ctrl

;しゃがみ弱パンチ(反撃)
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = EnemyNear,AnimTime <= -5
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,35]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;Ａ・クンスト・ヴァイア(反撃)
[State -1, AKW]
type = null ;ChangeState
value = 330
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2StateType = S
triggerall = EnemyNear,AnimTime <= -8
triggerall = !inguarddist
triggerall = P2BodyDist X = [45,75]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;弱Ｇ・ランス(反撃)
[State -1, LR]
type = null ;ChangeState
value = 1400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateNo != [5120,5210]
triggerall = !inguarddist 
triggerall = P2BodyDist X = [70,100]
triggerall = Ctrl || StateNo = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 
trigger1 = EnemyNear,animtime <= -15
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]
trigger1 = Random <= var(59)*100

;遠距離立ち強パンチ(反撃)
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = [1,8]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = EnemyNear,AnimTime <= -17
triggerall = !inguarddist
triggerall = P2BodyDist X = [76,92]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;中ジャンプ(反撃)
[State -1, M Jump]
type = ChangeState
value = 42
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateNo != [5120,5210]
triggerall = !inguarddist 
triggerall = P2BodyDist X = [86,150]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = EnemyNear,AnimTime <= -30
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != A
triggerall = P2StateNo != [5000,5210]
triggerall = !inguarddist
triggerall = BackEdgeBodyDist >= 30
triggerall = NumProjID(1000) = 0 || NumProjID(1500) = 0
triggerall = Ctrl || StateNo = 21; || StateNo = 100
trigger1 = P2BodyDist X = [50,120]
trigger1 = P2MoveType != H || P2StateNo = [120,159]
trigger1 = Random <= var(59)*3
trigger2 = P2BodyDist X = [0,60]
trigger2 = EnemyNear,StateNo = [120,159]
trigger2 = Random <= var(59)*10
trigger3 = P2MoveType != H || P2StateNo = [120,159]
trigger3 = P2BodyDist X = [100,150]
trigger3 = Random <= var(59)*5

;------------------------------------------------------------------------------
;目押しコンボ
;------------------------------------------------------------------------------
;Ａ・クンスト・アイン(弱ランス追撃)
[State -1, AKE]
type = ChangeState
value = 310
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = var(55) = 1
triggerall = var(56) = 1
triggerall = P2BodyDist X = [-24,24]
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,BackEdgeBodyDist < 10 || EnemyNear,FrontEdgeBodyDist < 10
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100 || var(59) >= 9

;弱Ｇ・ワンド
[State -1, SW]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,40]
;triggerall = FrontEdgeBodyDist <= 40
;弱ランス→弱ワンド→強クレイスor超必
trigger1 = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = PrevStateNo != 1101
trigger1 = EnemyNear,BackEdgeBodyDist <= 20 || EnemyNear,FrontEdgeBodyDist <= 20
trigger1 = P2BodyDist Y = [-100,-50]
trigger1 = var(55) = 1
trigger1 = Random <= var(59)*100
;弱ランス→(落下)ケーニッヒ→弱ワンド
trigger2 = Ctrl || StateNo = 21 || StateNo = 100
trigger2 = PrevStateNo != 1101
trigger2 = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
trigger2 = P2BodyDist Y = [-120,-50]
trigger2 = var(55) = 2
trigger2 = Random <= var(59)*100
;弱ランス→弱ワンド→ケーニッヒ→弱ワンド
trigger3 = Ctrl || StateNo = 21 || StateNo = 100
trigger3 = PrevStateNo != 1101
trigger3 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger3 = P2BodyDist Y = [-100,-50]
trigger3 = EnemyNear,Vel Y > 7
trigger3 = var(55) = 3
trigger3 = Random <= var(59)*100
;弱ランス→アイン→ワンド×n
trigger4 = Ctrl	|| PrevStateNo = 1101
trigger4 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger4 = P2BodyDist Y > -160
trigger4 = var(55) = 4
trigger4 = var(56) = 1
trigger4 = Random <= var(59)*100 || var(59) >= 9

;Ｇ・シュートスツァーン
[State -3, F]
type = ChangeState
value = 3200
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 5000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),80+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-60-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;Ｇ・ホルン
[State -3, F]
type = ChangeState
value = 3300
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),60+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-30-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;Ｇ・フリューゲル(弱ランス・弱ワンド追撃)
[State -1, F]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist >= 5 || EnemyNear,FrontEdgeBodyDist >= 5
trigger1 = Random <= var(59)*40
;弱ランス→弱ワンド→フリューゲル
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-90,-60]
trigger2 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger2 = Random <= var(59)*45

