; サンプルキャラクター『カンフーマン』のコマンドファイルです。
; コマンドに関する設定は４部構成になっています。
;==============================================================================
; Win版専用パート
;==============================================================================
;------------------------------------------------------------------------------
; ここはWin版から（正確にはLinux版から）追加された要素の二つ。
; コマンド関連の初期設定を任意に指定出来るようになった(`・ω・´)
;
;『ボタンリマップ』はボタン配置変更用の項目。
; 定義パートでいちいち変更しなくても良いようになっちゃった。
; 面倒臭い人用かな！（ﾏﾃｺﾗ
;
;『デフォルト設定』では各[Command]で省略した場合の
; 入力受付時間と入力記憶時間を予め決めておく項目。
;
;
; この２項目は省略可能。
;------------------------------------------------------------------------------
;-| ボタンリマップ（ボタンコンフィグ）|---------------------------------------- 第１部

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

;------------------------------------------------------------------------------
; 例えば「本来Ｘボタンで出す弱パンチをＢボタンに変えたい場合」なら、
;
; x = b
;
; で簡単に出来る。使わないボタンを使っているボタンに割り当てる事も可能。
;------------------------------------------------------------------------------
;-| デフォルト設定 |----------------------------------------------------------- 第２部

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

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

;============================================================================== 第３部
; コマンド定義パート（入力キーを設定する）
;==============================================================================
;------------------------------------------------------------------------------
; ここがキーとボタンの組み合わせで格闘ゲームにおける
;『入力コマンド』を直接設定・編集するパート。
;
; 一つずつコマンドに名前を付けて入力キーを組み合わせる単純な作業になるけど、
; 組み合わせが独特だから覚えるのは難易度が少し高い。
;
; 下記で「書式の決まり」と「組み合わせに必要なアルファベットと記号」を
; 全て説明しましょう。
;------------------------------------------------------------------------------
;■書式の決まり■
;
; [Command]         ：入力コマンドを１個定義する。
; name = "***"      ：コマンド名を決める。大文字と小文字も区別される。
; command = ###     ：実際に入力するキーを組み合わせる。詳細は後述。
; time = &&&        ：入力受付時間を設定（オプション）。
; buffer.time = @@@ ：入力記憶時間を設定（オプション）。
;
; 小ネタでも説明している通り、登録が可能な数は最大『１２８個』まで。
;
;
;※『必須コマンド名』と書いてるコマンドは、システム側で処理してます。
;　コマンド名を変えたり、消してはいけません。キーの変更は出来ます。
;------------------------------------------------------------------------------
;■必要なアルファベットと記号■
;
; 上記の「command = ###」の『###』に該当する部分で、
; 組み合わせるキーとボタンを設定しなければならない。
;
; ※設定したキーやボタンはM.U.G.E.Nのオプションモードにある
;  「キーコンフィグ」にて設定したキーなどに対応しています。
;
; ★方向キー★（全て必ず大文字で）
;
; 　B 　：「後方」にキーを入れる（ Backward ）
; 　D 　：「下方」にキーを入れる（ Downward ）
; 　F 　：「前方」にキーを入れる（ Forward ）
; 　U 　：「上方」にキーを入れる（ Upward ）
;
; 　DB　：「後ろ斜め下」にキーを入れる（「D」と「B」が同時に入力された事を認識）
; 　UB　：「後ろ斜め上」にキーを入れる（「U」と「B」が同時に入力された事を認識）
; 　DF　：「前斜め下」にキーを入れる（「D」と「F」が同時に入力された事を認識）
; 　UF　：「前斜め上」にキーを入れる（「U」と「F」が同時に入力された事を認識）
;
; ★ボタン★（全て必ず小文字で）
;
; 　a 　：「Ａボタン」を押す
; 　b 　：「Ｂボタン」を押す
; 　c 　：「Ｃボタン」を押す
; 　x 　：「Ｘボタン」を押す
; 　y 　：「Ｙボタン」を押す
; 　z 　：「Ｚボタン」を押す
; 　s 　：「スタートボタン」を押す
;
; ★記号★（入力効果を変化させる命令）
;
; 　/ 　：（スラッシュ）キーやボタンを「押しっぱなし」にしている事を認識する場合に追加する
;
; 　　（例）：　/b       = Ｂボタンを押したままにする
; 　　　　　　　/F       = 前キーを押したままにする
; 　　　　　　　/U,z     = 上キーを押したままＺボタンを入力する
;
;　　━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; 　~ 　：（チルダ）キーやボタンが「離された時」を認識する場合に追加する
;
; 　　（例）：　~x       = Ｘボタンを離す
; 　　　　　　　~DF      =「前斜め下」のキーを離す
; 　　　　　　　~DB,F,c  =「後ろ斜め下」を離した後に前キー・Ｃボタンの順番に入力する
;
; 　　　　　　※「ボタンを離すまでの時間（溜め時間）」も設定する事が出来る
;
; 　　　　　　　~30x     = Ｘボタンを押したままにして、３０フレーム以上経ったら離す
; 　　　　　　　~50B,F,a = 後ろキーを５０フレームまで溜めて前キー・Ａボタンの順番に入力する
;
;　　━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; 　$ 　：（ドル）方向キーの「複数の内どれかが入力されている事」を認識する場合に追加する
;
; 　　（例）：　$B       =「後方」「後ろ斜め下」「後ろ斜め上」のどれかが入力されている状態
; 　　　　　　　$UF      =「前」「上」「前斜め上」のどれかが入力されている状態
;
; 　　　　　　※この記号は「方向キー」でしか使えません。
;
;　　━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; 　+ 　：（プラス）ボタンを「同時押し」している事を認識する場合に追加する
;
; 　　（例）：　x+y      = ＸボタンとＹボタンを同時押しする
; 　　　　　　　a+b+c    = ＡボタンとＢボタンとＣボタンを同時押しする
;
; 　　　　　　※この記号は「ボタン」でしか使えません。
;
;　　━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;
; 　> 　：（グレーターザン）大なり（Win版で追加された記号）
; 　　　　　　　　　　　　「他のキーが入力されていない事を確認して、そのキーを押す」場合
;
; 　　（例）：　a,>~a    = Ａボタン以外が入力されていない状態でＡボタンを離す
; 　　　　　　　F,>~F,>F = 前キー以外が入力されていない状態で前キーを離し、
;　　　　　　　　　　　　　もう一度前キーを入力する
;
;-------------------------------------------------------------------------------
; ●これらの記号は全て組み合わせて使う事が出来る●
;
; 　　（例）：　~80$DB,DF,F,/a+y+c
; 　　　　　　　
; 　　　　　　「後方」「下」「後ろ斜め下」のどれかを８０フレームまで溜めて
; 　　　　　　「前斜め下」→「前」を入力した後、ＡとＹとＣを同時押ししたままにする
;
;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------

;※名前が同じならば、違うコマンドでも同じステートの技を出す事が可能。

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

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

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


[Command]
name = "6412a+b"
command = ~F ,B ,DB, B, a+b
time = 20

[Command]
name = "2141236a+b"
command = ~D ,DB ,B, DB, D, DF, F, a+b;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "41236a+b"
command = ~B, DB, D, DF, F, a+b;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20

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

[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

[Command]
name = "QCF_a"
command = ~D, DF, F, a

[Command]
name = "QCF_b"
command = ~D, DF, F, b

[Command]
name = "QCF_c"
command = ~D, DF, F, c


[Command]
name = "QCB_a"
command = ~D, DB, B, a

[Command]
name = "QCB_b"
command = ~D, DB, B, b

[Command]
name = "QCB_c"
command = ~D, DB, B, c

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

[Command]
name = "HighJump"       ;必須コマンド名
command = D, U
time = 10

[Command]
name = "HighJump"       ;必須コマンド名
command = D, F+U
time = 10

[Command]
name = "HighJump"       ;必須コマンド名
command = D, B+U
time = 10

[Command]
name = "Jump"       ;必須コマンド名
command =  U
time = 10

[Command]
name = "Jump"       ;必須コマンド名
command = F+U
time = 10

[Command]
name = "Jump"       ;必須コマンド名
command = B+U
time = 10


;---------------------------
;(「板投げ」用にコマンドを追加してます)
[Command]
name = "board"
command = ~D, DF, F, a

[Command]
name = "board"
command = ~D, DF, F, b

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

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

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

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

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


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

[Command]
name = "a+b" ;必須コマンド名
command = a+b
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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



;add_start
[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

;-| ai |-------------------------------------------------------------------

[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
;add_end


;============================================================================== 第４部
; ステートエントリーパート（技などを出せるようにするための条件を設定）
;==============================================================================
;------------------------------------------------------------------------------
; コマンド名と入力するコマンドを設定しただけじゃ意味が無いので、ここから
;「実際に入力した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」
; を決めなければならない。
;
; ステートコントローラ「ChangeState」しか使わないけど、
; そんなに難しくないのでトリガーを覚えてたらすぐ出来る。
;
; ここさえ押さえておけば簡単なトリガー設定の流れは覚えられるかと。
;
; エントリーの順番にはある程度の法則があるけど、
; おまけフォルダの「小ネタ.txt」を参照。（波動拳が暴発ﾅﾝﾀﾗｶﾝﾀﾗ）
;
; ChangeStateなどステートコントローラの基本的な設置例は
; おまけフォルダの「テンプレート.txt」を参照。
;------------------------------------------------------------------------------
; ■準常時監視ステート（−１）■
; コマンドファイル（のステートエントリーパート）に必要な項目です。
; 絶対に消してはいけないので要注意。
;
; 通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、
; 作成者が任意に指定した相手側の食らいステートに限り、
; 登録したステートコントローラが有効にはなりません。
;------------------------------------------------------------------------------

[Statedef -1] ;←この行は絶対に消さないでね。必須項目です。

;==============================================================================
; 超必殺技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, 一撃当身]
type = ChangeState
value = 4390
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0
triggerall = command="2141236a+b"
triggerall = Power >= 1000
triggerall = Var(56) >= Fvar(10)
triggerall = Life < 300
triggerall = Var(58) >= 60
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2999,3050)
trigger2 = movecontact

[State -1, 満開]
type = ChangeState
value = 3500
triggerall = Var(59) = 0
triggerall = command = "41236a+b"
triggerall = var(57) = 0
triggerall = Var(16) = 0
triggerall = var(58) >= 100
;trigger1 = statetype = S
trigger1 = ctrl

;============================================================
;満開時操作
;----------------------------------------------
[State -1, 満開時一撃]
type = ChangeState
value = 4330
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="41236a+b"
triggerall = FVar(38) >= Fvar(8)
;triggerall = Power >= 1000
trigger1 = stateno = 4000
trigger2 = (stateno = [4200,4220])&& movecontact

[State -1, 満開時　　ラッシュ]
type = ChangeState
value = 4300
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="TripleKFPalm"
triggerall = Power >= 1000
trigger1 = stateno = 4000
trigger2 = (stateno = [4200,4220])&& movecontact

[State -1, 満開時　　運送]
type = ChangeState
value = 4230
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="QCF_a"
trigger1 = stateno = 4000
trigger2 = (stateno = [4200,4220])&& movecontact

[State -1, 満開時　　チャージパンチ]
type = ChangeState
value = 4240
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="QCF_b"
trigger1 = stateno = 4000
trigger2 = (stateno = [4200,4220])&& movecontact

[State -1, 満開時　　a]
type = ChangeState
value = 4200
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="a"
trigger1 = stateno = 4000

[State -1, 満開時　　b]
type = ChangeState
value = 4210
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="b"
trigger1 = stateno = 4000
trigger2 = stateno = 4200 && movecontact

[State -1, 満開時　　c]
type = ChangeState
value = 4220
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="c"
trigger1 = stateno = 4000
trigger2 = stateno = 4200 && movecontact
trigger3 = stateno = 4210 && AnimElemTime(8) >= 0 && movecontact

[State -1, 満開時　　z]
type = ChangeState
value = 4120
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="z"
trigger1 = stateno = 4000

trigger2 = stateno = 4200
trigger2 = AnimelemTime(6) >= 3
trigger3 = stateno = 4210
trigger3 = AnimelemTime(10) >= 0
trigger4 = stateno = 4220
trigger4 = AnimelemTime(5) >= 3



[State -1, 満開時　　ダッシュ]
type = ChangeState
value = 4100
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="FF"
trigger1 = stateno = 4000



[State -1, 満開時　　バックダッシュ]
type = ChangeState
value = 4105
triggerall = Var(59) = 0
triggerall = Var(57) = 1
triggerall = command="BB"
trigger1 = stateno = 4000



;=======================================================================
[State -1,勇者の証];
type = ChangeState
value = 3300
triggerall = Var(59) = 0
triggerall = command = "DFDF_c"
triggerall = Var(56) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2999,3050)
trigger2 = movecontact

[State -1, 空中勇者パンチ];ゲージレベル１
type = ChangeState
value = 3100
triggerall = Var(59) = 0
triggerall = command = "TripleKFPalm"
triggerall = Var(54) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0
triggerall = power >= 1000
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA, HA
trigger2 = movecontact
trigger3 = (StateNo = [700,720]) && movecontact ;ちょっとこ丸が追加

[State -1, 勇者キック];ゲージレベル１
type = ChangeState
value = 3200
triggerall = Var(59) = 0
triggerall = Var(16) = 0
triggerall = command = "DFDF_b"
triggerall = (Var(9) && Var(56) >= 1) || Var(9) = 0 || Var(7) = 1
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = power >= 2000
;trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2999,3050)
trigger2 = movecontact
trigger3 = (StateNo = 1300) && (Time = [12,38]) ;ちょっとこ丸が追加

[State -1, 勇者パンチ];ゲージレベル１
type = ChangeState
value = 2999
triggerall = Var(59) = 0
triggerall = command = "TripleKFPalm"
triggerall = Var(54) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0
triggerall = power >= (1000+ifelse(Fvar(12)=0,500,0))
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [2999,3050)
trigger2 = movecontact
trigger3 = (StateNo = 1300) && (Time = [12,38]) ;ちょっとこ丸が追加

;==============================================================================
; 必殺技
;==============================================================================
;------------------------------------------------------------------------------
; 変数の使い方の例。
;
; カンフーマンの「地上で必殺技が出せる状況」や、
; 通常技から必殺技へ繋ぐ時の「キャンセル」の部分を設定している。
; 地上で成功すれば、『変数の例２』のステートコントローラで設定した
; 変数が実行され、それ以外なら『変数の例１』でリセットする、という処理。
;
; 個人的にはこの方法はオススメしない。kfmcでの方法を推薦します。

[State -1, 変数の例１];必殺技の発生条件リセット
type = VarSet
trigger1 = 1
var(1) = 0 ;変数用パラメータの記述方法その１（その２は「板投げ」のステートにて）

