;-|AIスイッチ|--------------------------------------------------------
[Command]
name = "CPU_01"
command = ~U,U,U,U,U,U,U,U,U,U,x
time = 0

[Command]
name = "CPU_02"
command = ~U,U,U,U,U,U,U,U,U,U,y
time = 0

[Command]
name = "CPU_03"
command = ~U,U,U,U,U,U,U,U,U,U,z
time = 0

[Command]
name = "CPU_04"
command = ~U,U,U,U,U,U,U,U,U,U,a
time = 0

[Command]
name = "CPU_05"
command = ~U,U,U,U,U,U,U,U,U,U,b
time = 0

[Command]
name = "CPU_06"
command = ~U,U,U,U,U,U,U,U,U,U,c
time = 0

[Command]
name = "CPU_07"
command = ~F,F,F,F,F,F,F,F,F,F,x
time = 0

[Command]
name = "CPU_08"
command = ~F,F,F,F,F,F,F,F,F,F,y
time = 0

[Command]
name = "CPU_09"
command = ~F,F,F,F,F,F,F,F,F,F,z
time = 0

[Command]
name = "CPU_10"
command = ~F,F,F,F,F,F,F,F,F,F,a
time = 0

[Command]
name = "CPU_11"
command = ~F,F,F,F,F,F,F,F,F,F,b
time = 0

[Command]
name = "CPU_12"
command = ~F,F,F,F,F,F,F,F,F,F,c
time = 0

[Command]
name = "CPU_13"
command = ~D,D,D,D,D,D,D,D,D,D,x
time = 0

[Command]
name = "CPU_14"
command = ~D,D,D,D,D,D,D,D,D,D,y
time = 0

[Command]
name = "CPU_15"
command = ~D,D,D,D,D,D,D,D,D,D,z
time = 0

[Command]
name = "CPU_16"
command = ~D,D,D,D,D,D,D,D,D,D,a
time = 0

[Command]
name = "CPU_17"
command = ~D,D,D,D,D,D,D,D,D,D,b
time = 0

[Command]
name = "CPU_18"
command = ~D,D,D,D,D,D,D,D,D,D,c
time = 0

[Command]
name = "CPU_19"
command = ~B,B,B,B,B,B,B,B,B,B,x
time = 0

[Command]
name = "CPU_20"
command = ~B,B,B,B,B,B,B,B,B,B,y
time = 0

[Command]
name = "CPU_21"
command = ~B,B,B,B,B,B,B,B,B,B,z
time = 0

[Command]
name = "CPU_22"
command = ~B,B,B,B,B,B,B,B,B,B,a
time = 0

[Command]
name = "CPU_23"
command = ~B,B,B,B,B,B,B,B,B,B,b
time = 0

[Command]
name = "CPU_24"
command = ~B,B,B,B,B,B,B,B,B,B,c
time = 0

[Command]
name = "CPU_25"
command = ~U,x,D,b,B,y,F,a
time = 0

[Command]
name = "CPU_26"
command = ~U,U,U,U,U,U,U,U,U,U,x+y
time = 0

[Command]
name = "CPU_27"
command = ~U,U,U,U,U,U,U,U,U,U,y+z
time = 0

[Command]
name = "CPU_28"
command = ~U,U,U,U,U,U,U,U,U,U,z+x
time = 0

[Command]
name = "CPU_29"
command = ~U,U,U,U,U,U,U,U,U,U,a+b
time = 0

[Command]
name = "CPU_30"
command = ~U,U,U,U,U,U,U,U,U,U,b+c
time = 0

[Command]
name = "CPU_31"
command = ~U,U,U,U,U,U,U,U,U,U,c+a
time = 0

[Command]
name = "CPU_32"
command = ~F,F,F,F,F,F,F,F,F,F,x+y
time = 0

[Command]
name = "CPU_33"
command = ~F,F,F,F,F,F,F,F,F,F,y+z
time = 0

[Command]
name = "CPU_34"
command = ~F,F,F,F,F,F,F,F,F,F,z+x
time = 0

[Command]
name = "CPU_35"
command = ~F,F,F,F,F,F,F,F,F,F,a+b
time = 0

[Command]
name = "CPU_36"
command = ~F,F,F,F,F,F,F,F,F,F,b+c
time = 0

[Command]
name = "CPU_37"
command = ~F,F,F,F,F,F,F,F,F,F,c+a
time = 0

[Command]
name = "CPU_38"
command = ~D,D,D,D,D,D,D,D,D,D,x+y