;MAXＧ・スクラーゲン(弱ランス・弱ワンド追撃)
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist >= 5 || EnemyNear,FrontEdgeBodyDist >= 5
trigger1 = Random <= var(59)*100
;弱ランス→弱ワンド→MAXスクラーゲン
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-90,-60]
trigger2 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger2 = Random <= var(59)*100

;Ｇ・スクラーゲン(弱ランス・弱ワンド追撃)
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist >= 5 || EnemyNear,FrontEdgeBodyDist >= 5
trigger1 = Random <= var(59)*100
;弱ランス→弱ワンド→スクラーゲン
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-50]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*50

;Ｇ・ケーニッヒ(弱ランス・弱ワンド追撃)
[State -1, K]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-95,-85]
trigger1 = EnemyNear,BackEdgeBodyDist > 5 || EnemyNear,FrontEdgeBodyDist > 5
trigger1 = Random <= var(59)*30 && Power = [1000,1999]
;弱ランス→弱ワンド→ケーニッヒ
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-50]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*100

;近距離強パンチ(弱ランス追撃)
[State -1, NSHP]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(55) = 1
triggerall = P2StateType != L
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X <= 20
triggerall = P2BodyDist Y = [-60,-20]
triggerall = EnemyNear,Vel Y > 0
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*100 || var(59) >= 9

;弱Ｇ・ドラッケン(弱ランス追撃)
[State -1, SD]
type = ChangeState
value = 1200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = Power < 2000
triggerall = var(55) = 1
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist Y = [-110,-95]
triggerall = EnemyNear,Vel Y = [-1,1]
triggerall = EnemyNear,BackEdgeBodyDist > 20 || EnemyNear,FrontEdgeBodyDist > 20
triggerall = Ctrl || StateNo = 100
trigger1 = (Random = [251,250+var(59)*20]) || Power>= 1000 && Random = [251,250+var(59)*3]

;強Ｇ・ランス(弱ランス追撃)
[State -1, SR]
type = ChangeState
value = 1450
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = Power < 2000
triggerall = var(55) = 1
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist Y = [-110,-95]
triggerall = EnemyNear,Vel Y = [-1,2]
triggerall = EnemyNear,BackEdgeBodyDist > 20 || EnemyNear,FrontEdgeBodyDist > 20
triggerall = Ctrl || StateNo = 100
trigger1 = (Random = [501,500+var(59)*20]) || Power>= 1000 && Random = [501,500+var(59)*3]

;強Ｇ・クレイス(弱ランス追撃)
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist > 5 || EnemyNear,FrontEdgeBodyDist > 5
trigger1 = Random < var(59)*100 || Power>= 1000 && Random <= var(59)*5
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-30]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*100

;Ｇ・フリューゲル(SCケーニッヒ追撃)
[State -1, F]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = Power >= 2000
triggerall = Statetype != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2BodyDist X <= 150
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = NumHelper(20000) && NumHelper(30000)
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*40
trigger1 = Helper(20000),rootdist X <= 205 && facing = 1
trigger2 = Helper(30000),rootdist X <= 205 && facing = -1

;MAX Ｇ・スクラーゲン(SCケーニッヒ追撃)
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2BodyDist X <= 150
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = NumHelper(20000) && NumHelper(30000)
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = Helper(20000),rootdist X <= 205 && facing = 1
trigger2 = Helper(30000),rootdist X <= 205 && facing = -1

;Ｇ・スクラーゲン(SCケーニッヒ追撃)
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2BodyDist X < 109
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = NumHelper(20000) && NumHelper(30000)
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100 || var(59) >= 9
trigger1 = Helper(20000),rootdist X <= 165 && facing = 1
trigger2 = Helper(30000),rootdist X <= 165 && facing = -1

;強Ｇ・クレイス(SCケーニッヒ追撃)
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = var(55) = 6
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = P2BodyDist X < 70
triggerall = P2BodyDist Y = [-90,0]
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;しゃがみ弱キック(目押し)
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A && P2StateType != L
triggerall = P2MoveType = H
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = PrevStateNo = 400
trigger1 = P2BodyDist X = [-5,30]
trigger1 = Random <= var(59)*100
trigger2 = (P2BodyDist X = [-5,35]) || StateNo = 100 && P2BodyDist X = [-5,40]
trigger2 = Random <= var(59)*100