[State -1, 変数の例２];必殺技の発生条件をチェック
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;[Statedef 440]（足払いのステート）ではない時
trigger2 = stateno != [240,259]
trigger2 = movecontact
var(1) = 1

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State -1, 勇者かかと落とし空中]
type = ChangeState
value = 240
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(51) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCB_c"
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact

;------------------------------------------------------------------------------
[State -1, 勇者空中飛び込みパンチ]
type = ChangeState
value = 1500
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(54) = 0
triggerall = Var(32) < 2
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCF_a"
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
;------------------------------------------------------------------------------
[State -1, 勇者急降下パンチ]
type = ChangeState
value = 1230
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(55) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCB_a"
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
;------------------------------------------------------------------------------
[State -1, 勇者空中きっくらっしゅ]
type = ChangeState
value = 1100
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(51) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCB_b"
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl

trigger2 = (stateno = [600,699])
trigger2 = movecontact

;------------------------------------------------------------------------------
[State -1, 勇者急降下キック]
type = ChangeState
value = 1110
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(51) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCF_b"
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
;------------------------------------------------------------------------------
[State -1, 勇者きーっく！]
type = ChangeState
value = 1300
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(51) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCF_c"

trigger1 = var(1)
;------------------------------------------------------------------------------
[State -1, 勇者かかと落とし]
type = ChangeState
value = 240
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(51) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCB_c"
trigger1 = var(1)
trigger2 = Var(7) = 1 || Var(56)>=1
trigger2 = stateno = 1300 && movecontact

;------------------------------------------------------------------------------
[State -1, 勇者アッパー]
type = ChangeState
value = 710
triggerall = Var(59) = 0
triggerall = Var(54) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCF_b"
trigger1 = var(1)
trigger2 = Var(7) = 1 || Var(56)>=1
trigger2 = stateno = 1300 && movecontact

;------------------------------------------------------------------------------
[State -1, 勇者きっくらっしゅ]
type = ChangeState
value = 1400
triggerall = Var(59) = 0
triggerall = Var(51) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCB_b"
trigger1 = var(1)
trigger2 = Var(7) = 1 || Var(56)>=1
trigger2 = stateno = 1300 && movecontact



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

[State -1, 勇者平等パンチ]
type = ChangeState
value = 1000
triggerall = Var(59) = 0
triggerall = Var(54) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCF_a"
trigger1 = var(1)
trigger2 = Var(7) = 1 || Var(56)>=1
trigger2 = stateno = 1300 && movecontact

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

[State -1, 勇者パンチ]
type = ChangeState
value = 1200
triggerall = Var(59) = 0
triggerall = Var(55) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "QCB_a"
trigger1 = var(1)
trigger2 = Var(7) = 1 || Var(56)>=1
trigger2 = stateno = 1300 && movecontact


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

;==============================================================================
; 移動関連
;==============================================================================
;------------------------------------------------------------------------------

[State -1,ハイジャンプ]
type = ChangeState
value = 41
triggerall = Var(59) = 0
triggerall = command = "HighJump"
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = statetype != A
triggerall = stateno != 1700
trigger1 = ctrl

[State -1,ジャンプ]
type = ChangeState
value = 40
triggerall = Var(59) = 0
triggerall = command = "Jump"
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = statetype != A
triggerall = stateno != 1700
trigger1 = stateno = 410 && movehit


[State -1, 走る]
type = ChangeState
value = 100
triggerall = Var(59) = 0
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, バックステップ]
type = ChangeState
value = 105
triggerall = Var(59) = 0
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, バックステップ]
type = ChangeState
value = 115
triggerall = Var(59) = 0
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = Var(32) < 2
triggerall = stateno != 1700
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl

;==============================================================================
; 特殊技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, カンフースルー];投げ技
type = ChangeState
value = 800
triggerall = Var(59) = 0
triggerall = command = "a+b"
triggerall = statetype = S
triggerall = Var(54) = 0
triggerall = Var(55) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700

trigger1 = ctrl
trigger1 = stateno != 100

trigger2 = (stateno = [200,210]) && movecontact


[State -1, ダッシュ　パンチ]
type = ChangeState
value = 1120
triggerall = Var(59) = 0
triggerall = Var(54) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = command = "c"
trigger1 = Stateno = [100,101]

[State -1, ダッシュ　昇竜]
type = ChangeState
value = 700
triggerall = Var(59) = 0
triggerall = Var(55) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = command = "b"
trigger1 = Stateno = [100,101]

[State -1, ダッシュ　スライディング]
type = ChangeState
value = 1115
triggerall = Var(59) = 0
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = command = "a"
trigger1 = Stateno = [100,101]
;------------------------------------------------------------------------------

[State -1, 前転]
type = ChangeState
value = 1720
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
triggerall = stateno != 1800
triggerall = command = "z"
triggerall = command = "holdfwd"
trigger1 = statetype != A  || stateno = [100,101]
trigger1 = ctrl || stateno = [100,101]


[State -1, 特殊キャンセル];
type = ChangeState
value = 10000
triggerall = Var(59) = 0
triggerall = command = "z"
triggerall = power >= 1000
triggerall = movetype != H
triggerall = !ctrl && Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = stateno !=[3000,3500]
trigger1 = stateno !=[240,250]
trigger1 = stateno !=1800
trigger1 = stateno !=10000
trigger1 = stateno !=4500 && Stateno != 1700
trigger1 = (stateno !=[5200,5201]) && Stateno != 5210
trigger1 = stateno != 52 && prevstateno != 5210

[State -1, ゲージ溜め]
type = ChangeState
value = 1800
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
;triggerall = palno >= 10
triggerall = stateno != 1700
triggerall = stateno != 1800
triggerall = command = "z"
triggerall = power <3000
trigger1 = statetype = S
trigger1 = ctrl
;==============================================================================
; 通常攻撃技
;==============================================================================
;------------------------------------------------------------------------------

[State -1, 立ち弱パンチ]
type = ChangeState
value = 200
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 400
trigger3 = movecontact = 1



[State -1, 立ち強パンチ]
type = ChangeState
value = 210
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = Var(54) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact = 1



[State -1, 立ち弱キック]
type = ChangeState
value = 230
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = Var(55) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = Stateno = 100 && time >=10
trigger5 = Stateno = 101

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

[State -1, 挑発]
type = ChangeState
value = 10195
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "holddown"
triggerall = command = "start"
triggerall = Life-P2Life >= 400
triggerall = stateno != 1700
trigger1 = statetype != A
trigger1 = ctrl

[State -1, 挑発]
type = ChangeState
value = 195
triggerall = Var(59) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = command = "start"
triggerall = stateno != 1700
trigger1 = statetype != A
trigger1 = ctrl


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

[State -1, しゃがみ弱パンチ]
type = ChangeState
value = 400
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = Var(55) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400)
trigger2 = movecontact


[State -1, しゃがみ強パンチ]
type = ChangeState
value = 410
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = Var(54) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 200) || (stateno = 210)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, しゃがみ弱キック]
type = ChangeState
value = 430
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = stateno != 1700
triggerall = Var(16) = 0 && Anim != 4410
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 410)
trigger2 = (time > 13) || (movecontact && time > 5)
trigger3 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact



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

[State -1, ジャンプ弱パンチ]
type = ChangeState
value = 600
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = Var(55) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7

[State -1, ジャンプ強パンチ]
type = ChangeState
value = 610
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = Var(51) = 0
triggerall = Var(57) = 0
triggerall = Var(16) = 0 && Anim != 4410
triggerall = stateno != 1700
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

[State -1, ジャンプ弱キック]
type = ChangeState
value = 630
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = Var(54) = 0
triggerall = Var(57) = 0
triggerall = stateno != 1700
triggerall = Var(16) = 0 && Anim != 4410
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610
trigger2 = movecontact
















;==============================================================================
;　以下AI用記述
;==============================================================================
[State -1, 歩き制御用]
type = varadd
triggerall = var(59)>0 && Alive && !Ishelper
triggerall = fvar(23)>=1
trigger1 = stateno=21 && vel X<0
fv=23
value=-1
ignorehitpause=1
[State -1, 歩き制御用]
type = varset
triggerall = var(59)>0 && Alive && !Ishelper
triggerall = fvar(23)>=1
trigger1 = stateno!=21
fv=23
value=0
ignorehitpause=1

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;　AI用Var管理
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;------------------------------------------------------------------------------
;　敵やられ状態
;------------------------------------------------------------------------------
[State -1, 敵やられ状態監視]
type = Null
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = PlayerID(var(49)),Movetype=H
triggerall = PlayerID(var(49)),Alive
triggerall = PlayerID(var(49)),Statetype !=L
triggerall = PlayerID(var(49)),StateNo !=[120,155]
trigger1 = (var(38)!=[2,3])
trigger1 = PlayerID(var(49)),Statetype !=A
trigger1 = var(38):=1;地上ノーマルやられ
trigger2 = (var(38)!=3)
trigger2 = PlayerID(var(49)),Statetype =A
trigger2 = !(PlayerID(var(49)),StateNo=[1025,1028])
trigger2 = !(PlayerID(var(49)),StateNo=[1546,1548])
trigger2 = var(38):=2;空中ノーマルやられ
trigger3 = PlayerID(var(49)),StateNo=[1025,1028]
trigger3 = var(38):=3;ワイヤーやられ
trigger4 = PlayerID(var(49)),StateNo=[1546,1548]
trigger4 = var(38):=4;バウンドやられ
ignorehitpause=1
;---------------------------------------------------------------------------
[State -1, 敵やられ状態監視リセット]
type = varset
triggerall = var(38)=[1,5]
trigger1 = PlayerID(var(49)),Movetype!=H
trigger2 = PlayerID(var(49)),Stateno=5120
trigger3 = Movetype=H
trigger4 = Roundstate !=2
trigger5 = var(38)=3 && (PlayerID(var(49)),StateNo!=[1025,1028])
var(38)=0
ignorehitpause=1
;---------------------------------------------------------------------------
[State -1, 必殺技ヒット判定]
type = Null
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = PlayerID(var(49)),Movetype=H
triggerall = PlayerID(var(49)),Alive
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = PlayerID(var(49)),StateNo !=[120,155]
trigger1 = var(38)=1 && StateNo=1110 && Movehit;勇者急降下キックヒット
trigger1 = Var(36):=1
trigger2 = var(38)=2 && StateNo=710 && Movehit;勇者アッパーヒット
trigger2 = var(36):=2
ignorehitpause=1
;---------------------------------------------------------------------------
[State -1, 一時用変数リセット1]
type = varset
triggerall = (var(36)=[1,10])
trigger1 = Movetype=H||Statetype=L
trigger2 = Movetype=A && StateNo!=1110 && StateNo!=710
var(36)=0
ignorehitpause=1
;---------------------------------------------------------------------------
[State -1, アシストヒット判定]
type = null
triggerall = var(59)>2 && !Ishelper && PlayerIDExist(var(49))
triggerall = PlayerID(var(49)),Alive
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = PlayerID(var(49)),StateNo !=[120,155]
triggerall = Numhelper(30000)
trigger1 = fvar(39)=1 && helper(30000),stateno=30000 && helper(30000),movehit && var(38)=1
trigger1 = fvar(27):=1	;わっしー
trigger2 = fvar(39)=2 && helper(30000),stateno=31000 && helper(30000),movehit
trigger2 = fvar(27):=2	;ふーみん
trigger3 = fvar(39)=2 && helper(30000),stateno=31500 && helper(30000),movehit && var(38)=1
trigger3 = fvar(27):=3	;ふーみん
trigger4 = fvar(39)=3 && helper(30000),stateno=32000 && helper(32100),movehit
trigger4 = fvar(27):=4	;イっつん
trigger5 = fvar(39)=4 && helper(32100),stateno=33000 && helper(30000),movehit
trigger5 = fvar(27):=5	;にぼっしー
trigger6 = fvar(39)=4 && helper(30000),stateno=33500 && helper(33501),movehit && var(38)=1
trigger6 = fvar(27):=6	;にぼっしー
ignorehitpause=1
;---------------------------------------------------------------------------
[State -1, 一時用変数リセット2]
type = varset
triggerall = fvar(27)=[1,6]
trigger1 = Numhelper(30000)=0
trigger1 = PlayerID(var(49)),Movetype!=H || PlayerID(var(49)),Statetype=L
trigger2 = fvar(27)=3 || Numhelper(30000)=0
trigger2 = Movetype=A && movehit
trigger3 = Numpartner!=0 && partner,movehit
fvar(27)=0
ignorehitpause=1
;---------------------------------------------------------------------------
;[State -1, わっしー崩し用]
;type = varset
;triggerall = var(59)>2 && !Ishelper && PlayerIDExist(var(49))
;triggerall = PlayerID(var(49)),Alive
;triggerall = PlayerID(var(49)),Statetype!=L
;triggerall = Numhelper(30000) && helper(30000),stateno=30500
;trigger1 = fvar(39)=1 && helper(30000),var(1)=1
;trigger2 = PlayerID(var(49)),StateNo =[120,155]
;trigger2 = PlayerID(var(49)),Statetype !=A
;fvar(27)=7
;ignorehitpause=1
;---------------------------------------------------------------------------
;[State -1, 一時用変数リセット3]
;type = varset
;triggerall = fvar(27)=7
;trigger1 = helper(30000),stateno!=30500 || numhelper(30000)=0
;trigger2 = stateno=1510 && Movehit
;trigger3 = movetype=H || statetype=L
;fvar(27)=0
;ignorehitpause=1
;------------------------------------------------------------------------------
;　コンボ管理
;------------------------------------------------------------------------------
[State -1, コンボ管理]
type = Null
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 0
triggerall = PlayerID(var(49)),Movetype=H
triggerall = PlayerID(var(49)),Alive
triggerall = PlayerID(var(49)),Stateno!=[5110,5120]
triggerall = PlayerID(var(49)),StateNo !=[120,155]
triggerall = !(Var(9) && Var(56)>=1) && Var(9)!=0 && Var(7)!=1
trigger1 = var(37)=0 && Movehit && ((stateno=[400,430])||(stateno=[200,230])||stateno=700)
trigger1 = var(37):=1
trigger2 = var(37)=0 && stateno=1110 && Movehit
trigger2 = var(37):=1
trigger3 = stateno=710 && Movehit
trigger3 = var(37):=2
trigger4 = stateno=1510 && Movehit
trigger4 = var(37):=3
trigger5 = stateno=410 && Movehit
trigger5 = var(37):=4
trigger6 = stateno=1200 && Movehit
trigger6 = var(37):=100
ignorehitpause=1
;------------------------------------------------------------------------------
[State -1, コンボ管理・火車]
type = Null
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 0
triggerall = PlayerID(var(49)),Movetype=H
triggerall = PlayerID(var(49)),Alive
triggerall = PlayerID(var(49)),Stateno!=[5110,5120]
triggerall = PlayerID(var(49)),StateNo !=[120,155]
triggerall = Var(7)=1
trigger1 = var(37)=0 && Movehit && ((stateno=[400,430])||(stateno=[200,230])||stateno=700)
trigger1 = var(37):=1
trigger2 = stateno=710 && Movehit
trigger2 = var(37):=10
trigger3 = stateno=1300 && Movehit
trigger3 = Helper(111111),var(15)=0
trigger3 = var(37):=11
trigger4 = stateno=1510 && Movehit
trigger4 = var(37):=12
trigger5 = stateno=410 && Movehit
trigger5 = var(37):=13
trigger6 = stateno=1200 && Movehit
trigger6 = var(37):=100
ignorehitpause=1
;------------------------------------------------------------------------------
[State -1, コンボ変数リセット]
type = varset
triggerall = var(37)>0 && Var(57) = 0
trigger1 = PlayerID(var(49)),Stateno=5120
trigger2 = PlayerID(var(49)),Movetype!=H
trigger3 = PlayerID(var(49)),StateNo =[120,155]
trigger4 = PlayerID(var(49)),Movetype!=H
trigger4 = statetype!=A && fvar(27)=0
trigger5 = Movetype=H || roundstate>=3
trigger6 = PlayerID(var(49)),Stateno=[4300,4330]
trigger7 = PlayerID(var(49)),Statetype=L && var(57)=1
trigger8 = Helper(111111),var(15)=1+ifelse(Var(7)=1,1,0)
trigger9 = stateno=105 || stateno=240 || (stateno=1100 && time>=50) || (stateno=[1115,1120]) || stateno=1415
trigger10 = Numpartner!=0 && ctrl && partner,movehit && helper(111111),var(17)=0 && helper(111111),var(16)=0
trigger11 = (var(37)=2||var(37)=10) && (PlayerID(var(49)),stateno=[5100,5119])
var(37)=0
ignorehitpause=1
;------------------------------------------------------------------------------
[State -1, コンボ管理・満開]
type = Null
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1
triggerall = PlayerID(var(49)),Movetype=H
triggerall = PlayerID(var(49)),Alive
triggerall = PlayerID(var(49)),Stateno!=[5110,5120]
triggerall = PlayerID(var(49)),StateNo !=[120,155]
trigger1 = var(37)=0&&(stateno=[4200,4220])&&Movehit
trigger1 = var(37):=1
trigger2 = stateno=4230&&Movehit
trigger2 = var(37):=2
trigger3 = var(38)=3
trigger3 = var(37):=3
ignorehitpause=1
;------------------------------------------------------------------------------
[State -1, コンボ変数リセット]
type = varset
triggerall = var(37)>0 && Var(57) = 1
trigger1 = PlayerID(var(49)),Statetype=L
trigger2 = PlayerID(var(49)),Movetype!=H
trigger3 = PlayerID(var(49)),StateNo =[120,155]
trigger4 = Movetype=H
trigger5 = roundstate>=3
trigger6 = PlayerID(var(49)),Stateno=[4300,4330]
var(37)=0
ignorehitpause=1