time = 0

[Command]
name = "CPU_39"
command = ~D,D,D,D,D,D,D,D,D,D,y+z
time = 0

[Command]
name = "CPU_40"
command = ~D,D,D,D,D,D,D,D,D,D,z+x
time = 0

[Command]
name = "CPU_41"
command = ~D,D,D,D,D,D,D,D,D,D,a+b
time = 0

[Command]
name = "CPU_42"
command = ~D,D,D,D,D,D,D,D,D,D,b+c
time = 0

[Command]
name = "CPU_43"
command = ~D,D,D,D,D,D,D,D,D,D,c+a
time = 0

[Command]
name = "CPU_44"
command = ~B,B,B,B,B,B,B,B,B,B,x+y
time = 0

[Command]
name = "CPU_45"
command = ~B,B,B,B,B,B,B,B,B,B,y+z
time = 0

[Command]
name = "CPU_46"
command = ~B,B,B,B,B,B,B,B,B,B,z+x
time = 0

[Command]
name = "CPU_47"
command = ~B,B,B,B,B,B,B,B,B,B,a+b
time = 0

[Command]
name = "CPU_48"
command = ~B,B,B,B,B,B,B,B,B,B,b+c
time = 0

[Command]
name = "CPU_49"
command = ~B,B,B,B,B,B,B,B,B,B,c+a
time = 0

[Command];このコマンドわかる人いるかな？
name = "CPU_50"
command = ~y,a,b,a,y,a,b,a
time = 0





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

[Command]
name = "Gaia Meditation"
command = ~F,DF,D,DB,B, b+c
time = 30

[Command]
name = "Celestial Star"
command = ~F,DF,D,DB,B, y+z
time = 30

[Command]
name = "Bloody Ray"
command = ~F,DF,D,DB,B, a+b
time = 30

[Command]
name = "Luminescence"
command = ~D,F, z

[Command]
name = "Deadly Nightmare"
command = ~D,B, z
time = 30

[Command]
name = "Planet Destroyer"
command = ~D,B, c
time = 30

[Command]
name = "Gravity Distortion"
command = ~D,D,D, x
time = 30

[Command]
name = "Gravity Destroyer"
command = ~D,D,D, y
time = 30

[Command]
name = "Chaotic Field"
command = ~D,D,D, a
time = 30

[Command]
name = "Titan Explosion"
command = ~D,D,D, b
time = 30

[Command]
name = "Cosmic Fall"
command = ~D,D,D, z
time = 30

[Command]
name = "Dragon Heart"
command = ~D, D, D, c
time = 25

[Command]
name = "Pandora's Gate"
command = ~D,F, c
time = 30

[Command]
name = "Universe Distortion"
command = ~D,DF,F,DF,D,DB,B, x
time = 30

[Command]
name = "Astral Revelation"
command = ~F,DF,D,DB,B, x+y
time = 30

[Command]
name = "Deep Pool Of Tartaros"
command = ~F,DF,D,DB,B, y+b
time = 30

[Command]
name = "The End Of This Chapter"
command = ~F,DF,D,DB,B, x+a
time = 30

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

[Command]
name = "Dark Luminescense"
command = ~D,DF,F,D,DF,F, x
time = 30

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



[Command]
name = "強御大"
command = ~D,DB,B, y


[Command]
name = "弱御大"
command = ~D,DB,B, x

[Command]
name = "ﾈｫｷﾉﾐﾐｵﾀｾﾟ"
command = ~D,DB,B, y
time = 25

[Command]
name = "ｹ籔ｨ"
command = ~D,B, b

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


[Command]
name = "火闌降4"
command = ~F,DF,D,DB,B, z
time = 25

[Command]
name = "火闌降3"
command = ~F,DF,D,DB,B, b
time = 25

[Command]
name = "火闌降2"