;近距離立ち強パンチ(目押し)
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != A
triggerall = P2MoveType = H
triggerall = P2bodydist X = [-5,21]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;立ち弱パンチ(目押し)
[State -1, Stand Light Punch]
type = 	ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != C
triggerall = P2MoveType = H
triggerall = var(55) = 0
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y = [-74,0]
triggerall = !inguarddist
triggerall = StateNo != 200 && PrevStateNo != 200
triggerall = P2StateNo != 131 && P2StateNo != [152,153]
triggerall = Ctrl || StateNo = 21; || StateNo = 100
trigger1 = Random <= var(59)*100

;しゃがみ弱パンチ(目押し)
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,27]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;Ａ・クンスト・ヴァイア(目押し)
[State -1, AKW]
type = ChangeState
value = 330
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2StateNo != [120,159]
triggerall = P2BodyDist X = [20,65]
triggerall = !inguarddist
triggerall = PrevStateNo != [200,649] 
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [40,160]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*20

;------------------------------------------------------------------------------
;コンボ
;------------------------------------------------------------------------------
;Ｇ・フリューゲル(DC)
[State -1, F(DC)]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = StateNo = 2100 && AnimElemtime(42) > 0 &&  MoveHit
trigger1 = Helper(20000),rootdist X > 280 && facing = 1 || Helper(30000),rootdist X > 280 && facing = -1
trigger1 = Random <= var(59)*30
trigger2 = StateNo = 2100 && AnimElemtime(42) = 1 &&  MoveHit
trigger2 = Helper(20000),rootdist X <= 280 && facing = 1 || Helper(30000),rootdist X <= 280 && facing = -1
trigger2 = Random <= var(59)*5

;MAXＧ・ケーニッヒ(DC)
[State -1, MAX K(DC)]
type = ChangeState
value = 2600
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 6
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = StateNo = 2100 && AnimElemtime(42) > 0 &&  MoveHit
trigger1 = Helper(20000),rootdist X > 280 && facing = 1 || Helper(30000),rootdist X > 280 && facing = -1
trigger1 = Random = [301,300+var(59)*30]
trigger2 = StateNo = 2100 && AnimElemtime(42) = 1 &&  MoveHit
trigger2 = Helper(20000),rootdist X <= 280 && facing = 1 || Helper(30000),rootdist X <= 280 && facing = -1
trigger2 = Random <= var(59)*5

;MAXＧ・スクラーゲン(DC)
[State -1, MAX S(DC)]
type = ChangeState
value = 2500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = StateNo = 2100 && AnimElemtime(42) > 0 &&  MoveHit
trigger1 = Helper(20000),rootdist X > 280 && facing = 1 || Helper(30000),rootdist X > 280 && facing = -1
trigger1 = Random = var(59)*100
trigger2 = StateNo = 2100 && AnimElemtime(42) = 1 &&  MoveHit
trigger2 = Helper(20000),rootdist X <= 280 && facing = 1 || Helper(30000),rootdist X <= 280 && facing = -1
trigger2 = Random <= var(59)*5

;Ｇ・ケーニッヒ(SC)
[State -1, K(SC)]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 1
triggerall = StateNo = 1400 && AnimElemtime(11) = 1 && MoveHit 
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = Power = [1000,1999]
trigger1 = (Helper(20000),rootdist X = [76,290]) && Facing = 1 || (Helper(30000),rootdist X = [76,290]) && facing = -1
trigger1 = Random <= var(59)*60
trigger2 = Power = [1000,1999]
trigger2 = Helper(20000),rootdist X <= 75 && facing = 1 || Helper(30000),rootdist X <= 75 && facing = -1
trigger2 = Random <= var(59)*10
trigger3 = Power = [2000,2999]
trigger3 = (Helper(20000),rootdist X = [76,330]) && Facing = 1 || (Helper(30000),rootdist X = [76,330]) && facing = -1
trigger3 = Random <= var(59)*60
trigger4 = Power = [2000,2999]
trigger4 = (Helper(20000),rootdist X <= 75) && facing = 1 || (Helper(30000),rootdist X <= 75) && facing = -1
trigger4 = Random <= var(59)*20
trigger5 = Power >= 3000 
trigger5 = Random <= var(59)*90

;弱Ｇ・ワンド
[State -1, SW]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = Random <= var(59)*100 || var(59) >= 9
;trigger1 = var(55) = 5
trigger1 = StateNo = 215
trigger1 = AnimElemTime(5) >= 1 && MoveHit
trigger2 = StateNo = 440 && MoveHit
trigger2 = P2BodyDist X = [-5,32]