;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;　AI行動
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;------------------------------------------------------------------------------
; Roundstate3
;------------------------------------------------------------------------------
[State -1, ドキッとしちゃった☆]
type = ChangeState
value = 10195
triggerall = var(59)>1 && RoundState>=3 && Alive && !Ishelper
triggerall = statetype != A && ctrl && Life-P2Life >= 400 && MatchOver
triggerall = helper(111111),var(13)=0 && stateno != 1700
triggerall = Life>P2Life
trigger1 = FVar(38)<=0 && helper(111111),var(11)=0 && Var(16)=0
trigger1 = Var(51)=0 && Var(52)=0 && Var(53)=0 && Var(54)=0 && Var(55)=0
trigger2 = FVar(38)<=0 && Var(9)=2 && helper(111111),var(11)=0 && Var(16)=0

[State -1,あまいあまーい]
type = ChangeState
value = 195
triggerall = var(59)>1 && RoundState>=3 && Alive && !Ishelper
triggerall = statetype != A && ctrl && helper(111111),var(13)=0
triggerall = stateno != 1700 && Life >= 400 
triggerall = Life>P2Life
trigger1 = FVar(38)<=0 && Var(9)!=2 && helper(111111),var(11)=0 && Var(16)=0
trigger1 = Var(51)=0 && Var(52)=0 && Var(53)=0 && Var(54)=0 && Var(55)=0
trigger2 = FVar(38)<=0 && Var(9)=2 && helper(111111),var(11)=0 && Var(16)=0




;------------------------------------------------------------------------------
; 満開時ガード
;------------------------------------------------------------------------------
[State -1, 満開時シールド1]
type = ChangeState
value = 4120
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && (Ctrl || stateno = 4000)
triggerall = StateType!=L && StateNo!=4120
triggerall = Random<var(59)*250 || Var(59)>=4
triggerall = PlayerID(var(49)),HitDefAttr = SA,HA,HP
trigger1 = prevstateno = 4450 || prevstateno = 4125
trigger2 = (Helper(300020),Var(54))
trigger3 = Facing*PlayerID(Var(41)),Facing*PlayerID(Var(41)),Vel X*-1 >= 0
trigger3 = PlayerID(Var(41)),P2Dist X<50
trigger4 = PlayerID(var(49)),Vel X>1
trigger4 = PlayerID(var(49)),HitDefAttr = SC,HA

[State -1, 満開時シールド2]
type = ChangeState
value = 4120
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && Palno!=12 && (Ctrl || stateno = 4000)
triggerall = StateType!=L && StateNo!=4120 && Inguarddist
triggerall = Random<var(59)*250 || Var(59)>=4
triggerall = PlayerID(var(49)),HitDefAttr = SA,SA,SP
trigger1 = prevstateno = 4450 || prevstateno = 4125
trigger2 = (Helper(300020),Var(54))
trigger3 = Facing*PlayerID(Var(41)),Facing*PlayerID(Var(41)),Vel X*-1 >= 0
trigger3 = PlayerID(Var(41)),P2Dist X<50

;------------------------------------------------------------------------------
; 満開時コンボ
;------------------------------------------------------------------------------
[State -1, 為せば大抵何とかなる！]
type = ChangeState
value = 4330
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Power >= 1000
triggerall = Var(57) = 1 && Var(16) = 0 && Anim != 4410 && FVar(38) >= Fvar(8) && Var(14) != 100
triggerall = Fvar(7) = 0 || (Fvar(7) != 0 && Enemy,stateno != [4000,4500])
triggerall = PlayerID(var(49)),Statetype!=L
trigger1 = Var(59) > 2 && var(37) = 1 && stateno = 4210 && movehit
trigger1 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
trigger1 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-80,30]
trigger2 = Var(59) > 2 && var(37) = 2 && ctrl
trigger2 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
trigger2 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-80,30]
trigger3 = Var(59) > 3 && var(37) = 3 && ctrl && stateno = 4000
trigger3 = P2Bodydist X = [-20,210]
trigger3 = (PlayerID(var(49)),stateno=[1025,1027]) || ((P2Dist Y=[-100,-25]) && PlayerID(var(49)),stateno=1028)
trigger3 = P2bodyDist Y = [-100,10]
trigger4 = Var(59) > 2 && var(37) = 0 && (stateno = [4210,4220]) && Movehit
trigger4 = p2bodydist X = [10,190]

[State -1, 満開勇者ラッシュ！]
type = ChangeState
value = 4300
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Power >= 1000
triggerall = Var(57) = 1 && Var(14) != 100 && Var(16) = 0 && Anim != 4410 && FVar(38) < Fvar(8)
triggerall = Fvar(7) = 0 || (Fvar(7) != 0 && Enemy,stateno != [4000,4500])
triggerall = PlayerID(var(49)),Statetype!=L
trigger1 = Var(59) > 2 && var(37) = 1 && stateno = 4210 && movehit
trigger1 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
trigger1 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-80,30]
trigger2 = Var(59) > 2 && var(37) = 2 && ctrl
trigger2 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
trigger2 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-80,30]
trigger3 = Var(59) > 3 && var(37) = 3 && ctrl && stateno = 4000
trigger3 = P2Bodydist X = [-20,210]
trigger3 = (PlayerID(var(49)),stateno=[1025,1027]) || ((P2Dist Y=[-100,-25]) && PlayerID(var(49)),stateno=1028)
trigger3 = P2bodyDist Y = [-100,10]
trigger4 = Var(59) > 2 && var(37) = 0 && (stateno = [4210,4220]) && Movehit
trigger4 = p2bodydist X = [-10,190]

[State -1, 満開勇者こぶし落とし！]
type = ChangeState
value = 4240
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && var(37) != 0
;triggerall = Var(58) > 40
trigger1 = Var(59) > 2 && var(37) = 1 && stateno = 4220 && movehit && Palno <10
trigger1 = p2bodydist X > 190
trigger2 = Var(59) > 2 && var(37) = 1 && stateno = 4210 && movehit
trigger2 = p2bodydist X = [10,130]
trigger2 = p2bodydist Y = [121,200]
trigger3 = Var(59) > 2 && var(37) = 2 && ctrl
trigger3 = Power < 1000

[State -1, 満開勇者プレス！]
type = ChangeState
value = 4230
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1
triggerall = PlayerID(var(49)),Statetype !=L
triggerall = p2bodydist Y = [-120,30]
trigger1 = Var(59) > 2 && var(37) = 1 && stateno = 4210 && movehit
trigger1 = p2bodydist X = [10,130]
trigger2 = Var(59) > 2 && var(37) = 1 && stateno = 4220 && movehit
trigger2 = p2bodydist X = [10,190]
trigger3 = Var(59) > 2 && var(37) = 0 && (stateno = [4210,4220]) && Movehit && Power<1000
trigger3 = p2bodydist X = [-10,190]

[State -1, 満開勇者アッパー！]
type = ChangeState
value = 4210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && var(37) != 0 && helper(111111),var(16)!=5 && stateno!=3510
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) > 1 && var(37) = 1 && stateno = 4200 && Movehit
trigger1 = p2bodydist X = [-15,70]
trigger2 = Var(59) > 2 && ctrl && var(37) = 3 && stateno = 4000 && Power<1000
trigger2 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*11) = [10,130]
trigger2 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*11+fvar(24)*60.5) = [-250,-130]

[State -1, 満開勇者ストレート！]
type = ChangeState
value = 4220
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && helper(111111),var(16)!=5 && stateno!=3510
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) > 1 && var(37) = 1 && stateno = 4200 && Movehit
trigger1 = p2bodydist X > 70
trigger2 = Var(59) > 2 && var(37) = 0 && stateno = 4200 && Movehit

[State -1, 満開勇者パンチ！]
type = ChangeState
value = 4200
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && var(37) != 0 && helper(111111),var(16)!=5 && stateno!=3510
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) > 2 && var(37) = 3 && ctrl && stateno = 4000 && Power<1000
trigger1 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,210]
trigger1 = helper(111111),var(20)=1 || (P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-100,20])
trigger1 = PlayerID(var(49)),Vel X < 0

;------------------------------------------------------------------------------
; アシストヒット時行動
;------------------------------------------------------------------------------
[State -1, なるべく諦めない！]
type = ChangeState
value = 4330
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Power >= 1000 && ctrl && var(37)=0
triggerall = Var(57) = 1 && Var(16) = 0 && Anim != 4410 && FVar(38) >= Fvar(8) && Var(14) != 100
triggerall = Fvar(7) = 0 || (Fvar(7) != 0 && Enemy,stateno != [4000,4500])
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
triggerall = helper(111111),var(20)=1 || (Pos Y = [enemynear,Pos Y-50,enemynear,Pos Y+20])
trigger1 = Var(59) > 2 && stateno = 4000
trigger1 = fvar(27)=4 && helper(30000),var(1)>=113
trigger1 = var(38)=[1,2]

[State -1, 満開勇者こぶし落とし!]
type = ChangeState
value = 4240
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && ctrl && var(37)=0
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,180]
triggerall = helper(111111),var(20)=1 || (Pos Y = [enemynear,Pos Y-50,enemynear,Pos Y+5])
trigger1 = Var(59) > 2 && stateno = 4000
trigger1 = fvar(27)=4
trigger1 = var(38)=[1,2]

;------------------------------------------------------------------------------
; 満開時行動
;------------------------------------------------------------------------------
[State -1, 勇者部五箇条]
type = ChangeState
value = 4330
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Power >= 1000 && ctrl && var(37) = 0 && fvar(27)!=4 && Pos Y >= -10
triggerall = Var(57) = 1 && Var(16) = 0 && Anim != 4410 && FVar(38) >= Fvar(8) && Var(14) != 100
triggerall = Fvar(7) = 0 || (Fvar(7) != 0 && Enemy,stateno != [4000,4500])
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
triggerall = PlayerID(var(49)),vel X >=0
triggerall = P2Dist Y>=30
triggerall = helper(111111),var(20)=1 || (var(38)!=3 && (P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-80,30])) || (var(38)=3 && (P2bodyDist Y = [-80,30]))
trigger1 = Var(59) > 3 && stateno = 4000
trigger1 = !PlayerID(var(49)),Ctrl
trigger1 = PlayerID(var(49)),Movetype=I || PlayerID(var(49)),Movetype!=A
trigger1 = PlayerID(var(49)),StateNo>=200
trigger1 = Random%60 < 400 || var(59)>3
trigger2 = Var(59) > 3 && (stateno = 4000 || stateno = 4120)
trigger2 = !PlayerID(var(49)),Ctrl
trigger2 = PlayerID(var(49)),Movetype=A && !Inguarddist
trigger2 = Random%60 < 400 || var(59)>3
trigger3 = Var(59) > 3 && stateno = 4000
trigger3 = helper(111111),var(16)=5 && var(38)=3

[State -1, 満開勇者ラッシュ]
type = ChangeState
value = 4300
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Power >= 1000 && ctrl && var(37) = 0 && fvar(27)!=4 && Pos Y >= -10
triggerall = Var(57) = 1 && Var(14) != 100 && Var(16) = 0 && Anim != 4410 && FVar(38) < Fvar(8)
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = Fvar(7) = 0 || (Fvar(7) != 0 && Enemy,stateno != [4000,4500])
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,180]
triggerall = PlayerID(var(49)),vel X >=0
triggerall = P2Dist Y>=30
triggerall = helper(111111),var(20)=1 || (var(38)!=3 && (P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-80,30])) || (var(38)=3 && (P2bodyDist Y = [-80,30]))
trigger1 = Var(59) > 2 && stateno = 4000
trigger1 = !PlayerID(var(49)),Ctrl
trigger1 = PlayerID(var(49)),Movetype=I || PlayerID(var(49)),Movetype!=A
trigger1 = PlayerID(var(49)),StateNo>=200
trigger1 = Random%60 < 400 || var(59)>3
trigger2 = Var(59) > 2 && (stateno = 4000 || stateno = 4120)
trigger2 = !PlayerID(var(49)),Ctrl
trigger2 = PlayerID(var(49)),Movetype=A && !Inguarddist
trigger2 = Random%60 < 400 || var(59)>3
trigger3 = Var(59) > 3 && stateno = 4000
trigger3 = helper(111111),var(16)=5 && var(38)=3