command = ~F,DF,D,DB,B, y
time = 25

[Command]
name = "火闌降1"
command = ~F,DF,D,DB,B, a
time = 25

[Command]
name = "火闌降0"
command = ~F,DF,D,DB,B, x
time = 25


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

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


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

[Command]
name = "誓約1"
command = ~F,D,DF, b


[Command]
name = "強解除"
command = ~F,B,DB,D,DF,F, y
time = 25

[Command]
name = "弱解除"
command = ~F,B,DB,D,DF,F, x
time = 25


[Command]
name = "カウンター"
command = ~D,DF,F, b

[Command]
name = "カウンター"
command = ~D,DF,F, a

[Command]
name = "オロチ鏡斜め"
command = ~B,DB,D,DF,F, b

[Command]
name = "オロチ鏡斜め"
command = ~B,DB,D,DF,F, a

[Command]
name = "飛び道具"
command = ~D,DF,F, y

[Command]
name = "オロチ飛び道具"
command = ~D,DF,F, x


[Command]
name = "ワープ"
command = ~D,D, x

[Command]
name = "ワープ"
command = ~D,D, a

[Command]
name = "ワープ"
command = ~D,D, y

[Command]
name = "ワープ"
command = ~D,D, b

[Command]
name = "ワープ"
command = ~D,D, z

[Command]
name = "ワープ"
command = ~D,D, c

;-| ２回押し技 |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

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

;-| ２・３個の同時押し技 |-----------------------------------------------
[Command]
name = "ゲージ溜め発動"
command = z+c
time = 1

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

[Command]
name = "投げ"
command = y+b
time = 1

[Command]
name = "ふっ飛ばし"
command = c
time = 1

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

[Command]
name = "ストライカー"
command = a+y
time = 1

[Command]
name = "おしっぱなしx"
command = /$x
time = 1

[Command]
name = "おしっぱなしy"
command = /$y
time = 1

[Command]
name = "おしっぱなしa"
command = /$a
time = 1

[Command]
name = "おしっぱなしb"
command = /$b
time = 1

[Command]
name = "おしっぱなしz"
command = /$z
time = 1

[Command]
name = "おしっぱなしc"
command = /$c
time = 1

;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "ローキック"
command = /$F,a
time = 1

[Command]
name = "スライディング"
command = /$DF,a
time = 1

[Command]
name = "夏の思ひで"
command = /$D,b
time = 1


[Command]
name = "氷柱割り"
command = /$F,x
time = 1

[Command]
name = "下段受け"
command = /$DF,a
time = 1

[Command]
name = "上段受け"
command = /$F,a
time = 1

[Command]
name = "避け攻撃"
command = /$B,x
time = 1

[Command]
name = "ダッキング攻撃"
command = /$B,a
time = 1

[Command]
name = "大回転蹴り"
command = /$F,x
time = 1

[Command]
name = "棒高跳び蹴り"
command = /$F,a
time = 1


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

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

;-| ボタン設定（いじらない）|---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

;-| 押しっぱなし設定（いじらない）-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1


; 下の記述↓は絶対に消さないでください。
[Statedef -1]