;弱Ｇ・クローンプリンツ
[State -1, LC]
type = null ;ChangeState
value = 1500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
trigger1 = stateno = 330 && AnimElemtime(18) >= 1
trigger1 = MoveHit

;弱Ｇ・ランス
[State -1, LR]
type = ChangeState
value = 1400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
trigger1 = StateNo = 330 && AnimElemTime(18) >= 1
trigger1 = MoveHit
trigger1 = Random <= var(59)*100 || var(59) >= 9
trigger2 = StateNo = 320 && AnimElemTime(4) = 1
trigger2 = MoveHit
trigger2 = Random <= var(59)*100 || var(59) >= 9
trigger3 = StateNO = 330 && P2StateType = C
trigger3 = AnimElemTime(4) > 3 && MoveHit
trigger3 = Random <= var(59)*100

;弱Ｇ・フリーゲン
[State -1, LR]
type = ChangeState
value = 1700
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
trigger1 = StateNo = 1400 && AnimElemTime(18) >= 1
trigger1 = MoveHit
trigger1 = Random <= var(59)*100 || var(59) >= 9
trigger2 = StateNo = 1400 && AnimElemTime(4) = 1
trigger2 = MoveHit
trigger2 = Random <= var(59)*100 || var(59) >= 9
trigger3 = StateNO = 1400 && P2StateType = C
trigger3 = AnimElemTime(4) > 3 && MoveHit
trigger3 = Random <= var(59)*100

;強Ｇ・キッケン
[State -1, HK]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = StateType != A
triggerall = P2Statetype = A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = !inguarddist
triggerall = StateNo = 440 && MoveHit
triggerall = P2BodyDist X = [-5,50]
trigger1 = Random <= var(59)*100 || var(59) >= 9

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,22]
triggerall = stateno = 430 && time >= 4 && movecontact
trigger1 = Random <= var(59)*100 || var(59) >= 9

;Ａ・クンスト・ツヴァイ
[State -1, AKZ]
type = ChangeState
value = 320
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L 
triggerall = P2StateType = C
triggerall = P2BodyDist X = [35,60]
triggerall = Random <= var(59)*20
trigger1 = StateNo = 200 && MoveGuarded
trigger2 = StateNo = 215 && MoveGuarded
trigger3 = StateNo = 400 && MoveGuarded
trigger4 = StateNo = 430 && MoveGuarded

;------------------------------------------------------------------------------
;飛び道具,ぶっぱ
;------------------------------------------------------------------------------
;Ｇ・フューラー
[State -1, LC]
type = ChangeState
value = 3500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = power >= 2000
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl || StateNo = 100
trigger1 = P2BodyDist X > 140
trigger1 = Random <= var(59)*10
trigger2 = P2BodyDist X > 200
trigger2 = Random <= var(59)*20

;弱Ｇ・クローンプリンツ
[State -1, LC]
type = ChangeState
value = 1500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl || StateNo = 100
trigger1 = P2BodyDist X > 140
trigger1 = Random <= var(59)*10
trigger2 = P2BodyDist X > 200
trigger2 = Random <= var(59)*20

;弱Ｇ・キッケン
[State -1, LK]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl
trigger1 = P2BodyDist X > 120
trigger1 = Random <= var(59)*8
trigger2 = P2BodyDist X > 160
trigger2 = Random <= var(59)*5

;弱Ｇ・ドラッケン
[State -1, LD]
type = ChangeState
value = 1200
triggerall = var(59) = [1,7]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != A
triggerall = P2MoveType = I
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = !inguarddist
triggerall = P2BodyDist X = [60,120]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*5

;------------------------------------------------------------------------------
;投げ
;------------------------------------------------------------------------------
;投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = var(57) <= 0
triggerall = P2BodyDist X = [-5,14]
triggerall = StateNo != 100
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*50

;------------------------------------------------------------------------------
;立ち回り
;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,39]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*40

;立ち弱パンチ
[State -1, Stand Light Punch]
type = 	ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = P2StateType = S
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,45]
triggerall = P2BodyDist Y = [-74,0]
triggerall = StateNo != 200 && PrevStateNo != 200
triggerall = !inguarddist
triggerall = P2StateNo != 131 && P2StateNo != [152,153]
triggerall = Ctrl || StateNo = 21; || StateNo = 100
trigger1 = Random <= var(59)*50

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
triggerall = P2bodydist X = [-5,22]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*30

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = P2MoveType != H
triggerall = StateNo != 230 && PrevStateNo != 230
triggerall = P2BodyDist X = [12,65]
triggerall = P2BodyDist Y = [-55,0]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100 && P2MoveType != H
trigger1 = Random <= var(59)*5