[State -1, 満開勇者こぶし落とし]
type = ChangeState
value = 4240
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && ctrl && var(37) = 0 && fvar(27)!=4 && fvar(27)=0 && helper(111111),var(16)!=5
triggerall = !PlayerID(var(49)),HitDefAttr = SA,HA,SA,HP,SP
;triggerall = Var(58) > 40
trigger1 = Var(59) = 2 && stateno = 4000
trigger1 = PlayerID(var(49)),Statetype !=L
trigger1 = p2bodydist X = [-5,130]
trigger1 = p2bodydist Y = [-50,100]
trigger1 = Random%60 < 50
trigger2 = Var(59) > 2 && stateno = 4000
trigger2 = prevstateno = 4310
trigger3 = Var(59) > 1 && stateno = 4000
trigger3 = Pos Y < -70
trigger3 = Random%(ifelse(var(59),30,60)) < Var(59)*100
trigger4 = Var(59) > 2 && stateno = 4000
trigger4 = PlayerID(var(49)),Statetype =L
trigger4 = Random%(ifelse(var(59)>3,10,120)) < Var(59)*100

[State -1, 満開勇者プレス]
type = ChangeState
value = 4230
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && var(37) = 0 && fvar(27)!=4 && helper(111111),var(16)!=5
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) = 2 && (stateno = 4000 || stateno = 4100) && ctrl
trigger1 = p2bodydist X >= -5
trigger1 = helper(111111),var(20)=1 || (p2bodydist Y = [-120,0])
trigger1 = Random%60 < 100
trigger2 = Var(59) > 2 && (stateno = [4210,4220]) && moveguarded
trigger2 = helper(111111),var(20)=1 || (p2bodydist Y = [-120,0])

[State -1, 満開勇者ストレート]
type = ChangeState
value = 4220
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && var(37) = 0 && fvar(27)!=4 && helper(111111),var(16)!=5 && stateno!=3510
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) = 1 && ctrl && stateno = 4000
trigger1 = p2bodydist X >= -5
trigger1 = helper(111111),var(20)=1 || (p2bodydist Y = [-100,70])
trigger1 = Random%60 < 50
trigger2 = Var(59) > 1 && stateno = 4200 && moveguarded
trigger2 = Random%(ifelse(var(59)>3,10,60)) < Var(59)*150 || var(59)>3
trigger3 = Var(59) > 1 && stateno = 4000
trigger3 = p2bodydist X = [70,200]
trigger3 = helper(111111),var(20)=1 || (p2bodydist Y = [-100,30])
trigger3 = Random%(ifelse(var(59)>3,10,60)) < Var(59)*60

[State -1, 満開勇者アッパー]
type = ChangeState
value = 4210
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && ctrl && var(37) = 0 && fvar(27)!=4 && helper(111111),var(16)!=5 && stateno!=3510
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) = 1 && stateno = 4000
trigger1 = p2bodydist X = [-5,150]
trigger1 = helper(111111),var(20)=1 || (p2bodydist Y = [-300,0])
trigger1 = Random%60 < 50
trigger2 = Var(59) > 1 && stateno = 4000
trigger2 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*15) = [10,130]
trigger2 = helper(111111),var(20)=1 || (P2Dist Y+Floor(PlayerID(var(49)),Vel Y*15+fvar(24)*112.5) = [-250,-80])
trigger2 = Random%(ifelse(var(59)>3,10,60)) < Var(59)*100

[State -1, 満開勇者パンチ]
type = ChangeState
value = 4200
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && ctrl && var(37) = 0 && fvar(27)!=4 && helper(111111),var(16)!=5 && stateno!=3510
triggerall = PlayerID(var(49)),Statetype !=L
trigger1 = Var(59) = 1 && stateno = 4000
trigger1 = p2bodydist X >= -5
trigger1 = helper(111111),var(20)=1 || (p2bodydist Y = [-100,70])
trigger1 = Random%60 < 50
trigger2 = Var(59) > 1 && stateno = 4000
trigger2 = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*10) = [-20,190]
trigger2 = PlayerID(var(49)),vel X >=0
trigger2 = helper(111111),var(20)=1 || (P2Dist Y+Floor(PlayerID(var(49)),Vel Y*10+fvar(24)*50) = [-100,30])
trigger2 = Random%(ifelse(var(59)>3,20,60)) < Var(59)*160

[State -1, 満開時ダッシュ]
type = ChangeState
value = 4100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57) = 1 && stateno = 4000;ctrl && (stateno != [4100,4105])
trigger1 = var(37) = 0
trigger1 = P2Bodydist X > 210
trigger1 = PlayerID(var(49)),Statetype =L
trigger1 = Random < Var(59)*60
trigger2 = var(59) > 2 && var(37) = 2 && Power>=1000
trigger2 = P2Bodydist X > 180



;------------------------------------------------------------------------------
;		当身ゲージ技
;------------------------------------------------------------------------------
[State -1, 勇気の輝き]
type = ChangeState
value = 4390
triggerall = Var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power>=1000 && Var(16)=0 && Var(56)>=Fvar(10) && Var(57)=0 && Life<300 && Var(58)>=60
triggerall = Statetype!=A && PlayerID(var(49)),Statetype !=L
triggerall = (P2bodydist X=[ifelse(var(59)>3,-20,0),100]) && PlayerID(var(49)),Vel X>=0
triggerall = PlayerID(var(49)),Movetype=A
triggerall = !PlayerID(var(49)),Hitdefattr = SCA,NT,ST,HT,NP,SP,HP
TriggerAll = !(Teammode=Simul) || (Teammode=Simul && Numenemy=1)
trigger1 = PlayerID(var(49)),Time=[0,7]
trigger1 = (ctrl || stateno=21 || (var(59)>3&&(stateno=[120,131])))
trigger1 = (PrevStateNo=[5000,5290])||(PrevStateNo=[150,155])||Random%(ifelse(var(59)>3,1,60))<750
trigger1 = Random%(ifelse(var(59)>3,1,60))<500+ifelse(var(59)>3,250,0)
trigger2 = PlayerID(var(49)),Time=[0,20]
trigger2 = (ctrl || stateno=21 || (var(59)>3&&(stateno=[120,131])))
trigger2 = PlayerID(var(49)),Statetype =A
trigger2 = (P2Dist Y=[-40,-1]) && PlayerID(var(49)),Vel Y>0 && PlayerID(var(49)),Vel X>0
trigger2 = (Gametime%2=0||var(59)>3) && Random%(ifelse(var(59)>3,1,60))<800
trigger3 = hitdefattr = SC, NA, SA, HA
trigger3 = var(59)>3 && Random%(ifelse(var(59)>3,1,60))<750
trigger3 = (stateno != [2999,3050]) && moveguarded

[State -1, 勇者の証]
type = ChangeState
value = 3300
triggerall = Var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power>=3000 && Var(16)=0 && Var(57)=0
triggerall = Var(56)=0 && !(Var(56)>=Fvar(10) && Life<300 && Var(58)>=60)
triggerall = Statetype!=A && PlayerID(var(49)),Statetype !=L
triggerall = (P2bodydist X=[ifelse(var(59)>3,-20,0),100]) && PlayerID(var(49)),Vel X>=0
triggerall = PlayerID(var(49)),Movetype=A
triggerall = !PlayerID(var(49)),Hitdefattr = SCA,NT,ST,HT,NP,SP,HP
TriggerAll = !(Teammode=Simul) || (Teammode=Simul && !partner,alive)
trigger1 = PlayerID(var(49)),Time=[0,7]
trigger1 = (ctrl || stateno=21 || (var(59)>3&&(stateno=[120,131])))
trigger1 = (PrevStateNo=[5000,5290])||(PrevStateNo=[150,155])||Random%(ifelse(var(59)>3,1,60))<750
trigger1 = Random%(ifelse(var(59)>3,1,60))<500+ifelse(var(59)>3,250,0)
trigger2 = PlayerID(var(49)),Time=[0,20]
trigger2 = (ctrl || stateno=21 || (var(59)>3&&(stateno=[120,131])))
trigger2 = PlayerID(var(49)),Statetype =A
trigger2 = (P2Dist Y=[-40,-1]) && PlayerID(var(49)),Vel Y>0 && PlayerID(var(49)),Vel X>0
trigger2 = (Gametime%2=0||var(59)>3) && Random%(ifelse(var(59)>3,1,60))<800
trigger3 = hitdefattr = SC, NA, SA, HA
trigger3 = var(59)>3 && Random%(ifelse(var(59)>3,1,60))<750
trigger3 = (stateno != [2999,3050]) && moveguarded

;------------------------------------------------------------------------------
;		満開
;------------------------------------------------------------------------------
[State -1, 満開・制限あり]
type = ChangeState
value = 3500
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = var(57) = 0 && var(58) >= 100 && Var(16) = 0 && Anim != 4410
triggerall = (ctrl || stateno=21 || stateno=120) && (Stateno != [3500,3510]) && Var(14) != 100 && var(37)=0 && fvar(27)=0
triggerall = (((Floor(Var(48))/10)%10=1 && Life<LifeMax/4) || ((Floor(Var(48))/10)%10=2 && Life<LifeMax/2)) && Var(56)<1
triggerall = ((floor(var(48))/100)%10=1 && (Floor(Var(42)/100)%100)+Lose>0) || ((floor(var(48))/100)%10=2 && RoundNo>1) || (floor(var(48))/100)%10=3
triggerall = (var(59)>3 && palno>=10 && !(power>=1000 && Var(56)>=Fvar(10) && Life<300 && Var(58)>=60)) || !(var(59)>3 && palno>=10)
trigger1 = teammode = Single || teammode = turns
trigger1 = !(var(59)>3 && Palno>=10)
trigger1 = Random%(ifelse(var(59)>3,1,300))<Var(59)*(5+ifelse(Life<LifeMax/4,15,0))
trigger2 = P2Bodydist X = [-82,82]
trigger2 = PlayerID(var(49)),Movetype =A
trigger2 = Random%300<Var(59)*30 || var(59)>=4

[State -1, 満開]
type = ChangeState
value = 3500
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = var(57) = 0 && var(58) >= 100 && Var(16) = 0 && Anim != 4410
triggerall = (ctrl || stateno=21 || stateno=120) && (Stateno != [3500,3510]) && Var(14) != 100 && var(37)=0 && fvar(27)=0
triggerall = (Floor(Var(48))/10)%10=3 || Var(56)>=1
triggerall = ((floor(var(48))/100)%10=1 && (Floor(Var(42)/100)%100)+Lose>0) || ((floor(var(48))/100)%10=2 && RoundNo>1) || (floor(var(48))/100)%10=3
triggerall = (var(59)>3 && palno>=10 && !(power>=1000 && Var(56)>=Fvar(10) && Life<300 && Var(58)>=60)) || !(var(59)>3 && palno>=10)
trigger1 = teammode = Single || teammode = turns
trigger1 = !(var(59)>3 && Palno>=10)
trigger1 = Random%(ifelse(var(59)>3,1,300))<Var(59)*(5+ifelse(Life<LifeMax/4,15,0))
trigger2 = P2Bodydist X = [-82,82]
trigger2 = PlayerID(var(49)),Movetype =A
trigger2 = Random%300<Var(59)*30 || var(59)>=4

;------------------------------------------------------------------------------
;		切り返し
;------------------------------------------------------------------------------
[State -1, 前転]
type = ChangeState
value = 1720
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && stateno != 1800 && var(37)=0 && fvar(27)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = Ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = P2bodydist X=[-5,40]
TriggerAll = PlayerID(var(49)),statetype!=A || (P2bodydist Y>=50 && PlayerID(var(49)),vel Y >=0)
TriggerAll = PlayerID(var(49)),Movetype=A
Trigger1 = PlayerID(var(49)),Time=[9-var(59)*2,9]
trigger1 = PlayerID(Var(49)),Hitdefattr = SCA,HA,HP
Trigger1 = Random%60<var(59)*160 || var(59)>3

[State -1, EX勇者キィィック！！]
type = ChangeState
value = 3200
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >=2000 && Var(51)=0 && Var(57)=0 && Var(16)=0
triggerall = PlayerID(var(49)),Statetype!=L
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = PlayerID(var(49)),Movetype=A
triggerall = (Var(9) && Var(56) >= 1) || Var(9) = 0 || Var(7) = 1
triggerall = Helper(111111),var(1)>10||Helper(111112),var(1)>10
TriggerAll = (PrevStateNo=[5000,5290])||(PrevStateNo=[150,155])||(Random<750&&var(59)>3)||(Random%120<250&&var(59)<=3)
TriggerAll = Power >= 2500 || PlayerID(var(49)),Life < 250*(const(data.attack)*0.01)
Trigger1 = PlayerID(var(49)),Time=[9-var(59)*2,9]
Trigger1 = Random%60<var(59)*80 || var(59)>3
Trigger2 = PlayerID(var(49)),Time=[0,5]
Trigger2 = PlayerID(var(49)),Hitdefattr=SCA,AT;投げ回避
Trigger2 = Random%60<var(59)*100 || var(59)>3

[State -1, EX勇者パァァーンチ！！]
type = ChangeState
value = 2999
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >= (1000+ifelse(Fvar(12)=0,500,0)) && Var(54)=0 && Var(57)=0 && Var(16)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = P2bodydist X-Ceil(PlayerID(var(49)),Vel X*9)=[-5,70]
TriggerAll = PlayerID(var(49)),statetype!=A || (P2bodydist Y>=50 && PlayerID(var(49)),vel Y >=0)
TriggerAll = PlayerID(var(49)),Movetype=A
TriggerAll = (PrevStateNo=[5000,5290])||(PrevStateNo=[150,155])||(Random<750&&var(59)>3)||(Random%120<250&&var(59)<=3)
TriggerAll = Power >= 2500 || PlayerID(var(49)),Life < 250*(const(data.attack)*0.01) || (Palno=12 && var(59)>4 && Power>=1500)
Trigger1 = PlayerID(var(49)),Time=[9-var(59)*2,9]
Trigger1 = Random%60<var(59)*80 || var(59)>3
Trigger2 = PlayerID(var(49)),Time=[0,5]
Trigger2 = PlayerID(var(49)),Hitdefattr=SCA,AT;投げ回避
Trigger2 = Random%60<var(59)*100 || var(59)>3