;AI用スイッチ
[State -1, AIflg]
type = VarSet
triggerall = var(30) != 1
trigger1 = command = "CPU_01"
trigger2 = command = "CPU_02"
trigger3 = command = "CPU_03"
trigger4 = command = "CPU_04"
trigger5 = command = "CPU_05"
trigger6 = command = "CPU_06"
trigger7 = command = "CPU_07"
trigger8 = command = "CPU_08"
trigger9 = command = "CPU_09"
trigger10= command = "CPU_10"
trigger11= command = "CPU_11"
trigger12= command = "CPU_12"
trigger13= command = "CPU_13"
trigger14= command = "CPU_14"
trigger15= command = "CPU_15"
trigger16= command = "CPU_16"
trigger17= command = "CPU_17"
trigger18= command = "CPU_18"
trigger19= command = "CPU_19"
trigger20= command = "CPU_20"
trigger21= command = "CPU_21"
trigger22= command = "CPU_22"
trigger23= command = "CPU_23"
trigger24= command = "CPU_24"
trigger25= command = "CPU_25"
trigger26= command = "CPU_26"
trigger27= command = "CPU_27"
trigger28= command = "CPU_28"
trigger29= command = "CPU_29"
trigger30= command = "CPU_30"
trigger31= command = "CPU_31"
trigger32= command = "CPU_32"
trigger33= command = "CPU_33"
trigger34= command = "CPU_34"
trigger35= command = "CPU_35"
trigger36= command = "CPU_36"
trigger37= command = "CPU_37"
trigger38= command = "CPU_38"
trigger39= command = "CPU_39"
trigger40= command = "CPU_40"
trigger41= command = "CPU_41"
trigger42= command = "CPU_42"
trigger43= command = "CPU_43"
trigger44= command = "CPU_44"
trigger45= command = "CPU_45"
trigger46= command = "CPU_46"
trigger47= command = "CPU_47"
trigger48= command = "CPU_48"
trigger49= command = "CPU_49"
trigger50= command = "CPU_50"
v =  30
value = 1  ;AIスイッチ　　1でオン　0でオフ

[state -1]
type = varset
trigger1 =palno=12&&roundstate<2
fv = 28
value = 3
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;===========================================================================
;AI動作
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 3250
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = fvar(25) = 1
triggerall = Ctrl = 1
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = palno = 12 && RoundState <= 2 && var(54) <= 50 && stateno != 3250

[State -1]
type = ChangeState
value = 1250
triggerall = palno!=12||palno=12&&(fvar(28)=0||fvar(28)=1&&random<=50||fvar(28)=2&&random<=5)||(fvar(24)>=2150&&var(54)>=2150&&palno=12)||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = var(1)=1&&power>=4000||var(1)!=1&&power>=4000&&life<=lifemax/20||palno=12&&(var(54)>=5700||fvar(24)>=2150&&var(54)>=2150)
triggerall = P2BodyDist X = [-80,80]
triggerall = Ctrl = 1
triggerall = enemy,alive
trigger1 = Random <= IfElse((p2movetype = A),2,1)+((fvar(28)=0&&palno=12&&life<=lifemax/20)*50)

[State -1]
type = null;ChangeState
value = (ifelse((Random<=150+((var(29)>=1&&enemy,numhelper<2)*290)),2200,2999))
triggerall = palno!=12||palno=12&&(fvar(28)=0||fvar(28)=1&&random<=500||fvar(28)=2&&random<=30)||(fvar(24)>=2150&&var(54)>=2150&&palno=12)||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = var(1)=1&&power>=4000||var(1)!=1&&power>=4000&&life<=lifemax/4||palno=12&&(var(54)>=5700||fvar(24)>=2150&&var(54)>=2150)
triggerall = Ctrl = 1
triggerall = enemy,alive
trigger1 = Random <= 40+((var(1)=1&&life>=lifemax/40)*30)+(IfElse((var(54)>=5700&&fvar(28)=0),200,0))
trigger2 = Random <= (fvar(24)>=2150&&var(54)>=2150&&(life>=lifemax/40)&&var(1)=1)*25
trigger3 = palno=12&&fvar(28)!=2
trigger3 = (enemy,life<enemy,lifemax||enemy,life>=enemy,lifemax&&((var(54)=[0,500])||(var(54)=[1800,2000])||(var(54)=[4000,4200])||(var(54)=[5000,5200])))
trigger3 = Random<=((enemy,stateno=fvar(36)&&fvar(19)!=1)*800)
trigger4 = palno=12&&fvar(28)!=2&&Random<=((fvar(19)!=0)*800)
trigger5 = var(1)!=1&&Random<=100