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,46+EnemyNear,Vel X*5]
triggerall = EnemyNear,Vel X > 0
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*30

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,35]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*35

;近距離立ち弱キック
[State -1, Stand Light Kick]
type = null ;ChangeState
value = 235
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = P2BodyDist X < 12

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,46]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <=var(59)*10

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = null ;ChangeState
value = 410
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,23]
triggerall = P2BodyDist Y = [-98,0]
triggerall = !inguarddist
trigger1 = Ctrl || StateNo = 21 || StateNo = 100

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;カウンター
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;Ｇ・シュピーゲル
[State -1, counter]
type = ChangeState
value = 1600
triggerall = var(59) >= 10
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = ctrl && prevstateno = 5120 && time <= 1
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=50 || Time <= 2 || var(59) >= 11
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),60+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger1 = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
trigger1 = EnemyNear(floor(fvar(37))),vel X >= 0
trigger1 = EnemyNear(floor(fvar(37))),vel Y >= 0
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger2 = P2MoveType = A
ignorehitpause = 0

[State -3]
Type = ChangeState
Value = 1600
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)


;------------------------------------------------------------------------------
;空中
;------------------------------------------------------------------------------
;受身
[State -3, UKEMI]
type = ChangeState
value = 52000
TriggerAll = Var(59) > 0
triggerall = alive = 1
Triggerall = Random <= var(59)*100
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

;空中受身
[State -3, UKEMI]
type = ChangeState
value = 5210
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno = 5050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = inguarddist
trigger1 = random <= 100*var(59)

;Ｇ・シュテルンシュヌッペ
[State -3, SLK]
type = ChangeState
value = 1800
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-22-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)

;Ｇ・シュヴァーン
[State -3, SLK]
type = ChangeState
value = 1900
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [0+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),200+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-22-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),-100-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)

;斜めジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 615
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = StateNo != 105
triggerall = P2StateType != L 
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-55,46]
triggerall = Vel X != 0
triggerall = !inguarddist || EnemyNear,HitDefAttr = SC,AP
triggerall = Ctrl
trigger1 = Vel Y >= 0
trigger1 = P2StateType != A
trigger1 = Random <= var(59)*100
trigger2 = P2StateType = A
trigger2 = Random <= var(59)*100

;ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = StateNo != 105
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-5,75]
triggerall = P2BodyDist Y = [-55,95]
triggerall = Vel X >= 0
triggerall = Vel Y >= 0
triggerall = !inguarddist
triggerall = Ctrl
trigger1 = Random <= var(59)*100

;空中ふっとばし
[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = P2StateType != L
triggerall = P2StateNo != 5120
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-48,38]
triggerall = Ctrl
trigger1 = P2StateType != A
trigger1 = Vel X <= 0
trigger1 = Random <= var(59)*100
trigger2 = !inguarddist
trigger2 = P2StateType = A
trigger2 = Random <= var(59)*100

;------------------------------------------------------------------------------
;ステージ端検出用(右)
[Statedef 20000] 
type = A
movetype = I
physics = N
ctrl = 0
velset = -10,0
anim = 9998
sprpriority = 1

[state 20000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 20000, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, 2]
type = selfstate
trigger1 = !ishelper
value = 0

[State 20000, 3]
type = Projectile
trigger1 = Time = 0
velocity = -10,0
projID = 2222
projanim = 0
projhits = 9999
projpriority = 9999
projremove = 0
projremovetime = -1
projedgebound = 100000
projstagebound = 0
offset = 0,0
supermovetime = 999
pausemovetime = 999

[State 30000, 4]
type = VelSet
trigger1 = Root,NumProjID(2222) = 0
trigger1 = Time > 0
x = 0
y = 0


;ステージ端検出用(左)
[Statedef 30000]
type = A
movetype = I
physics = N
ctrl = 0
velset = -10,0
anim = 9998
sprpriority = 1

[state 20000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 30000, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30000, 2]
type = selfstate
trigger1 = !ishelper
value = 0

[State 30000, 3]
type = Projectile
trigger1 = Time = 0
velocity = -10,0
projID = 3333
projanim = 0
projhits = 9999
projpriority = 9999
projremove = 0
projremovetime = -1
projedgebound = 100000
projstagebound = 0
offset = 0,0
supermovetime = 999
pausemovetime = 999

[State 30000 ,4]
type = VelSet
trigger1 = Root,NumProjID(3333) = 0
trigger1 = Time > 0
x = 0
y = 0