[State -1, 勇者しょーりゅーけーん！！]
type = ChangeState
value = 710
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && Numhelper(30000)=0
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = P2bodydist X=[-5,65]
TriggerAll = P2bodydist Y>=-80
TriggerAll = PlayerID(var(49)),Movetype=A
TriggerAll = !PlayerID(var(49)),Hitdefattr = SC,HA,HP,HT
TriggerAll = (PrevStateNo=[5000,5290])||(PrevStateNo=[150,155])||(Random<750&&var(59)>3)||(Random%120<250&&var(59)<=3)
Trigger1 = PlayerID(var(49)),Time=[9-var(59)*2,9]
Trigger1 = Random%120<var(59)*80 || var(59)>3
Trigger2 = PlayerID(var(49)),Time=[0,5]
Trigger2 = PlayerID(var(49)),Hitdefattr=SCA,AT;投げ回避
Trigger2 = Random%120<var(59)*100 || var(59)>3

[State -1, 空中ダッシュ後]
type = ChangeState
value = 115
triggerall = var(59)>1 && palno!=12 && var(13)!=3 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = StateType = A && ctrl && Pos Y<-30 && var(37)=0
triggerall = helper(111111),var(17)=710 && var(37)=0 && vel Y<0
trigger1 = PlayerID(var(49)),movetype!=H
trigger2 = PlayerID(var(49)),movetype=H && (PlayerID(var(49)),StateNo =[120,155])

[State -1, 特殊キャンセルリカバリー]
type = ChangeState
value = 10000
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >= 1000 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = movetype != H && !ctrl && stateno!=21 && stateno !=10000 && var(37)=0
trigger1 = stateno=710 && moveguarded && time >= 18
trigger1 = power>=2000 || (life<lifemax/2) || Palno=12
trigger1 = random<var(59)*200

;------------------------------------------------------------------------------
;		隙突き
;------------------------------------------------------------------------------
[State -1, 隙きありキック]
type = ChangeState
value = 200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = P2Bodydist X=[-5,70]
TriggerAll = PlayerID(var(49)),Statetype !=A
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = !PlayerID(var(49)),Ctrl
TriggerAll = PlayerID(var(49)),stateno!=Helper(111112),var(50) && PlayerID(var(49)),stateno!=Helper(111112),var(51)
Trigger1 = StateNo!=52
Trigger1 = PlayerID(var(49)),Animtime<=-7
Trigger1 = PlayerID(var(49)),Movetype=I
Trigger1 = PlayerID(var(49)),StateNo>=200||PlayerID(var(49)),StateNo=52
Trigger1 = Random%120<var(59)*50 || (var(59)>3 && Random<var(59)*250)
Trigger2 = PlayerID(var(49)),Movetype!=A
Trigger2 = PlayerID(var(49)),StateNo>=200
Trigger2 = var(37)=0 && fvar(27)=0
Trigger2 = Random%120<var(59)*50 || (var(59)>3 && Random<var(59)*250)

[State -1, 隙きありパンチ]
type = ChangeState
value = 400
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(51)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = P2Bodydist X=[-5,45]
TriggerAll = PlayerID(var(49)),Statetype !=A
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = !PlayerID(var(49)),Ctrl
TriggerAll = PlayerID(var(49)),stateno!=Helper(111112),var(50) && PlayerID(var(49)),stateno!=Helper(111112),var(51)
Trigger1 = StateNo!=52
Trigger1 = PlayerID(var(49)),Animtime<=-7
Trigger1 = PlayerID(var(49)),Movetype=I
Trigger1 = PlayerID(var(49)),StateNo>=200||PlayerID(var(49)),StateNo=52
Trigger1 = Random%120<var(59)*50 || (var(59)>3 && Random<var(59)*250)
Trigger2 = PlayerID(var(49)),Movetype!=A
Trigger2 = PlayerID(var(49)),StateNo>=200
Trigger2 = var(37)=0 && fvar(27)=0
Trigger2 = Random%120<var(59)*50 || (var(59)>3 && Random<var(59)*250)

;------------------------------------------------------------------------------
;		投げ
;------------------------------------------------------------------------------
[State -1, 投げ]
type = ChangeState
value = 800
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = Ctrl || stateno=21 || stateno=120
TriggerAll = PlayerID(var(49)),Statetype !=A
TriggerAll = PlayerID(var(49)),Movetype !=H
TriggerAll = !PlayerID(var(49)),Hitdefattr = SCA,HA,HP,HT
TriggerAll = PlayerID(var(49)),Alive
TriggerAll = P2bodydist X=[-6,45]
TriggerAll = Random%(ifelse(var(59)>3,1,120))<var(59)*120
Trigger1 = PlayerID(var(49)),Time=[0,4-ifelse(var(59)<4,6,0)]
Trigger1 = (PrevstateNo = [150,155]) && !inguarddist
Trigger1 = (Helper(111111),var(2)=[0,60])||(Helper(111112),var(2)=[0,60])
Trigger2 = Random%(ifelse(var(59)>3,1,120))<100-var(59)*18 && !inguarddist

;------------------------------------------------------------------------------
;		投げ対策
;------------------------------------------------------------------------------
[State -1, 勇者飛び込みパンチ]
type = ChangeState
value = 1120
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = Stateno = [100,101]
triggerall = PlayerID(var(49)),StateType != A
triggerall = PlayerID(var(49)),Movetype =A
triggerall = PlayerID(var(49)),HitDefAttr = SCA,AT
trigger1 = Random%(ifelse(var(59)>3,1,30))<var(59)*70 || var(59)>3

;------------------------------------------------------------------------------
;		ガード
;------------------------------------------------------------------------------
[State -1, ガード]
Type = ChangeState
Value = 120
triggerall = var(59)>0 && Var(57)!=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = StateType!=L && (ctrl||stateno=21) && InGuardDist && (StateNo!=[120,155])
triggerall = Random%(ifelse(var(59)>2,5,60))<var(59)*65 || Var(59)>=4
trigger1 = (prevstateno = [120,155])
trigger2 = prevstateno = [5000,5270]
trigger3 = NumHelper(2666660)
trigger3 = InGuardDist || ((Helper(2666660),Var(40)) && (EnemyNear,P2Dist X<-30)) || (Helper(2666660),Var(41))

[State -1, 飛び道具ガード]
Type = ChangeState
Value = 120
triggerall = var(59)>1 && Var(57)!=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = StateType!=L && (ctrl||stateno=21) && InGuardDist && (StateNo!=[120,155])
triggerall = Random%(ifelse(var(59)>2,5,60))<var(59)*65 || Var(59)>=4
trigger1 = (Helper(300020),Var(54))
trigger2 = Facing*PlayerID(Var(41)),Facing*PlayerID(Var(41)),Vel X*-1 >= 0
trigger2 = PlayerID(Var(41)),P2Dist X<50

[State -1, 突進・対策ガード]
Type = ChangeState
Value = 120
triggerall = var(59)>1 && Var(57)!=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = StateType!=L && (ctrl||stateno=21) && !InGuardDist && (StateNo!=[120,155])
triggerall = Random%(ifelse(var(59)>2,5,60))<var(59)*60 || Var(59)>=4
trigger1 = PlayerID(var(49)),Vel X>1
trigger1 = PlayerID(var(49)),HitDefAttr = SC,AA

;------------------------------------------------------------------------------
;		締め
;------------------------------------------------------------------------------

[State -1, 勇者パァァーンチ！]
type = ChangeState
value = 2999
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >= (1000+ifelse(Fvar(12)=0,500,0)) && Var(57)=0 && Var(16)=0
triggerall = Var(51)=0 && Var(54)=0 && Var(55)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(37)=100 && var(38)=2 && stateno=1215
trigger1 = time >=3
trigger2 = var(59)>2 && stateno=1410 && time = 157 && movehit
trigger2 = power>1500 || PlayerID(var(49)),Life<100*(const(data.attack)*0.01)
trigger2 = ((var(59)=[3,4]) && Helper(111111),var(18)=1) || (var(59)>4 && Palno!=12 && Helper(111111),var(18)=4)
trigger2 = PlayerID(var(49)),Statetype=C
trigger3 = var(37)=0 && var(38)=0 && time >=3 && (P2bodydist X=[0,50])
trigger3 = PlayerID(var(49)),Numproj=0 && !PlayerID(var(49)),Hitdefattr=SCA,NP,SP
trigger3 = stateno=1215 || (stateno=1200 && PlayerID(var(49)),Movetype=A && Palno!=12)

[State -1, 勇者ナックル！]
type = ChangeState
value = 1000
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(55)=0 && Var(56)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*7)=[0,65]
triggerall = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*7+fvar(24)*24.5)>=-100
trigger1 = var(37)=100 && var(38)=2 && prevstateno=1215 && ctrl
trigger1 = power < (1000+ifelse(Fvar(12)=0,500,0))

[State -1, 空中勇者パァァーンチ！(散華)]
type = ChangeState
value = 3100
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >=1000 && Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(59)>2 && var(55)=1
trigger1 = var(37)=13 && var(38)=2 && stateno = 1100 && movehit && time>=31

[State -1, 勇者パァァーンチ！(散華)]
type = ChangeState
value = 2999
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >= (1000+ifelse(Fvar(12)=0,500,0)) && Var(57)=0 && Var(16)=0
triggerall = Var(51)+Var(54)+Var(55)=1
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(51)=1
trigger1 = var(37)=100 && var(38)=2 && stateno=1215
trigger1 = time >=3

[State -1, 勇者ナックル！(散華)]
type = ChangeState
value = 1000
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*7)=[0,65]
triggerall = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*7+fvar(24)*24.5)>=-100
trigger1 = var(51)=1
trigger1 = var(37)=100 && var(38)=2 && prevstateno=1215 && ctrl
;壁際
trigger2 = var(55)=1
trigger2 = var(37)=11 && var(38)=2 && stateno=1300 && movehit
trigger2 = time >=15

;------------------------------------------------------------------------------
;		コンボ(満開経験後)
;------------------------------------------------------------------------------

[State -1, 足払い！(散華)]
type = ChangeState
value = 1300
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = (Var(9) && Var(56) >= 1) || Var(9) = 0 || Var(7) = 1
triggerall = statetype != A
trigger1 = var(55)=1
trigger1 = (ctrl||stateno=21) && var(37)=10
trigger1 = PlayerID(var(49)),stateno=[5050,5101]
trigger1 = Helper(111111),var(10)<=var(43)-8
trigger1 = Helper(111111),var(15)<2
trigger1 = P2Bodydist X=[0,50]

[State -1, 勇者ダッシュパンチ！(散華)]
type = ChangeState
value = 1500
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
triggerall = Var(32) < 2
trigger1 = var(51)=1
trigger1 = var(37)=10 && var(38)=2 && stateno = 700 && ctrl && time >= 17 && movehit
trigger2 = var(51)=1
trigger2 = var(37)=10 && var(36)=2 && var(38)=2 && ctrl
trigger2 = Pos Y < -50
trigger3 = var(55)=1
trigger3 = var(37)=10 && var(38)=2 && stateno = 700 && ctrl && time >= 17 && movehit
trigger4 = var(55)=1
trigger4 = var(37)=10 && var(36)=2 && var(38)=2 && ctrl
trigger4 = Pos Y < -50

[State -1, 勇者パンチ！(散華)]
type = ChangeState
value = 1200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(51)=1
trigger1 = var(37)=1 && var(38)=1 && stateno = 230 && movehit
trigger1 = time >=6
trigger2 = var(51)=1
trigger2 = (var(37)=10||var(37)=12) && var(38)=2 && stateno = 230 && movehit
trigger2 = time >=11
trigger3 = var(54)=1
trigger3 = var(37)=11 && var(38)=2 && stateno = 230 && movehit
;trigger3 = time >=11
trigger4 = var(54)=1
trigger4 = var(37)=11 && var(38)=2 && stateno=1300 && movehit
trigger4 = time >=12

[State -1, 空中勇者キックラッシュ！(散華)]
type = ChangeState
value = 1100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(55)=1
trigger1 = var(37)=13 && var(38)=2 && stateno=610 && movehit
trigger2 = var(54)=1
trigger2 = (var(37)=1||var(37)=12) && var(38)=2 && stateno=610 && movehit

[State -1, ジャンプ中キック！(散華)]
type = ChangeState
value = 610
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(55)=1 && ctrl
trigger1 = var(37)=13 && var(38)=2 && Helper(111111),var(16)!=0
trigger1 = Vel Y<0 && Vel x>0
trigger1 = (P2bodydist Y=[-50,20]) && (P2bodydist X=[0,50])
trigger2 = var(54)=1
trigger2 = (var(37)=1||var(37)=12) && var(38)=2 && stateno = 600 && movehit

[State -1, ジャンプ弱パンチ！(散華)]
type = ChangeState
value = 600
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(54)=1
trigger1 = var(37)=1 && var(38)=2 && stateno = 700 && movehit && ctrl && time>=18

[State -1,追い打ちジャンプ！(散華)]
type = ChangeState
value = 39
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(55)=1
trigger1 = var(37)=13 && var(38)=2 && stateno = 410 && movehit

[State -1, しゃがみ中パンチ！(散華)]
type = ChangeState
value = 410
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(55)=1
trigger1 = (var(37)=10||var(37)=12) && var(38)=2 && stateno = 210 && movehit && time > 5

[State -1, 勇者アッパー！(散華)]
type = ChangeState
value = 700
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(54)=1
trigger1 = Stateno = [100,101]
trigger1 = var(37)=1 && var(38)=1 && time > 7

[State -1, スライディング！(散華)]
type = ChangeState
value = 1115
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(55)=1
trigger1 = Stateno = [100,101]
trigger1 = var(37)=1 && var(38)=1 && time > 7

[State -1, ラッシュキャンセルダッシュ！(散華)]
type = ChangeState
value = 100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1
trigger1 = var(54)=1
trigger1 = var(37)=1 && var(38)=1 && stateno = 1410 && time = 157 && movehit
trigger1 = power < 2500

[State -1, 勇者ステップキック！(散華)]
type = ChangeState
value = 1400
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && Power>=500
trigger1 = var(55)=1
trigger1 = var(37)=1 && var(38)=1 && stateno = 210 && movehit
trigger2 = var(54)=1
trigger2 = var(37)=1 && var(38)=1 && (stateno=230||stateno=430) && movehit

[State -1, 勇者かかと落とし！(散華)]
type = ChangeState
value = 240
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(54)=1 && Power<500
trigger1 = var(37)=1 && var(38)=1 && (stateno=230||stateno=430) && movehit
trigger2 = var(55)=1 && Power<500
trigger2 = var(37)=1 && var(38)=1 && stateno = 210 && movehit