[State -1]
type = ChangeState
value = 22170
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax/40 && palno=12
triggerall = p2statetype  != A
triggerall = P2BodyDist X = [0,60]
triggerall = Power    >= 1000 
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
Type = ChangeState
Value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerAll = StateType != A
triggerAll = Ctrl = 1
triggerAll = P2StateType != C
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = Random <= ((var(1) = 1)*550)+50+((palno=12)*40)

[State -3]
type = ChangeState
value = 1250
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = numhelper(1050) = 0||palno=12
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*10)+5+((palno=12)*30)

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=120-((var(1)!=0)*100)
triggerall = Ctrl = 1
trigger1 = Random <= ((var(1)=1)*(20+((palno=12)*10)))+20+((p2bodydist X >= 180)*120)
trigger2 = Random <= 1+((palno!=12&&var(1)=1&&var(29)>=1)*50)

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1 && var(1) != 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 1301
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 1301
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,70]
triggerall = p2movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= ((var(1) = 1)*450)+50

[State -3]
type = ChangeState
value = 1250
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= ((var(1) = 1)*750)+50

[State -3]
Type = ChangeState
Value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= ((var(1) = 1)*950)+40

[State -3]
type = ChangeState
value = 22170
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 1250
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2bodydist X   >= 150-((palno=12)*100)
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*30)+10+((palno=12)*20)

[State -3]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*40)+10

[State -3]
type = ChangeState
value = 210
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*40)+20

[State -3]
type = ChangeState
value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
;triggerall = P2MoveType != H
triggerall = P2statetype = S
triggerall = P2BodyDist X = [0,20]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1)=1)*150)+50

[State -1]
type = ChangeState
value = 300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2230
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2600
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 34300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2631
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 13100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 220000
triggerall = enemy,name = "AxAyAzSSS"
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 13600
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 35000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 34300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2230
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 22075
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 220000
triggerall = enemy,name = "AxAyAzSSS"
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 34300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 220000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2990
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2230
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 1000 || var(1) != 1 && power >= 1000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && palno=12
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&palno=12)*9)
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 2555
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax/40 && palno=12
triggerall = var(1) = 1 && power >= 3000 || var(1) != 1 && power >= 3000 && life <= lifemax/2
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = enemy,alive
trigger1 = Ctrl = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900

[State -1]
type = ChangeState
value = 13600
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax/40 && palno=12
triggerall = var(1) = 1 && power >= 3000 || var(1) != 1 && power >= 3000 && life <= lifemax/2
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = enemy,alive
trigger1 = Ctrl = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900


[State -1]
type = ChangeState
value = 2500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax/40 && palno=12
triggerall = var(1) = 1 && power >= 3000 || var(1) != 1 && power >= 3000 && life <= lifemax/2
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = enemy,alive
trigger1 = Ctrl = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900

[State -1]
type = ChangeState
value = 2230
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax/40 && palno=12
triggerall = var(1) = 1 && power >= 3000 || var(1) != 1 && power >= 3000 && life <= lifemax/2
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = enemy,alive
trigger1 = Ctrl = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900

[State -1]
type = ChangeState
value = 34300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax/40 && palno=12
triggerall = var(1) = 1 && power >= 3000 || var(1) != 1 && power >= 3000 && life <= lifemax/2
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = enemy,alive
trigger1 = Ctrl = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900


[State -1]
type = ChangeState
value = 22075
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = Power    >= 3000
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = p2life > 0
trigger1   = Ctrl        = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900
trigger1 = enemy,alive