[State -1, 強パンチ！(散華)]
type = ChangeState
value = 230
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(51)=1
trigger1 = var(37)=1 && var(38)=1 && stateno = 210 && movehit
trigger2 = var(51)=1
trigger2 = (var(37)=10||var(37)=12) && var(38)=2 && stateno = 210 && movehit
trigger3 = var(54)=1
trigger3 = var(37)=1 && var(38)=1 && stateno = 200 && movehit

[State -1, 中パンチ！(散華)]
type = ChangeState
value = 210
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = (var(51)=1 || var(55)=1)
trigger1 = var(37)=1 && var(38)=1 && stateno = 200 && movehit
trigger2 = (ctrl||stateno=21) && var(38)=4
trigger2 = var(51)=1
trigger2 = PlayerID(var(49)),stateno = 1548
trigger2 = PlayerID(var(49)),statetime >=22
trigger2 = P2bodydist X=[0,60]
trigger3 = var(51)=1
trigger3 = (ctrl||stateno=21) && var(38)=2 && var(36)=2
trigger3 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*3+fvar(24)*4.5)=[-10,-1]
trigger3 = P2bodydist X=[0,60]
trigger4 = var(55)=1
trigger4 = (var(37)=10||var(37)=12) && var(38)=2 && stateno = 200 && movehit

[State -1, 弱キック！(散華)]
type = ChangeState
value = 200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=1 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(55)=1
trigger1 = (ctrl||stateno=21) && var(38)=4
trigger1 = PlayerID(var(49)),stateno = 1548
trigger1 = PlayerID(var(49)),statetime >=23
trigger1 = P2bodydist X=[0,60]
trigger2 = var(55)=1
trigger2 = (ctrl||stateno=21) && var(38)=2 && var(36)=2
trigger2 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*3+fvar(24)*4.5)=[-10,-1]
trigger2 = P2bodydist X=[0,60]
trigger3 = var(54)=1 || var(55)=1
trigger3 = var(37)=1 && var(38)=1 && (ctrl||stateno=21)
trigger3 = Helper(111111),var(17)=1410

;------------------------------------------------------------------------------
;		コンボ(通常時)
;------------------------------------------------------------------------------

[State -1, 足払い！]
type = ChangeState
value = 1300
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A
trigger1 = (ctrl||stateno=21) && var(37)=10
trigger1 = PlayerID(var(49)),stateno=[5050,5101]
trigger1 = Helper(111111),var(10)<=var(43)-8
trigger1 = Helper(111111),var(15)<2
trigger1 = P2Bodydist X=[0,50]

[State -1, 勇者パンチ！]
type = ChangeState
value = 1200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = Helper(111111),var(15)<2
trigger1 = var(37)>=1 && var(38)=2 && stateno = 230 && movehit
trigger1 = time >=6
trigger2 = var(37)=11 && var(38)=2 && stateno = 230 && movehit
;trigger2 = time >=11
trigger3 = var(37)=11 && var(38)=2 && stateno=1300 && movehit
trigger3 = time >=12
trigger4 = var(37)=1 && var(38)=1 && (stateno=230||stateno=430) && movehit
trigger4 = power < 1000
trigger5 = var(37)=0 && var(38)=0 && stateno = 230 && movehit

[State -1, 勇者だっしゅぱんち！]
type = ChangeState
value = 1500
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
triggerall = Var(32) < 2
trigger1 = ((var(37)=[1,2])||var(37)=10) && var(38)=2 && stateno = 700 && ctrl && time >= 17 && movehit
trigger2 = ((var(37)=[1,2])||var(37)=10) && var(36)=2 && var(38)=2 && ctrl
trigger2 = Pos Y < -50

;---------------------------------------------------------------------------
[State -1, 空中勇者パンチ]
type = ChangeState
value = 3100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >=1000 && Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(59)>2 && (var(37)=4||var(37)=13) && var(38)=2 && stateno = 1100 && movehit && time>=31
trigger1 = Helper(111111),var(1)>20||Helper(111112),var(1)>20
trigger2 = var(59)>2 && (var(37)=4||var(37)=13) && var(38)=2 && stateno = 1100 && movehit && time>=49
trigger2 = (Helper(111111),var(1)=[0,20])||(Helper(111112),var(1)=[0,20])
trigger3 = var(59)=2 && var(37)=1 && var(38)=2 && stateno = 700 && ctrl && time >= 17 && movehit
trigger3 = Random>600

[State -1, 空中勇者キックラッシュ！]
type = ChangeState
value = 1100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(59)>2 && (var(37)=4||var(37)=13) && var(38)=2 && stateno=610 && movehit
trigger2 = var(59)=2 && var(37)=1 && var(38)=2 && stateno = 700 && ctrl && time >= 17 && movehit
trigger2 = Random<400

[State -1, ジャンプ強パンチ！]
type = ChangeState
value = 630
triggerall = var(59)=2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = (var(37)=4||var(37)=13) && var(38)=2 && stateno = 600 && movehit
trigger2 = var(59)=2 && var(37)=1 && var(38)=2 && stateno = 610 && movehit

[State -1, ジャンプ弱キック！]
type = ChangeState
value = 610
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = (var(37)=4||var(37)=13) && var(38)=2 && stateno = 600 && movehit
trigger2 = var(59)=2 && var(37)=1 && var(38)=2 && stateno = 600 && movehit

[State -1, ジャンプ弱パンチ！]
type = ChangeState
value = 600
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = var(59)>2 && (var(37)=4||var(37)=13) && var(38)=2 && ctrl
trigger1 = P2bodydist X=[0,50]
trigger1 = vel Y<0 && (P2bodydist Y=[-40,20])
trigger2 = var(59)=2 && var(37)=1 && var(38)=2 && stateno = 700 && ctrl && time >= 17 && movehit
trigger2 = Random<400

[State -1,追い打ちジャンプ！]
type = ChangeState
value = 39
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = (var(37)=4||var(37)=13) && var(38)=2 && stateno = 410 && movehit

[State -1, しゃがみ中パンチ！]
type = ChangeState
value = 410
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
Triggerall = P2bodydist X=[0,45]
triggerall = P2Bodydist X-Ceil(PlayerID(var(49)),Vel X*5) = [-5,45]
trigger1 = ((var(37)=[2,3])||var(37)=10||var(37)=12) && var(38)=2 && stateno = 210 && movehit && time > 5
trigger1 = Helper(111111),var(1)>5||Helper(111112),var(1)>5
trigger2 = ((var(37)=[2,3])||var(37)=10||var(37)=12) && var(38)=2 && stateno = 210 && movehit && time > 5
trigger2 = Random<400
trigger2 = (Helper(111111),var(1)=[0,5])||(Helper(111112),var(1)=[0,5])

;---------------------------------------------------------------------------
[State -1, 勇者飛び込みパンチ！]
type = ChangeState
value = 1120
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = Stateno = [100,101]
trigger1 = var(59)=2 && Random>700 && var(37)=1 && var(38)=1 && time > 7
trigger2 = var(59)>2 && var(37)=1 && var(38)=2 && time > 1

[State -1, スライディング！]
type = ChangeState
value = 1115
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = Stateno = [100,101]
trigger1 = var(37)=1 && var(38)=1 && time > 7
trigger1 = (var(59)=2 && Random<300) || PlayerID(var(49)),Statetype=C

[State -1, 勇者アッパー！]
type = ChangeState
value = 700
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = Stateno = [100,101]
trigger1 = var(37)=1 && var(38)=1 && time > 7
trigger1 = PlayerID(var(49)),Statetype!=C

[State -1, ラッシュキャンセルダッシュ！]
type = ChangeState
value = 100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && var(37)=1 && (var(38)=[1,2]) && stateno = 1410 && time = 157 && movehit
trigger1 = var(59)>2 && power<2500
trigger2 = ((var(59)=[3,4]) && Helper(111111),var(18)=1) || (var(59)>4 && Palno!=12 && Helper(111111),var(18)=4)
trigger3 = var(59)=2 && time = 58+(random%30=[0,99])

;---------------------------------------------------------------------------
[State -1, 勇者かかと落とし]
type = ChangeState
value = 240
triggerall = var(59)=2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(37)=1 && var(38)=1 && (stateno=230||stateno=430) && movehit
trigger1 = Random < 300

[State -1, 勇者ナックル！]
type = ChangeState
value = 1000
triggerall = var(59)=2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(55)=0 && Var(56)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2Bodydist X=[0,65]
triggerall = P2Dist Y>=-100
trigger1 = var(37)=1 && (var(38)=[1,2]) && stateno=210 && Var(58)<100
trigger1 = Random < 200

[State -1, 勇者ステップキック！]
type = ChangeState
value = 1400
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(37)=1 && var(38)=1 && (stateno=230||stateno=430) && movehit
trigger1 = power >= 1000

;---------------------------------------------------------------------------
[State -1, 強パンチ！]
type = ChangeState
value = 230
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(37)=1 && var(38)=1 && (stateno=200||stateno=400) && movehit && Helper(111111),var(16)=0
trigger2 = var(37)=1 && var(38)=1 && stateno = 210 && movehit
trigger3 = ((var(37)=[1,2])||var(37)=10) && var(38)=2 && stateno = 200 && movehit
trigger3 = time >=6
trigger3 = Helper(111111),var(1)>5||Helper(111112),var(1)>5
trigger4 = (var(37)=3||var(37)=12) && var(38)=2 && stateno = 200 && movehit
trigger4 = Helper(111111),var(1)>5||Helper(111112),var(1)>5
trigger5 = var(37)=11 && var(38)=2 && stateno = 210 && movehit
trigger6 = ((var(37)=[1,3])||var(37)=10||var(37)=12) && var(38)=2 && stateno = 210 && movehit
trigger6 = (Helper(111111),var(1)=[0,5])||(Helper(111112),var(1)=[0,5])
trigger7 = var(37)=0 && (stateno=200||stateno=400) && movehit

[State -1, 中パンチ！]
type = ChangeState
value = 210
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = var(37)=1 && var(38)=1 && (stateno=200) && movehit
trigger1 = Helper(111111),var(16)=2
trigger2 = var(37)=11 && var(38)=2 && stateno = 200 && movehit
trigger3 = (var(37)=3||var(37)=12) && (ctrl||stateno=21) && var(38)=4
trigger3 = PlayerID(var(49)),stateno = 1548
trigger3 = PlayerID(var(49)),statetime =[18,20]
trigger3 = P2bodydist X=[0,60]
trigger3 = Helper(111111),var(1)>5||Helper(111112),var(1)>5
trigger3 = Random<400 && PlayerID(var(49)),Life>=500
trigger4 = ((var(37)=[1,3])||var(37)=10||var(37)=12) && var(38)=2 && stateno = 200 && movehit
trigger4 = (Helper(111111),var(1)=[0,5])||(Helper(111112),var(1)=[0,5])
trigger5 = (var(37)=2||var(37)=10) && (ctrl||stateno=21) && var(38)=2 && var(36)=2
trigger5 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*4+fvar(24)*8)=[-10,-1]
trigger5 = Random<400 && PlayerID(var(49)),Life>=500

[State -1, 弱キック！]
type = ChangeState
value = 200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)+Var(54)+Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = (var(37)=3||var(37)=12) && (ctrl||stateno=21) && var(38)=4
trigger1 = PlayerID(var(49)),stateno = 1548
trigger1 = PlayerID(var(49)),statetime >=23
trigger1 = P2bodydist X=[0,60]
trigger2 = var(37)=1 && var(38)=1 && (ctrl||stateno=21)
trigger2 = Helper(111111),var(17)=1410
trigger3 = Helper(111111),var(16)=3 && var(37)=1 && var(38)=1 && (ctrl||stateno=21)
trigger3 = P2bodydist X=[0,60]
trigger4 = (var(37)=2||var(37)=10) && (ctrl||stateno=21) && var(38)=2 && var(36)=2
trigger4 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*3+fvar(24)*4.5)=[-10,-1]
trigger4 = P2bodydist X=[0,60]
trigger5 = Prevstateno=1300 && ctrl && var(37)=11 && var(38)=2
trigger6 = stateno=400 && movehit
trigger6 = P2bodydist X=[0,60]

;---------------------------------------------------------------------------
[State -1, 特殊キャンセル]
type = ChangeState
value = 10000
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >= 1000 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = movetype != H && !ctrl && stateno!=21 && stateno !=10000
trigger1 = var(37)=1 && var(38)=1 && stateno=1410 && time=157 && movehit
trigger1 = ((var(59)=[3,4]) && Helper(111111),var(18)<1) || (var(59)>4 && Helper(111111),var(18)<4 && Palno!=12) || (var(59)>4 && Palno=12)
trigger1 = power>=2500 || (Palno=12 && var(59)>4)
trigger2 = var(37)=2 && stateno =710 && movehit
trigger2 = P2bodydist Y>=-50 && vel Y<0
trigger2 = time >= 12+ifelse((random%60<650 && var(59)=3)||var(59)>3,1,0)
trigger3 = var(37)=10 && (var(51)=1||var(55)=1) && stateno =710 && movehit
trigger3 = time >= 13

;---------------------------------------------------------------------------
[State -1, 歩行（コンボ用）]
type = ChangeState
value = 21
TriggerAll = var(59)>1 && Alive && RoundState=2 && !Ishelper && PlayerIDExist(var(49))
TriggerAll = statetype != A && ctrl && Movetype != A && var(37)!=0
Triggerall = FrontEdgeBodydist>10
Triggerall = P2bodydist X > 0
Trigger1 = var(38)=4
Trigger1 = P2Bodydist X>=25
trigger2 = var(38)=2 && var(36)=2
Trigger2 = P2Bodydist X>=25
trigger3 = var(38)=3 && PlayerID(var(49)),stateno=1028
Trigger3 = P2Bodydist X>=25
trigger4 = var(37)=100 && P2Bodydist X>=15

;------------------------------------------------------------------------------
; 派生技
;------------------------------------------------------------------------------
[State -1, 昇竜フィニッシュ]
type = ChangeState
value = 720
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = stateno = 710 && movehit
trigger1 = P2Bodydist Y =[-20,45]
trigger1 = Time >= 26

[State -1, ラッシュキック]
type = ChangeState
value = 1410
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >=500 && stateno = 1400 && movehit
trigger1 = time >= 15

;------------------------------------------------------------------------------
; アシストヒット時行動
;------------------------------------------------------------------------------
;[State -1, 勇者空中飛び込みパンチ]
;type = ChangeState
;value = 1500
;triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
;triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
;triggerall = statetype = A && PlayerID(var(49)),Statetype!=L && Var(32) < 2
;trigger1 = ctrl && fvar(27)=7
;trigger1 = P2bodydist X = [100,160]
;trigger1 = Pos Y < -10
;trigger1 = PlayerID(var(49)),statetype!=A

[State -1, 勇者急降下キック]
type = ChangeState
value = 1110
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && Var(7)!=1
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = stateno=610 && movehit && var(37)=0 && var(38)=1

[State -1, ジャンプ中キック]
type = ChangeState
value = 610
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && Var(7)!=1
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
triggerall = !(Var(9) && Var(56)>=1) && Var(9)!=0 && Var(7)!=1
trigger1 = ctrl && fvar(27)=3 && var(38)=1
trigger1 = P2bodydist X=[0,50]
trigger1 = vel X =0 && vel Y >0
trigger1 = P2bodydist Y=[1,100]

[State -1, ジャンプ]
type = ChangeState
value = 39
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && statetype!=A && Statetype != L && Movetype!=A && Var(7)!=1
triggerall = PlayerID(var(49)),Statetype !=A
trigger1 = P2bodydist X=[-10,20]
trigger1 = fvar(27)=3 && var(38)=1 && (ctrl || stateno=21)
trigger1 = !(Var(9) && Var(56)>=1) && Var(9)!=0 && Var(7)!=1
;trigger2 = P2bodydist X<=160
;trigger2 = fvar(27)=7 && (ctrl || stateno=21)

[State -1, 勇者ナックル！]
type = ChangeState
value = 1000
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)>0
triggerall = P2Dist Y>=-80
trigger1 = fvar(27)=4 && helper(30000),var(1)=[1,114]
trigger1 = var(38)=1 && (ctrl||stateno=21)
trigger1 = P2bodydist X=[0,55]
trigger2 = fvar(27)=4 && helper(30000),var(1)=[1,110]
trigger2 = var(38)=2 && (ctrl||stateno=21)
trigger2 = P2bodydist X=[0,55]

[State -1, 勇者しょうりゅうけん！]
type = ChangeState
value = 710
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)>0
Triggerall = P2bodydist X=[0,55]
trigger1 = fvar(27)=4 && helper(30000),var(1)>=111
trigger1 = var(38)=2 && (ctrl||stateno=21)
trigger1 = P2Dist Y>=-100

[State -1, 弱キック]
type = ChangeState
value = 200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)>0
Triggerall = P2bodydist X=[0,55]
trigger1 = fvar(27)=1 && helper(30000),var(1)>=82
trigger1 = var(38)=1 && (ctrl||stateno=21)
trigger2 = fvar(27)=6 && helper(30000),var(1)<=90
trigger2 = var(38)=1 && (ctrl||stateno=21)
trigger2 = P2bodydist X=[0,40]
trigger3 = fvar(27)=4 && (helper(30000),var(1)>=115 || Numhelper(30000)=0)
trigger3 = var(38)=1 && (ctrl||stateno=21)
trigger4 = fvar(27)=3 && var(38)=1 && (ctrl||stateno=21)
trigger4 = Var(7)=1

[State -1,中パンチ]
type = ChangeState
value = 210
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = Var(51)=1 && fvar(27)>0
Triggerall = P2bodydist X=[0,40]
trigger1 = fvar(27)=1 && helper(30000),var(1)>=82
trigger1 = var(38)=1 && (ctrl||stateno=21)
trigger2 = fvar(27)=6 && helper(30000),var(1)<=90
trigger2 = var(38)=1 && (ctrl||stateno=21)
trigger3 = fvar(27)=4 && (helper(30000),var(1)>=115 || Numhelper(30000)=0)
trigger3 = var(38)=1 && (ctrl||stateno=21)
trigger4 = fvar(27)=3 && var(38)=1 && (ctrl||stateno=21)
trigger4 = Var(7)=1

[State -1, 勇者アッパー]
type = ChangeState
value = 700
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)>0
triggerall = Random%(ifelse(var(59)>3,1,60))<350
Trigger1 = P2bodydist X=[-5,55]
trigger1 = (Stateno = [100,101]) && var(38)=1 && time > 7
trigger1 = (fvar(27)=1 && (helper(30000),var(1)=[56,80])) || (fvar(27)=6 && (helper(30000),var(1)=[68,92]))
Trigger2 = P2bodydist X=[-5,55]
trigger2 = (Stateno = [100,101]) && var(38)=2 && time > 7
trigger2 = fvar(27)=5

[State -1, ダッシュ]
type = ChangeState
value = 100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)>0
triggerall = (ctrl || stateno=21) && !inguarddist
triggerall = P2bodydist X>=45-ifelse((fvar(27)=3||fvar(27)=5),25,0)
trigger1 = PlayerID(var(49)),Statetype!=A
trigger1 = fvar(27)=[2,4]
trigger2 = PlayerID(var(49)),Statetype!=A
trigger2 = fvar(27)=1 && (helper(30000),var(1)=[1,56])
trigger3 = PlayerID(var(49)),Statetype!=A
trigger3 = fvar(27)=6 && (helper(30000),var(1)=[1,85])
trigger4 = fvar(27)=4 && var(38)=2
trigger5 = fvar(27)=5 && var(38)=2

[State -1, 歩行（風ヒット時）]
type = ChangeState
value = 21
TriggerAll = var(59)>1 && Alive && RoundState=2 && !Ishelper && PlayerIDExist(var(49))
TriggerAll = Var(51)=1 && Var(57)=0 && statetype != A && ctrl && Movetype != A
Triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)>0
Triggerall = P2bodydist X >= 20
trigger1 = PlayerID(var(49)),Statetype!=A
trigger1 = fvar(27)=[2,4]
trigger2 = PlayerID(var(49)),Statetype!=A
trigger2 = fvar(27)=1 && (helper(30000),var(1)=[1,56])
trigger3 = PlayerID(var(49)),Statetype!=A
trigger3 = fvar(27)=6 && (helper(30000),var(1)=[1,85])

[State -1, 勇者ナックル]
type = ChangeState
value = 1000
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2Dist Y>=-80 && Numhelper(30000)
trigger1 = Var(58)<100 && (ctrl||stateno=21)
trigger1 = PlayerID(var(49)),StateNo =[120,155]
trigger1 = helper(30000),stateno=32000 && helper(30000),var(1)=[1,127]
trigger1 = P2bodydist X=[0,55]

[State -1, 投げ]
type = ChangeState
value = 800
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = (ctrl || stateno=21) && Numhelper(30000)
TriggerAll = PlayerID(var(49)),Statetype !=A
triggerall = PlayerID(var(49)),StateNo =[120,155]
TriggerAll = P2bodydist X=[-6,45]
TriggerAll = Random%(ifelse(var(59)>3,1,60))<300+var(59)*70+ifelse(helper(30000),stateno!=30500,300,0)
trigger1 = helper(30000),stateno=30000 && helper(30000),var(1)>=82
trigger2 = helper(30000),stateno=33500 && helper(30000),var(1)>=96
trigger3 = helper(30000),stateno=32000 && helper(30000),var(1)>=128
trigger4 = helper(30000),stateno!=30000 && helper(30000),stateno!=33500 && helper(30000),stateno!=32000
trigger4 = numhelper(30000)>0

;------------------------------------------------------------------------------
; 相手ダウン時行動
;------------------------------------------------------------------------------
[State -1, 勇者キィィック]
type = ChangeState
value = 3200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = power >=2000 && Var(51)=0 && Var(57)=0 && Var(16)=0 && var(37)=0
triggerall = PlayerID(var(49)),Statetype!=L
triggerall = (Var(9) && Var(56) >= 1) || Var(9) = 0 || Var(7) = 1
triggerall = Helper(111111),var(1)>10||Helper(111112),var(1)>10
trigger1 = (ctrl||stateno=21)
trigger1 = P2Bodydist X=[0,150]
trigger1 = PlayerID(var(49)),stateno=[5100,5119]
Trigger1 = Random%(ifelse(var(59)>3,1,60))<var(59)*60

[State -1, 足払い]
type = ChangeState
value = 1300
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && var(36)=0
trigger1 = (ctrl||stateno=21)
trigger1 = PlayerID(var(49)),stateno=[5100,5119]
;trigger1 = PlayerID(var(49)),Pos Y >-30
trigger1 = Helper(111111),var(10)<=var(43)-8
trigger1 = Helper(111111),var(15)<1+ifelse(Var(7)=1,1,0)
trigger1 = P2Bodydist X=[0,50]

[State -1, 勇者空中パンチ]
type = ChangeState
value = 1230
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A
trigger1 = ctrl && var(37)=0 && Pos Y < -75 && vel X<0
trigger1 = Random%60<var(59)*100
trigger1 = P2bodydist X <= 150
trigger1 = PlayerID(var(49)),Stateno=[5120,5149]
trigger1 = PlayerID(var(49)),statetype!=A

[State -1, 勇者急降下キック]
type = ChangeState
value = 1110
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A
trigger1 = ctrl && var(37)=0 && Pos Y < -65 && vel X>0
trigger1 = Random%60<var(59)*100
trigger1 = P2bodydist X = [-25,-12]
trigger1 = PlayerID(var(49)),Stateno=[5120,5149]
trigger1 = PlayerID(var(49)),statetype!=A

[State -1, ジャンプ中キック]
type = ChangeState
value = 610
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A
triggerall = P2bodydist X = [-25,40]
triggerall = ctrl && var(37)=0 && fvar(27)=0 && vel X >=0
Trigger2 = Vel Y>0 && Pos Y < -35
trigger1 = PlayerID(var(49)),Stateno=[5120,5149]
trigger1 = PlayerID(var(49)),statetype!=A
Trigger1 = Random%60>999-(var(59)*100)

[State -1, ジャンプ]
type = ChangeState
value = 39
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
TriggerAll = StateType != A && (ctrl || stateno=21) || (StateNo=[120,131])
triggerall = helper(30000),stateno!=31500 && var(37)=0 && var(51)!=1
triggerall = P2Bodydist X=[0,60]
triggerall = PlayerID(var(49)),stateno=[5100,5119]
Trigger1 = (Helper(111111),var(1)>=5)||(Helper(111112),var(1)>5)
Trigger1 = Random%60<40+var(59)*15
Trigger2 = (Helper(111111),var(1)=[0,5])||(Helper(111112),var(1)=[0,5])
Trigger2 = Random%600<var(59)*5

[State -1, ゲージ溜め]
type = null;ChangeState
value = 1800
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && stateno != 1800
triggerall = statetype!=A && power<powermax
triggerall = palno >= 10
triggerall = ctrl && !Inguarddist && P2bodydist X>100 && var(37)=0
triggerall = power<1000 && Random<var(59)*50 || power<3000 && Random<var(59)*20
trigger1 = P2bodydist X>=190
trigger1 = PlayerID(var(49)),NumProj=0
trigger2 = p2statetype=L && P2bodydist X>160
trigger3 = Teammode = Simul && Numpartner
trigger3 = Partner,P2bodydist X+30<P2bodydist X
trigger3 = P2bodydist X>=160

[State -1, ダッシュ]
type = ChangeState
value = 100
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L && fvar(27)=0
triggerall = (ctrl || stateno=21) && !inguarddist
triggerall = P2bodydist X>=50
trigger1 = var(37)=100 && var(38)=2
trigger1 = Helper(111111),var(1)>10||Helper(111112),var(1)>10

[State -1, バックステップ]
type = null;ChangeState
value = 105
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && (ctrl||stateno=21)
trigger1 = (var(37)=2||var(37)=10) && var(43)=0 && var(38)!=4

;------------------------------------------------------------------------------
; 対空・喰らいキャッチ
;------------------------------------------------------------------------------
[State -1, 対空勇者しょーりゅー]
type = ChangeState
value = 710
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && var(37)=0 && fvar(27)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
TriggerAll = PlayerID(var(49)),Stateno !=[120,155]
Trigger1 = PlayerID(var(49)),Statetype=A
Trigger1 = P2bodydist X-Ceil(PlayerID(var(49)),Vel X*9)=[-5,60]
Trigger1 = P2bodydist X>=-5
Trigger1 = P2Dist Y+Floor(PlayerID(var(49)),Vel Y*9+fvar(10)*40.5)=[-60,-5]
Trigger1 = Random%(ifelse(var(59)>3,1,120))<var(59)*65+(ifelse((PlayerID(var(49)),Movetype=A||PlayerID(var(49)),Movetype=H),1,0)*200)
Trigger2 = PlayerID(var(49)),Statetype=A && PlayerID(var(49)),Movetype=H
Trigger2 = P2bodydist X>=-5
Trigger2 = P2bodydist X-Ceil(PlayerID(var(49)),Vel X*9)=[-5,60]
Trigger2 = P2bodydist Y=[-60,-20]
Trigger2 = Random%(ifelse(var(59)>3,1,120))<var(59)*120

[State -1,キャッチ弱キック]
type = ChangeState
value = 200
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = ctrl || stateno=21
TriggerAll = var(37)=0 && fvar(27)=0 && var(38)!=3
trigger1 = PlayerID(var(49)),ctrl=0 && PlayerID(var(49)),movetype=H
Trigger1 = (Numpartner!=0 && PlayerID(var(49)),Statetype=A) || (PlayerID(var(49)),Statetype!=A && !(partner,Hitdefattr = SCA,HA,HT))
trigger1 = P2BodyDist Y>=-50
Trigger1 = P2BodyDist X=[-5,60]

;------------------------------------------------------------------------------
; 飛び道具対策パンチ
;------------------------------------------------------------------------------
[State -1, アーマー勇者パンチ]
type = ChangeState
value = 1200
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && var(37)=0 && fvar(27)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = ctrl || stateno=21 || (StateNo=[120,131])
Trigger1 = P2bodydist X>=60
Trigger1 = PlayerID(var(49)),Movetype=A
Trigger1 = PlayerID(var(49)),Numproj>=1 || PlayerID(var(49)),Hitdefattr = SCA,NP,SP
Trigger1 = PlayerID(var(49)),Pos Y >=-80
Trigger1 = Random%(ifelse(var(59)>3,20,60))<(PlayerID(var(49)),Numproj*50)+var(59)*20
Trigger2 = P2bodydist X>=40
Trigger2 = PlayerID(var(49)),Movetype=A
Trigger2 = PlayerID(var(49)),Hitdefattr = SCA,NA,SA,HA,NP,SP,HP
Trigger2 = PlayerID(var(49)),Pos Y >=-80
Trigger2 = Palno=12 && var(59)>4 && Random<600