[State -1]
type = ChangeState
value = 22075
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = Power    >= 3000
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = p2life > 0
trigger1   = Ctrl        = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900
trigger1 = enemy,alive


[State -1, ]
type = changestate
value = 2999
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1, ]
type = changestate
value = 22075
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1,]
type = changestate
value = 22132
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 13600
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 2600
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 300
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 2631
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 22075
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 2555
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000

[State -1,]
type = changestate
value = 22170
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1
trigger1 = random <=2000


[State -1,]
type = changestate
value = 13100
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1

[State -1,]
type = changestate
value = 2230
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1

[State -1,]
type = changestate
value = 22075
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 250
trigger1 = p2life > 1

[State -1, ]
type = changestate
value = 13100
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1, ]
type = changestate
value = 2999
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1, ]
type = changestate
value = 1450
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1, ]
type = changestate
value = 2500
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1, ]
type = changestate
value = 22075
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400

[State -1, ]
type = changestate
value = 300
triggerall = Alive   = 1
trigger1 = var(30) = 1
trigger1 = statetype ! = a||palno=12
trigger1 = ctrl = 1
trigger1 = p2movetype = a
trigger1 = p2bodydist X >= 200
trigger1 = p2life > 1
trigger1 = random <=400


[State -3]
type = ChangeState
value = 22170
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
type = ChangeState
value = 35000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
type = ChangeState
value = 220000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
type = ChangeState
value = 13100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
type = ChangeState
value = 13100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
type = ChangeState
value = 220000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=12)*20)

[State -3]
Type = ChangeState
Value = 11101
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||palno=12
triggerAll = StateType != A
triggerAll = Ctrl = 1
triggerAll = P2StateType != C
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = P2MoveType = A
trigger1 = Random <= ((var(1) = 1)*550)+50+((palno=12)*40)

[State -3]
type = ChangeState
value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2bodydist X   >= 80-((palno=12)*50)
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = numhelper(1050) = 0||palno=12
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*10)+5+((palno=12)*30)

[State -3]
type = ChangeState
value = 1800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5

[State -3]
type = ChangeState
value = 1800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*5)+20

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 220000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = H
triggerall = P2BodyDist Y = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X >=120-((var(1)!=0)*100)
triggerall = Ctrl = 1
trigger1 = Random <= ((var(1)=1)*(20+((palno=12)*10)))+20+((p2bodydist X >= 180)*120)
trigger2 = Random <= 1+((palno!=12&&var(1)=1&&var(29)>=1)*50)

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1 && var(1) != 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2bodydist X = [0,120]
triggerall = p2statetype = C && p2movetype = A && EnemyNear,time >= 12
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 2500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 35000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 13100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 2500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,70]
triggerall = p2movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= ((var(1) = 1)*450)+50

[State -3]
type = ChangeState
value = 2631
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,70]
triggerall = p2movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= ((var(1) = 1)*450)+50

[State -3]
type = ChangeState
value = 300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
triggerall = P2BodyDist X = [0,70]
triggerall = p2movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= ((var(1) = 1)*450)+50

[State -3]
type = ChangeState
value = 13100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= ((var(1) = 1)*750)+50

[State -3]
type = ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= ((var(1) = 1)*750)+50

[State -3]
type = ChangeState
value = 2500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= ((var(1) = 1)*750)+50

[State -3]
type = ChangeState
value = 3000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= ((var(1) = 1)*750)+50

[State -3]
Type = ChangeState
Value = 13100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = P2BodyDist X = [0,40]
trigger1 = P2BodyDist Y = [-40,0]
trigger1 = Random <= ((var(1) = 1)*950)+40

[State -3]
type = ChangeState
value = 1250
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 2500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 3000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 35000
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 2999
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 1250
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 1550
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = enemy,alive
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=12)*18)

[State -3]
type = ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2bodydist X   >= 150-((palno=12)*100)
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*30)+10+((palno=12)*20)

[State -3]
type = ChangeState
value = 35000
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 13100
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive


[State -3]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*40)+10

[State -3]
type = ChangeState
value = 210
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*40)+20

[State -3]
type = ChangeState
value = 800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = enemy,alive
;triggerall = P2MoveType != H
triggerall = P2statetype = S
triggerall = P2BodyDist X = [0,20]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1)=1)*150)+50

[State -1]
Type = ChangeState
Value = 13600
triggerall = var(30) = 1 && var(1) != 1 && var(29) <= 1
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = Ctrl = 1 || stateno = 100
triggerall = Inguarddist && p2statetype  != C || p2BodyDist X <= 85 && EnemyNear,movetype = A && p2statetype  != C || p2BodyDist X >= 120 && Enemy,numproj >= 1
trigger1 = Random <= 200

[State -3]
type = ChangeState
value = 1450
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 1050
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 1250
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 1550
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 22115
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = Power >= 4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive

[State -3]
type = ChangeState
value = 220000
triggerall = roundstate = 2
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && palno!=12||statetype != A && life>=lifemax && palno=12
triggerall = p2statetype  != A
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=12)*29)
trigger1 = enemy,alive


[State -1]
Type = ChangeState
Value = 131
triggerall = var(30) = 1 && var(1) != 1 && var(29) <= 1
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = enemy,alive
triggerall = statetype != A
triggerall = Ctrl = 1 || stateno = 100
triggerall = Inguarddist && p2statetype  = C || p2BodyDist X <= 85 && EnemyNear,movetype = A && p2statetype = C
trigger1 = Random <= 100

;===========================================================================
;基本コマンド
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ダークルミネッセンス

[State -1]
type = ChangeState
value = 2200
triggerall = command = "Dark Luminescense"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;ブラッディレイ

[State -1]
type = ChangeState
value = 22075
triggerall = command = "Bloody Ray"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 3000 || var(1) != 1 && power >= 3000 && life <= lifemax/2
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;ガイアメディテイション

[State -1]
type = ChangeState
value = 3250
triggerall = command = "Gaia Meditation"
triggerall = var(30) != 1
triggerall = var(29) <= 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/8
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;セレスティアルスター

[State -1]
type = ChangeState
value = 2999
triggerall = command = "Celestial Star"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;---------------------------------------------------------------------------
;デッドリーナイトメア

[State -1]
type = ChangeState
value = 22132
triggerall = command = "Deadly Nightmare"
triggerall = power >= 0
triggerall = var(1) = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;---------------------------------------------------------------------------
;アストラルリベレイション

[State -1]
type = ChangeState
value = 300
triggerall = command = "Astral Revelation"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;ディーププールオブタルタロス

[State -1]
type = ChangeState
value = 2230
triggerall = command = "Deep Pool Of Tartaros"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = 34300
triggerall = command = "The End Of This Chapter"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;ドラゴンハート
;

[State -1]
type = ChangeState
value = 3000
triggerall =!ishelper
triggerall = var(30) != 1
triggerall =command = "Dragon Heart"
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 && movecontact
trigger9 = stateno = 410 && movecontact

;---------------------------------------------------------------------------
;ユニバースディストーション

[State -1]
type = ChangeState
value = 2450
triggerall = var(30) != 1
triggerall = command = "Universe Distortion"
triggerall = power >= 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440

;---------------------------------------------------------------------------
;パンドラズゲート

[State -1]
type = ChangeState
value = 2500
triggerall = var(30) != 1
triggerall = command = "Pandora's Gate"
triggerall = power >= 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440

;---------------------------------------------------------------------------
;カオティックフィールド

[State -1]
type = ChangeState
value = 2555
triggerall = var(30) != 1
triggerall = command = "Chaotic Field"
triggerall = power >= 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440


;---------------------------------------------------------------------------
;タイタンエクスプロージョン