;------------------------------------------------------------------------------
; 牽制
;------------------------------------------------------------------------------
[State -1,しゃがみ強キック]
type = ChangeState
value = 430
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = PlayerID(var(49)),Statetype!=A
TriggerAll = var(37)=0
Trigger1 = stateno = 200 && moveguarded
Trigger1 = P2bodydist X=[40,50]
trigger1 = Random<var(59)*50
Trigger2 = Numhelper(30000) && helper(30000),stateno=31500 && helper(30000),var(1)<45
Trigger2 = P2bodydist X=[10,55]
trigger2 = var(59)>2 && (ctrl||stateno=21) && Random%(ifelse(var(59)>3,1,60))<850

[State -1, しゃがみ弱パンチ]
type = ChangeState
value = 400
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
Trigger1 = var(37)=0 && fvar(27)=0
Trigger1 = Numhelper(30000) && helper(30000),stateno=31500 && helper(30000),var(1)<45
Trigger1 = P2bodydist X=[0,10]
trigger1 = var(59)>2 && (ctrl||stateno=21) && Random%(ifelse(var(59)>3,1,60))<850

[State -1, 勇者かかと落とし]
type = ChangeState
value = 240
Triggerall = (var(59)=[2,3]) && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = P2bodydist X = [0,90]
Trigger1 = stateno = 230 && moveguarded
trigger1 = Random%120<50

[State -1,強パンチ]
type = ChangeState
value = 230
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = PlayerID(var(49)),Statetype!=A
TriggerAll = var(37)=0 && fvar(27)=0
TriggerAll = !(var(59)>2 && Numhelper(30000) && helper(30000),stateno=31500 && helper(30000),var(1)<45)
Trigger1 = stateno = 200 && moveguarded
Trigger1 = P2bodydist X=[40,60]

[State -1,勇者ナックル]
type = ChangeState
value = 1000
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = PlayerID(var(49)),Statetype!=A
TriggerAll = var(37)=0 && fvar(27)=0
Trigger1 = stateno = 210 && moveguarded
Trigger1 = P2bodydist X=[60,65]

[State -1,中パンチ]
type = ChangeState
value = 210
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = var(37)=0 && fvar(27)=0
Trigger1 = PlayerID(var(49)),Statetype!=A
Trigger1 = stateno = 200 && moveguarded
Trigger1 = P2bodydist X=[40,60]

[State -1,屈パンチ]
type = ChangeState
value = 400
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = var(37)=0 && fvar(27)=0
trigger1 = (ctrl || stateno=21) && (P2BodyDist Y>=-50)
Trigger1 = PlayerID(var(49)),Movetype!=A
Trigger1 = PlayerID(var(49)),Ctrl=0
Trigger1 = PlayerID(var(49)),StateNo>=200
Trigger1 = PlayerID(var(49)),statetype!=A
Trigger1 = Random%(ifelse(var(59)>3,1,60))<100+var(59)*40
Trigger1 = P2BodyDist X-fvar(24)*4=[-10,40]

[State -1,弱キック]
type = ChangeState
value = 200
Triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && helper(111111),var(19)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = PlayerID(var(49)),Statetype!=A
TriggerAll = var(37)=0 && fvar(27)=0
TriggerAll = PlayerID(var(49)),stateno!=Helper(111112),var(50) && PlayerID(var(49)),stateno!=Helper(111112),var(51)
Trigger1 = random%12 <= 2+var(59)
Trigger1 = (ctrl||stateno=21)
Trigger1 = P2bodydist X=[40,60]
Trigger2 = stateno = 400 && movecontact
Trigger2 = P2bodydist X=[0,60]

;------------------------------------------------------------------------------
; ジャンプ中行動
;------------------------------------------------------------------------------
[State -1, 勇者空中飛び込みパンチ]
type = ChangeState
value = 1500
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L && Var(32) < 2
trigger1 = ctrl && var(37)=0 && fvar(27)=0 && Random%(ifelse(var(59)>3,20,60))<var(59)*100
trigger1 = P2bodydist X = [50,100]
trigger1 = Pos Y < -55 || vel Y >=0
trigger1 = P2bodydist Y = [-30,65]
trigger1 = PlayerID(var(49)),statetype=A
trigger2 = ctrl && var(37)=0 && fvar(27)=0 && Random%(ifelse(var(59)>3,20,60))<var(59)*5
trigger2 = P2bodydist X = [50,100]
trigger2 = Pos Y < -75
trigger2 = PlayerID(var(49)),statetype!=A

[State -1, 勇者急降下パンチ]
type = ChangeState
value = 1230
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(55)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = Pos Y < -70
trigger1 = ctrl && var(37)=0 && fvar(27)=0 && Random%60<var(59)*100
trigger1 = P2bodydist X = [30,100]
trigger1 = P2bodydist Y = [-30,65]

[State -1, 勇者急降下キック]
type = ChangeState
value = 1110
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = ctrl && var(37)=0 && fvar(27)=0 && Random%60<var(59)*100
trigger1 = Pos Y < -70
trigger1 = P2bodydist X = [-20,40]
trigger1 = PlayerID(var(49)),statetype!=A

[State -1, ジャンプ中キック]
type = ChangeState
value = 610
triggerall = var(59)>1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L 
triggerall = P2bodydist X = [-10,40]
triggerall = ctrl && var(37)=0 && fvar(27)=0 && vel X >=0
Trigger1 = P2Dist Y+Floor((PlayerID(var(49)),Vel Y-Vel Y)*5+fvar(24)*12.5)=[0,40]
Trigger1 = PlayerID(var(49)),Statetype=A
Trigger1 = Random%(ifelse(var(59)>3,1,60))<var(59)*50
Trigger2 = PlayerID(var(49)),Statetype!=A && Vel Y>0 && Pos Y < -70
Trigger2 = Random%60>=var(59)*100

;------------------------------------------------------------------------------
; AILv1用
;------------------------------------------------------------------------------
[State -1, 勇者急降下パンチ]
type = ChangeState
value = 1230
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(55)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = ctrl && Random%60<10
trigger1 = P2bodydist X = [0,80]
trigger1 = Pos Y < -50

[State -1, 勇者かかと落とし空中]
type = ChangeState
value = 240
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = ctrl && Random%60<10
trigger1 = P2bodydist X = [0,60]
trigger1 = P2bodydist Y = [30,30]

[State -1, 勇者空中きっくらっしゅ]
type = ChangeState
value = 1100
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = ctrl && Random%60<10
trigger1 = P2bodydist X = [0,60]
trigger1 = P2bodydist Y = [30,30]

[State -1, 勇者急降下キック]
type = ChangeState
value = 1110
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype = A && PlayerID(var(49)),Statetype!=L
trigger1 = ctrl && Random%60<10
trigger1 = P2bodydist X = [0,60]
trigger1 = Pos Y < -50

;------------------------------------------------------------------------------
[State -1, しゃがみ強キック]
type = ChangeState
value = 430
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,50]
trigger1 = (ctrl || stateno=21) && Random%60<10
trigger2 = (stateno = 400) || (stateno = 410)
trigger2 = (time > 13) || (movecontact && time > 5)
trigger2 = Random<50
trigger3 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact && Random<50

[State -1, 強パンチLv1]
type = ChangeState
value = 230
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,80]
trigger1 = (ctrl || stateno=21) && Random%60<10 && helper(111111),var(19)=0
trigger2 = (stateno = 200) && movecontact && Random<10
trigger3 = (stateno = 210) && movecontact && Random<50

[State -1, しゃがみ中パンチLv1]
type = ChangeState
value = 410
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,40]
trigger1 = (ctrl || stateno=21) && Random%60<10
trigger2 = (stateno = 400) || (stateno = 200) || (stateno = 210)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger2 = Random<30

[State -1, 中パンチLv1]
type = ChangeState
value = 210
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,45]
trigger1 = (ctrl || stateno=21) && Random%60<20
trigger2 = (stateno = 200) && movecontact = 1 && Random<50

[State -1, しゃがみ弱パンチLv1]
type = ChangeState
value = 400
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,45]
trigger1 = (ctrl || stateno=21) && Random%60<20
trigger2 = (stateno = 400) && ((time > 13) || (movecontact && time > 5)) && Random<10
trigger3 = (stateno = 200) && movecontact && Random<10

[State -1, 弱パンチLv1]
type = ChangeState
value = 200
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,45]
trigger1 = (ctrl || stateno=21) && Random%60<20
trigger2 = (stateno = 200) && movecontact = 1 && Random<10
trigger3 = (stateno = 400) && movecontact = 1 && Random<10

[State -1, ダッシュ]
type = ChangeState
value = 100
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && statetype != A && (ctrl||stateno=21)
trigger1 = P2bodydist X=[100,220]
trigger1 = Random<20

[State -1, 勇者かかと落とし]
type = ChangeState
value = 240
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = P2bodydist X = [0,90]
trigger1 = (ctrl || stateno=21) && Random%60<10

[State -1, 勇者平等パンチ]
type = ChangeState
value = 1000
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = P2bodydist X = [0,60]
trigger1 = (ctrl || stateno=21) && Random%60<10

[State -1, 勇者パンチ]
type = ChangeState
value = 1200
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
trigger1 = P2bodydist X = [0,120]
trigger1 = (ctrl || stateno=21) && Random%60<10

[State -1, ダッシュ　パンチ]
type = ChangeState
value = 1120
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(54)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,100]
trigger1 = Stateno = [100,101]
trigger1 = Random%30<10

[State -1, ダッシュ　昇竜]
type = ChangeState
value = 700
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(55)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,100]
trigger1 = Stateno = [100,101]
trigger1 = Random%30<10

[State -1, ダッシュ　スライディング]
type = ChangeState
value = 1115
triggerall = var(59)=1 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(51)=0 && Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
triggerall = P2bodydist X = [0,100]
trigger1 = Stateno = [100,101]
trigger1 = Random%30<10

;------------------------------------------------------------------------------
; 移動用
;------------------------------------------------------------------------------
[State -1, 前転]
type = ChangeState
value = 1720
triggerall = var(59)>2 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = Var(57)=0 && Var(16)=0 && Anim != 4410 && stateno != 1700 && stateno != 1800 && var(37)=0 && fvar(27)=0
triggerall = statetype != A && PlayerID(var(49)),Statetype!=L
TriggerAll = Ctrl || stateno=21 || (StateNo=[120,131])
;trigger1 = P2Bodydist X-Floor(PlayerID(var(49)),Vel X*3)=[55,122]
trigger1 = PlayerIDExist(Var(41)) && (PlayerID(var(49)),numproj=[1,2])
trigger1 = Facing*PlayerID(Var(41)),Facing*PlayerID(Var(41)),Vel X*-1 >= 0
trigger1 = PlayerID(Var(41)),Vel Y >= 0
trigger1 = !PlayerID(Var(49)),Hitdefattr = SCA,HA,HP,HT
Trigger1 = Random<150+(var(59)*30)
trigger2 = PlayerID(Var(49)),statetype = A
trigger2 = P2Bodydist X-Floor(PlayerID(var(49)),Vel X*3)<-20
trigger2 = PlayerID(Var(49)),Vel X > 1
trigger2 = PlayerID(Var(49)),Pos Y >= -65
Trigger2 = Random%60<150+(PLayerID(var(49)),numproj)*(var(59)*30)

[State -1, 空中ダッシュ後]
type = null;ChangeState
value = 115
triggerall = var(59)>0 && palno!=12 && var(13)!=3 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = StateType = A && ctrl && Pos Y<-60
trigger1 = P2BodyDist X != [-30,110]
trigger1 = Random%10 <= 1

[State -1, ジャンプ]
type = ChangeState
value = 39
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = statetype!=A && Statetype != L && Movetype!=A && var(37)=0 && fvar(27)=0 && helper(111111),var(19)=0
triggerall = (ctrl || stateno=21) || (StateNo=[120,131])
triggerall = PlayerID(var(49)),Statetype !=L
triggerall = PlayerID(var(49)),Statetype !=A
triggerall = helper(30000),stateno!=31500
trigger1 = P2bodydist X=[120,200]
trigger1 = PlayerID(var(49)),Movetype !=H
trigger1 = PlayerID(var(49)),stateno !=[120,155]
trigger1 = PlayerID(var(49)),Vel X<2
trigger1 = Random<30
trigger2 = P2bodydist X=[120,200]
trigger2 = PlayerID(var(49)),Movetype=A
trigger2 = PlayerID(var(49)),Statetype=C
trigger2 = PlayerID(var(49)),Hitdefattr= C,NA,SA
trigger2 = Random<50
trigger3 = P2bodydist X=[60,200]
trigger3 = PlayerID(var(49)),movetype!=A
trigger3 = PlayerID(var(49)),Movetype!=H
trigger3 = PlayerID(var(49)),Statetype=A
trigger3 = var(59)=3 && Random<100

;---------------------------------------------------------------------------
[State -1, ダッシュ]
type = ChangeState
value = 100
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = statetype != A && (ctrl||stateno=21) && Var(51)=0 && var(37)=0 && fvar(27)=0
triggerall = !PlayerID(var(49)),numproj && !inguarddist
trigger1 = P2bodydist X>=200
trigger1 = PlayerID(var(49)),Statetype !=L
trigger1 = PlayerID(var(49)),Movetype !=A
trigger1 = Random<var(59)*5+(P2bodydist X)
trigger2 = P2bodydist X>=180
trigger2 = (Helper(111111),var(1)=[0,20])||(Helper(111112),var(1)=[0,20])
trigger2 = PlayerID(var(49)),Movetype =H
trigger2 = PlayerID(var(49)),StateNo !=[120,155]
trigger2 = Random<(P2bodydist X-100)*5+var(59)*10
trigger3 = P2bodydist X>=160
trigger3 = PlayerID(var(49)),Statetype!=L
trigger3 = PlayerID(var(49)),Movetype!=A
trigger3 = PlayerID(var(49)),Ctrl=0
trigger3 = PlayerID(var(49)),StateNo>=200
trigger3 = Random<var(59)*5+(P2bodydist X)

;---------------------------------------------------------------------------
[State -1, 歩行]
type = ChangeState
value = 21
triggerall = var(59)>0 && RoundState=2 && Alive && !Ishelper && PlayerIDExist(var(49))
triggerall = statetype!=A && Statetype!=L && Movetype!=A && var(37)=0 && ctrl && stateno!=21
;trigger1 = PlayerID(var(49)),Vel X<2
trigger1 = PlayerID(var(49)),Statetype !=L
trigger1 = PlayerID(var(49)),Movetype !=H
trigger1 = !Inguarddist
trigger1 = Random < var(59)*20
trigger2 = PlayerID(var(49)),Movetype =H
trigger2 = !(P2bodydist X =[0,20])
trigger2 = Random < var(59)*5 || var(59)>2
trigger3 = PlayerID(var(49)),Statetype =L
trigger3 = P2Bodydist X <= 20
trigger3 = Random < var(59)*5 || var(59)>2



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