[State -1]
type = ChangeState
value = 2600
triggerall = var(30) != 1
triggerall = command = "Titan Explosion"
triggerall = power >= 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact = 1
trigger3 = stateno = 215 && movecontact = 1
trigger4 = stateno = 235 && movecontact = 1
trigger5 = stateno = 245 && movecontact = 1 && animelem = 4,<=0
trigger6 = stateno = 400 && movecontact = 1
trigger7 = stateno = 430 && movecontact = 1
trigger8 = stateno = 251 && movecontact; = 1
trigger9 = stateno = 290 && movecontact = 1
trigger10 = stateno = 230 && movecontact = 1
trigger11 = stateno = 210 && movecontact = 1
trigger12 = stateno = 1105 && var(1) = 1
trigger13 = stateno = 2005 && movecontact = 1
trigger14 = stateno = 2102 && movecontact = 1
trigger15 = stateno = 2201
trigger16 = stateno = 1521 && var(1) = 1
trigger17 = stateno = 2450 && movecontact = 1
trigger18 = stateno = 2452 && movecontact = 1
trigger19 = stateno = 2453 && movecontact = 1
trigger20 = stateno = 1205 && movecontact = 1
trigger21 = stateno = 1301

;---------------------------------------------------------------------------
;ルミネッセンス

[State -1]
type = ChangeState
value = 2631
triggerall = command = "Luminescence"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 0 || var(1) != 1 && power >= 0 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;グラヴィティディストーション

[State -1]
type = ChangeState
value = 13100
triggerall = command = "Gravity Distortion"
triggerall = power >= 0
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;グラヴィティデストロイヤー

[State -1]
type = ChangeState
value = 13600
triggerall = command = "Gravity Destroyer"
triggerall = power >= 0
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;プラネットデストロイヤー

[State -1]
type = ChangeState
value = 35000
triggerall = command = "Planet Destroyer"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power >= 4000 || var(1) != 1 && power >= 4000 && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;コズミックフォール

[State -1]
type = ChangeState
value = 220000
triggerall = command = "Cosmic Fall"
triggerall = var(30) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;髑髏柱

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1450
triggerall = (command = "火闌降0")||(command = "火闌降1")||(command = "火闌降2")||(command = "火闌降3")||(command = "火闌降4")
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;？
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1250
triggerall = command = "弱御大"
;triggerall = numhelper(1050) = 0
triggerall = enemy,stateno != 1205
triggerall = var(1) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;？
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1550
triggerall = command = "ﾈｫｷﾉﾐﾐｵﾀｾﾟ"
;triggerall = numhelper(1050) = 0
triggerall = enemy,stateno != 1205
triggerall = var(1) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;強？？
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 22170
triggerall = command = "ｹ籔ｨ"
;triggerall = numhelper(11500) = 0
triggerall = var(1) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;飛び道具
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11500
triggerall = command = "強顕斎"
triggerall = numhelper(11500) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;飛び道具
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11600
triggerall = command = "弱顕斎"
triggerall = numhelper(11500) = 0
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;飛び道具
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1050
triggerall = command = "オロチ飛び道具"
triggerall = enemy,stateno != 1205
triggerall = numhelper(1050) = 0 || palno=12
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;飛び道具
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11101
triggerall = command = "飛び道具"
triggerall = enemy,stateno != 1205
triggerall = numhelper(11100) = 0 || palno=12
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;ワープ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1800
triggerall = command = "ワープ"
;triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;バニシング
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 22115
triggerall = command = "オロチ鏡斜め"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;フット橋
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1301
triggerall = command = "強糺"
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;門客人
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A
trigger1 = p2bodydist X < 20
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl
;---------------------------------------------------------------------------


;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;ガードキャンセルフロントステップ
[State -1, 700]
type = ChangeState
value = 100
triggerall = command = "FF"
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 151

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;遠距離立ち強キック1
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0


;---------------------------------------------------------------------------
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl