[Statedef -3]
[State -3]
type = Varset
triggerall = !var(59)
trigger1 = command = "AI_1" || command = "AI_2" || command = "AI_3" || command = "AI_4" || command = "AI_5"
trigger2 = command = "AI_6" || command = "AI_7" || command = "AI_8" || command = "AI_9" || command = "AI_10"
trigger3 = command = "AI_11" || command = "AI_12" || command = "AI_13" || command = "AI_14" || command = "AI_15"
trigger4 = command = "AI_16" || command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
trigger5 = command = "AI_21" || command = "AI_22" || command = "AI_23" || command = "AI_24" || command = "AI_25"
trigger6 = command = "AI_26" || command = "AI_27" || command = "AI_28" || command = "AI_29" || command = "AI_30"
trigger7 = command = "AI_31" || command = "AI_32" || command = "AI_33" || command = "AI_34" || command = "AI_35"
trigger8 = command = "AI_36" || command = "AI_37" || command = "AI_38" || command = "AI_39" || command = "AI_40"
trigger9 = command = "AI_41" || command = "AI_42" || command = "AI_43" || command = "AI_44" || command = "AI_45"
trigger10 = command = "AI_46" || command = "AI_47" || command = "AI_48" || command = "AI_49" || command = "AI_50"
var(59) = 10;ここの数字を1〜10に変えてレベル設定

;独自ステートによる受身、移動起き上がり
[State -3]
Type = VarSet
Trigger1 = EnemyNear(var(56)),AuthorName="ahuron"
Trigger1 = EnemyNear(var(56)),StateNo=[701,705]
Trigger2 = EnemyNear(var(56)),AuthorName="jin"
Trigger2 = EnemyNear(var(56)),StateNo=52000
Trigger3 = EnemyNear(var(56)),AuthorName="Aoba"
Trigger3 = EnemyNear(var(56)),StateNo=52000
Trigger4 = EnemyNear(var(56)),AuthorName="DALA"
Trigger4 = EnemyNear(var(56)),StateNo=[3600,3650]
Trigger5 = EnemyNear(var(56)),AuthorName="Rin & Bat"
Trigger5 = EnemyNear(var(56)),StateNo=750
Trigger6 = EnemyNear(var(56)),AuthorName="kayui uma"
Trigger6 = EnemyNear(var(56)),StateNo=[680,681]
fvar(36) = 1
[State -3]
Type = VarSet
TriggerAll = EnemyNear(var(56)),AuthorName="ahuron"
TriggerAll = EnemyNear(var(56)),StateNo=700
Trigger1 = EnemyNear(var(56)),Name="Konoha"
Trigger2 = EnemyNear(var(56)),Name="Maori"
Trigger3 = EnemyNear(var(56)),Name="Lieselotte"
fvar(36) = 1
[State -3]
Type = VarAdd
TriggerAll = fvar(36) > 0
Trigger1 = EnemyNear(var(56)),Ctrl
Trigger2 = EnemyNear(var(56)),MoveType = A
fvar(36) = -1

;パ?トナ?攻撃中
[State -3]
Type = VarSet
TriggerAll = TeamMode = Simul
TriggerAll = NumPartner
TriggerAll = Partner,Alive
TriggerAll = Partner,MoveType = A
TriggerAll = Partner,MoveType != H
TriggerAll = EnemyNear(var(56)),MoveType = H
TriggerAll = ifelse(facing = 1,Partner,Pos x - Pos X > 0,Partner,Pos x - Pos X < 0)
Trigger1 = EnemyNear(var(56)),StateNo = [5000,5099]
v = 54
value = 4

;パ?トナ?被ステ?ト奪取
[State -3]
Type = VarSet
TriggerAll = TeamMode = Simul
TriggerAll = NumPartner
TriggerAll = Partner,Alive
TriggerAll = Partner,MoveType = H
TriggerAll = ifelse(facing = 1,Partner,Pos x - Pos X > 0,Partner,Pos x - Pos X < 0)
Trigger1 = Partner,StateNo != [5000,5500]
Trigger1 = Partner,StateNo != [120,159]
v = 54
value = 5

;パ?トナ?ステ?ト奪取
[State -3]
Type = VarSet
TriggerAll = TeamMode = Simul
TriggerAll = NumPartner
TriggerAll = Partner,Alive
TriggerAll =(Partner,StateNo = [2000,4999]) || Partner,StateNo > 5500
Trigger1 = EnemyNear(var(56)),MoveType = H
Trigger1 = EnemyNear(var(56)),StateNo != [5000,5500]
Trigger1 = EnemyNear(var(56)),StateNo != [120,159]
v = 54
value = 6
;---------------------------------------------------------------------------------
[State -3]
Type = VarSet
Trigger1 = var(58)
;Trigger1 = TeamMode = Simul
var(56) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)





[State -2, doko]
type = VarSet
triggerall = var(59) >= 1
triggerall = roundstate = 2
trigger1 =  1

v = 48
value = 1;←1で起動。0で停止。

;-----------------------------------------------------------------------
;壁コンボ
[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(41) = 2
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 2630
v = 41
value = 3

;-----------------------------------------------------------------------
;弱 百式・鬼焼きの追い討ち

;リセット
[state -2]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(42) = [1,2]
trigger1 = enemynear(var(49)),movetype != H
trigger2 = statetype = L || movetype = H
trigger3 = roundstate = 4
v = 42
value = 0

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(42) = 0
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1332
trigger2 = stateno = 2100 && movehit=1
trigger3 = stateno = 640 && movehit=1
v = 42
value = 1

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(42) = [0,1]
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1000
v = 42
value = 2

;-----------------------------------------------------------------------
;壁コン?(灼?始動)

;リセット
[state -2]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(43) = 1
trigger1 = stateno = 1700 || stateno = 1100 || stateno = 1000
trigger2 = enemynear(var(49)),movetype != H
trigger3 = statetype = L || movetype = H
trigger4 = roundstate = 4
v = 43
value = 0

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(43) = 0
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1314
v = 43
value = 1

;-----------------------------------------------------------------------
;?ッグ戦の時、?体に反応しないよう
[state -2, tag]
type = varset
trigger1 = numenemy = 1
trigger2 = numenemy = 2
trigger2 = enemynear,alive
v = 49
value = 0
ignorehitpause = 1

[State -2, tag]
type = varset
trigger1 = numenemy > 1
trigger1 = !enemynear,alive
v = 49
value = 1
ignorehitpause = 1


;リセット
[state -2]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(40) = [1,2]
trigger1 = stateno = 11000
trigger2 = enemynear(var(49)),movetype != H
trigger3 = statetype = L || movetype = H
trigger4 = roundstate = 4
v = 40
value = 0

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(40) = 0
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 240
v = 40
value = 1

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(40) = [0,1]
triggerall = enemynear(var(49)),statetype = A
trigger1 = (stateno = 11000 || stateno = 256) && movehit
trigger2 = stateno = 2205 || stateno = 2210 || stateno = 2200
v = 40
value = 2

;-----------------------------------------------------------------------
;七拾五式　改 からのコンボ

;リセット
[state -2]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(41) = [1,3]
trigger1 = stateno = 11000
trigger2 = enemynear(var(49)),movetype != H
trigger3 = statetype = L || movetype = H
trigger4 = roundstate = 4
v = 41
value = 0

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(41) = 0
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 2630
v = 41
value = 1

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(41) = 1
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1603
v = 41
value = 2

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(41) = 2
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 2630
v = 41
value = 3

;-----------------------------------------------------------------------
;弱 百式・鬼焼きの追い討ち

;リセット
[state -2]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(42) = [1,2]
trigger1 = enemynear(var(49)),movetype != H
trigger2 = statetype = L || movetype = H
trigger3 = roundstate = 4
v = 42
value = 0

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(42) = 0
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1332
trigger2 = stateno = 2100 && movehit=1
trigger3 = stateno = 640 && movehit=1
v = 42
value = 1

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(42) = [0,1]
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1000
v = 42
value = 2

;-----------------------------------------------------------------------
;壁コンボ(灼焉始動)

;リセット
[state -2]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(43) = 1
trigger1 = stateno = 1800 || stateno = 11000 || stateno = 11000
trigger2 = enemynear(var(49)),movetype != H
trigger3 = statetype = L || movetype = H
trigger4 = roundstate = 4
v = 43
value = 0

[state -2, Combo]
type = VarSet
triggerall = var(59) >= 1
triggerall = var(43) = 0
triggerall = enemynear(var(49)),statetype = A
trigger1 = stateno = 1314
v = 43
value = 1

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 700
triggerall = P2MoveType = A
triggerall = random <= var(59)*100
triggerall = statetype != A
triggerall     = p2statetype != L
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = P2bodydist x >= 50

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1700
triggerall = P2MoveType = A
triggerall = random <= var(59)*1000
triggerall = statetype != A
triggerall     = p2statetype != L
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = P2bodydist x >= 100
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 240
IgnoreHitPause = 1
triggerall = var(59) >= 1
;triggerall = random <= var(59)*1000
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = roundstate = 2
triggerall = p2movetype = H
triggerall = frontedgebodydist <= 50
trigger1 = P2bodydist y <= -80
trigger1= stateno = 1000
trigger1 = animtime = 0

;遠距離立ち強キック
[State -1, Strong Kung Fu Palm]
Type = ChangeState
Value = 230
TriggerAll = var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X > 25
TriggerAll = EnemyNear(var(56)),facing != facing
TriggerAll = EnemyNear(var(56)),MoveType = I
TriggerAll = EnemyNear(var(56)),StateType != L
TriggerAll =(EnemyNear(var(56)),StateNo != [5100,5299]) && !fvar(36)
TriggerAll = stateno != 2100
Trigger1 = P2BodyDist X = [26,80]
Trigger1 = P2BodyDist Y >= -60 || EnemyNear(var(56)),Vel Y > 0
Trigger1 = EnemyNear(var(56)),StateType = A
Trigger1 = EnemyNear(var(56)),Vel X >= 0
Trigger1 = Random = [200,400]

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1000
IgnoreHitPause = 1
triggerall = var(59) >= 1
;triggerall = random <= var(59)*1000
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = roundstate = 2
triggerall = p2movetype = H
triggerall = frontedgebodydist <= 50
trigger1 = P2bodydist y <= -80
trigger1= stateno = 240
trigger1 = animtime = 0
trigger1 = movehit

;荒がみ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(59) >= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(49)),statetype != A
triggerall = enemynear(var(49)),movetype = H
triggerall = random <= 100*var(59)
triggerall = var(10) > 25
trigger1 = stateno = 240 && movecontact=1
trigger2 = stateno = 1100 && movecontact=1
trigger3 = stateno = 435 && movecontact=1
trigger4 = stateno = 260 && (animelem=6,>0 && animelem=7,<0) && movecontact=1
ignorehitpause = 0

;毒がみ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 240
triggerall = var(59) >= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(49)),statetype != A
triggerall = enemynear(var(49)),movetype = H
triggerall = random <= 100*var(59)
triggerall = var(10) > 25
trigger1 = stateno = 100 && movecontact=1
trigger2 = (stateno = 215 && (animelem=2,>0 && animelem=3,<0)) && movehit
trigger3 = (stateno = 240 && (animelem=5,>0 && animelem=6,<0)) && movehit
trigger4 = (stateno = 410 && (animelem=4,>0 && animelem=6,<0)) && movehit
trigger5       = stateno = 240
trigger5       = P2StateType = A
trigger5       = P2movetype = H
;---------------------------------------------------------------------------
;門客人
[State -3, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X < 5
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
triggerall = p2movetype != A || enemynear,HitDefAttr = SCA, NA,SA,NT,ST,NP,SP
trigger1 = ctrl && random < var(59)*50
trigger2 = stateno = 700 && animelem = 3,>=0
[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = stateno != 1803
TriggerAll = EnemyNear(var(56)),MoveType = H
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll =!Enemy,NumProj
TriggerAll = Ctrl || StateNo = 100 || StateNo = [120,150)
Trigger1 = Abs(EnemyNear(var(56)),Pos X - Pos X) = [25,80]
Trigger1 = EnemyNear(var(56)),Pos Y > -120 || EnemyNear(var(56)),Vel Y > 0


[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!NumTarget(6800)
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5100)
TriggerAll = Ctrl || StateNo = 21 || StateNo = 100 || StateNo = [120,150)
Trigger1 = ProjHit1600 = 1,<60 || ifelse(var(23),var(7)=5,var(7)) || var(8) >= 1230 || var(46) > 7 || NumTarget(240)
Trigger1 = Abs(EnemyNear(var(56)),Pos X - Pos X) <= 50
Trigger1 = EnemyNear(var(56)),Pos Y <= -40 || fvar(36) < 2
Trigger1 = ifelse(fvar(36) >= 2,EnemyNear(var(56)),Pos Y > -50,EnemyNear(var(56)),Pos Y > -30)
TriggerAll = stateno != 1803
[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1 || fvar(39)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = NumTarget
TriggerAll = P2Dist X > 0
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5100)
TriggerAll = Power < 800 || ((target,Life*target,const(data.defence)/const(data.attack))) <= 84*(fvar(0)-0.025)
Trigger1 = PrevStateNo = 1400
Trigger1 = P2BodyDist X < 80
Trigger1 = EnemyNear(var(56)),Pos Y < -75
TriggerAll = stateno != 1803
[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1 || fvar(39)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(56)),Vel X
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5100)
Trigger1 = StateNo = 21
Trigger1 = Abs(EnemyNear(var(56)),Pos X - Pos X) <= 130
Trigger1 =(EnemyNear(var(56)),Pos Y = [-130,-110]) || EnemyNear(var(56)),Vel Y > 5
Trigger1 = EnemyNear(var(56)),Vel Y > 0
Trigger1 = EnemyNear(var(56)),StateType = A

TriggerAll = stateno != 1803

[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1 || fvar(39)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(56)),Pos Y > -120 && EnemyNear(var(56)),Vel Y < 10
TriggerAll = EnemyNear(var(56)),Pos Y > -120 || EnemyNear(var(56)),Vel Y >= 0
TriggerAll = EnemyNear(var(56)),Vel X
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5100)
Trigger1 = Ctrl || StateNo = 100 || StateNo = [120,150)
Trigger1 = ifelse(var(13),EnemyNear(var(56)),Pos Y > -80,EnemyNear(var(56)),Pos Y > -100)
Trigger1 = EnemyNear(var(56)),Pos Y < -60 || var(13)


TriggerAll = stateno != 1803

[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(56)),Pos Y > -120 && EnemyNear(var(56)),Vel Y < 10
TriggerAll = EnemyNear(var(56)),Vel X
TriggerAll = EnemyNear(var(56)),Vel Y >= 0
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5100)
Trigger1 = Ctrl || StateNo = 100 || StateNo = [120,150)
Trigger1 = EnemyNear(var(56)),Pos Y > -100+var(7)*5;ifelse(var(13),EnemyNear(var(56)),Pos Y > -80,EnemyNear(var(56)),Pos Y > -100)
Trigger1 = EnemyNear(var(56)),Pos Y < -60
Trigger1 =!NumTarget(1710) || var(13)

TriggerAll = stateno != 1803

[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1
TriggerAll = Random <= var(58) * 100 || var(58) >= 9
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Abs(EnemyNear(var(56)),Pos X - Pos X) <= 80
TriggerAll = EnemyNear(var(56)),Life > 0
TriggerAll = EnemyNear(var(56)),StateType = A
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5100)
TriggerAll = Ctrl || StateNo = 100 || StateNo = [120,150)
Trigger1 = NumTarget(1050)
Trigger1 = EnemyNear(var(56)),Pos Y < -70 || var(13)
TriggerAll = stateno != 1803

[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1 || fvar(39)
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll =!Enemy,NumProj
TriggerAll = EnemyNear(var(56)),Life > 0
TriggerAll = EnemyNear(var(56)),StateNo = 5050
Trigger1 = Ctrl || StateNo = 100
Trigger1 = Target,Vel X = 0
Trigger1 = Abs(EnemyNear(var(56)),Pos X - Pos X) <= 50
Trigger1 = EnemyNear(var(56)),Pos Y = [-150,-100]
TriggerAll = stateno != 1803
[State -3, Kung Fu Throw]
Type = ChangeState
Value = 6800
TriggerAll = var(59) >= 1
TriggerAll = Random <= var(59) * 60 || var(58) > 9
TriggerAll = StateType != A
TriggerAll = EnemyNear(var(56)),Vel X < 5
TriggerAll = EnemyNear(var(56)),MoveType = I
TriggerAll = EnemyNear(var(56)),MoveType != H
TriggerAll = EnemyNear(var(56)),StateType = A && (var(49)>=60-var(58)*5||Random<var(49)*var(58)||var(58)>10)
TriggerAll = EnemyNear(var(56)),StateNo != [5100,5300)
TriggerAll = Ctrl || StateNo = 100 || StateNo = [120,150)
Trigger1 = Abs(EnemyNear(var(56)),Pos X - Pos X) <= 55
Trigger1 =(EnemyNear(var(56)),Pos Y = [-120,-80]) || var(13) && EnemyNear(var(56)),Pos Y > -100
Trigger1 = EnemyNear(var(56)),Vel X
Trigger1 = EnemyNear(var(56)),Vel Y >= 0
Trigger1 = EnemyNear(var(56)),facing != facing
Trigger1 = ifelse(FrontEdgeBodyDist < 120,Random < var(58) * 30,Random < var(58) * 10)
Trigger2 = Abs(EnemyNear(var(56)),Pos X - Pos X) <= 60
Trigger2 = EnemyNear(var(56)),Pos Y = [-70,-0]
Trigger2 = EnemyNear(var(56)),Vel X <= 0
Trigger2 = EnemyNear(var(56)),facing = facing
Trigger2 = Random < var(58) * 30
TriggerAll = stateno != 1803

;---------------------------------------------------------------------------
;タクティカルステップ
[State -3, Taunt]
type = ChangeState
value = 700
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 500
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X = [-5,60]
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = random < var(59)

;---------------------------------------------
;立ちガード
[State -3]
type = ChangeState
value = 130
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2statetype != C
triggerall = inguarddist
trigger1 = Ctrl && statetype != A
trigger2 = stateno = [100,101]

;---------------------------------------------
;屈みガード
[State -3]
type = ChangeState
value = 131
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2statetype = C
triggerall = inguarddist
trigger1 = Ctrl && statetype != A
trigger2 = stateno = [100,101]

;---------------------------------------------
;空中ガード
[State -3]
type = ChangeState
value = 132
triggerall = random < var(59)*100 && roundstate = 2
triggerall = inguarddist
trigger1 = Ctrl && statetype = A
;---------------------------------------------------------------------------
;？？？？？？？？・オロチMAX
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2400
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2statetype = L
trigger1 = p2bodydist X = [-5,150]
;---------------------------------------------------------------------------
;？？？？？？？・吸い寄せ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2300
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 1000
triggerall = var(1) = 1
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2statetype = L || p2movetype != H
trigger1 = p2bodydist X = [-5,150]
trigger1 = random < var(59)*2

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

;？？？？？？・無に還ろう
;ブル??ル･ゴッド･プロジェクト
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2000
triggerall = random <= var(59)*2000  && roundstate = 2
triggerall = power >= 2000
triggerall = p2life < 500
triggerall = stateno != 6801
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = P2BodyDist X > 20
trigger1 = P2BodyDist Y > -50
trigger1 = p2statetype = L
;？？？？？？・無に還ろう
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2200
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 1000
triggerall = var(1) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2stateno = 1205

;？？？？？？・無に還ろう




;しゃがみ強キック
[state -1, Strong Kung Fu Palm]
type = ChangeState
value = 440
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),StateType != L
triggerall = enemynear(var(58)),movetype != H
triggerall = p2bodydist X = [50,75]
triggerall =!InGuardDist && enemynear(var(58)),facing != facing
triggerall = ctrl || stateno = 20 || stateno = 100 || stateno = [120,149]
trigger1 = enemynear(var(58)),statetype = S
trigger1 = random <= var(57) * 8
trigger2 = random <= var(57) * 4



[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 250
triggerall = Roundstate = 2 && statetype != A
triggerall = var(59) > 0 || fvar(20) >= 1
triggerall = !var(1)
triggerall = enemynear(var(2)),StateType != L
triggerall = enemynear(var(2)),StateType != A
triggerall = enemynear(var(2)),stateno != 5120
triggerall = enemynear(var(2)),movetype = H
	triggerall = random < var(59) * 195 || fvar(20) >= 1
triggerall = var(36) + 7 <= const(data.airjuggle) || enemynear(var(2)),StateType != A
triggerall = !var(20)
triggerall = enemynear(var(2)),StateType != C || !var(33)
trigger1 = power < 3000
trigger1 = enemynear(var(2)),gethitvar(hitcount)+2 < var(59) + ((fvar(20)>=1) * 5) || (power = [862,1100])
trigger1 = P2bodydist X = [0,50]
trigger1 = enemynear(var(2)),backedgebodydist <= 10
trigger1 = (stateno = 215 && animelem = 4,>=0)
trigger1 = movehit || (moveguarded = 1 && random < 500)
trigger2 = P2bodydist X = [0,20]
trigger2 = (stateno = 215 && animelem = 4,>=1) || (stateno = 245)
trigger2 = movehit || (moveguarded = 1 && random < 50)
trigger3 = enemynear(var(2)),gethitvar(hitcount) < var(59) + ((fvar(20)>=1) * 5) || (power = [862,1100])
trigger3 = P2bodydist X = [0,50]
trigger3 = stateno = 400 || stateno = 430
trigger3 = movehit || (moveguarded = 2 && random < 500)
trigger4 = P2bodydist X = [0,70]
trigger4 = stateno = 245 || stateno = 440
trigger4 = moveguarded && random < 666

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 250
triggerall = Roundstate = 2 && statetype != A
triggerall = Ctrl || (StateNo = [102,103])
triggerall = var(59) > 0
triggerall = !var(1)
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = !inguarddist
trigger1 = P2BodyDist X = [80,140]
trigger1 = enemynear(var(2)),statetype != A
	trigger1 = Random <= var(59)*4


[State -1, Strong Kung Fu Palm]
Type = ChangeState
value = 260
triggerall = Roundstate = 2 && statetype != A
triggerall = var(59) > 0 || fvar(20) >= 3
Triggerall = Ctrl || (stateno = [102,103])
triggerall = enemynear(var(2)),statetype = L
triggerall = !inguarddist
	triggerall = random < var(59) * 200 || fvar(20) >= 3
trigger1 = p2bodydist X = [60,90]
trigger1 = enemynear(var(2)),stateno = 5120
Trigger1 = EnemyNear(var(2)),AnimTime = -13
	trigger1 = random < var(59) * 50 || fvar(20) >= 3
[State -1, Strong Kung Fu Palm]
Type = ChangeState
value = 260
triggerall = Roundstate = 2 && statetype != A
triggerall = var(59) > 0 || fvar(20) >= 1
triggerall = !var(1)
triggerall = enemynear(var(2)),StateType != L
triggerall = enemynear(var(2)),StateType != A
triggerall = enemynear(var(2)),stateno != 5120
triggerall = enemynear(var(2)),movetype = H
	triggerall = random < var(59) * 180 || fvar(20) >= 1
triggerall = var(36) + 7 <= const(data.airjuggle)
;trigger1 = enemynear(var(2)),backedgebodydist != [0,15]
trigger1 = P2bodydist X = [33,50]
trigger1 = (stateno = 215 && animelem = 4,>=1)
trigger1 = moveguarded

[State -1, Strong Kung Fu Palm]
Type = ChangeState
value = 260
triggerall = Roundstate = 2 && statetype != A
triggerall = Ctrl || (StateNo = [102,103])
triggerall = var(59) > 0
triggerall = enemynear(var(2)),movetype != H
triggerall = enemynear(var(2)),statetype != L
triggerall = !inguarddist
trigger1 = P2BodyDist X = [75,100]
trigger1 = enemynear(var(2)),statetype = C
trigger1 = enemynear(var(2)),movetype != A
	trigger1 = Random <= var(59) * 9
trigger2 = P2BodyDist X = [67,97]
trigger2 = enemynear(var(2)),statetype != A
trigger2 = enemynear(var(2)),movetype != A
	trigger2 = Random <= var(59) * 6

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 215
triggerall = Roundstate = 2 && statetype != A
triggerall = var(59) > 0
triggerall = p2statetype != L
triggerall = random <= 900 && floor(p2dist y) > -70
trigger1 = (p2bodydist x = [0,28]) && p2movetype != A && p2statetype != A
trigger1 = statetype = S && ctrl





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


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 3120
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger1= stateno = 22005 && animelem =  13,>=0
;---------------------------------------------------------------------------
;混
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 8200
triggerall = random < var(59)*10000 && roundstate = 2
triggerall = power >= 1000
triggerall = palno = 12
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;大神
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 22000
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 1000
triggerall = var(1) = 0
triggerall = p2statetype != A
triggerall = p2movetype = A
triggerall = p2bodydist X = [-5,25]
trigger1 = statetype != A && ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;！？・死祟
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1999
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
triggerall = var(1) = 1
trigger1 = ctrl
trigger1 = p2stateno = 1205 || p2stateno = [805,806]
trigger1 = power < 1000
;---------------------------------------------------------------------------
;強？？(強顕斎)
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1151
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numhelper(1050) = 0
triggerall = enemy,stateno != 1205
triggerall = var(1) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2stateno = 100
;---------------------------------------------------------------------------
;？？？？？(火闌降)
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1450
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numhelper(1050) = 0
triggerall = var(1) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype != A || p2statetype = A && p2movetype != H
trigger1 = p2statetype != L
trigger1 = p2bodydist X > 70
trigger1 = random < var(59)*5000
;---------------------------------------------------------------------------
;弱？？(弱顕斎)
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1150
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numhelper(1050) = 0
triggerall = var(1) = 1
triggerall = statetype != A
triggerall = p2bodydist X = [0,40]
triggerall = movehit
trigger1 = stateno = 240 && animelemtime(4) > 0
trigger2 = stateno = 245 && animelemtime(10) > 0
trigger3 = stateno = 410 && animelemtime(7) > 0

;---------------------------------------------------------------------------
;？(オロチ飛び道具)
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1050
triggerall = random < var(59)*100 && roundstate = 2
triggerall = palno = 12
triggerall = statetype != A
triggerall = ctrl || movecontact
trigger1 = p2bodydist X >= 80
trigger1 = random < 700000000
trigger2 = stateno = 240 && animelemtime(4) > 0
trigger3 = stateno = 245 && animelemtime(10) > 0
trigger4 = stateno = 410 && animelemtime(7) > 0

;---------------------------------------------------------------------------
;・・・(ワープ)
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1800
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 1
trigger1 = ctrl
trigger1 = p2movetype = A





;===========================================================================
;---------------------------------------------------------------------------
;強御大
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1501
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger1 = p2bodydist X = [-5,60]
trigger1 = p2bodydist Y = [-80,0]

;---------------------------------------------------------------------------
;強糺
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1301
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = power >= 500
trigger1 = ctrl
trigger1 = p2movetype = A
trigger1 = p2bodydist X = [-5,40]
trigger1 = p2bodydist Y > -70
trigger1 = random < var(59)*10
;---------------------------------------------------------------------------
;火闌降
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1400
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = p2statetype != A || p2movetype != H
trigger1 = p2bodydist X > 80
trigger1 = random < var(59)*10

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

;Beads Destruction Light
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1800
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2StateType != L && floor(p2dist y) > -100
triggerall = p2bodydist x = [0,200]
triggerall = ifelse(var(21) <= 0,(p2stateno != [5020,5050]),1)
triggerall = p2stateno != [154,155]
trigger1 = statetype = S && ctrl && random <= 300
trigger2 = var(8) = 1 && random <= 600 && MoveContact && stateno != 221
trigger3 = statetype = S && ctrl && p2statetype = S && p2movetype = H && random <= 700
trigger4 = var(27) = 1 && random <= 70 && stateno != [1800,1814]

;Beads Destruction Hard
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1810
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2StateType != L && floor(p2dist y) > -100
triggerall = p2bodydist x = [0,200]
triggerall = ifelse(var(21) <= 0,(p2stateno != [5020,5050]),1)
triggerall = p2stateno != [154,155]
triggerall = stateno != 1400
trigger1 = statetype = S && ctrl && random <= 100
trigger2 = var(8) = 1 && random <= 400 && MoveContact && stateno != 221
trigger3 = statetype = S && ctrl && p2statetype = S && p2movetype = H && random <= 700
trigger4 = var(27) = 1 && random <= 70 && stateno != [1800,1814]

;---------------------------------------------------------------------------
;誓約
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1100
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = power >= 2500
trigger1 = movehit
trigger1 = stateno = 245 && animelemtime(10) > 0
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1000
;triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 290 && animelemtime(5) > 0


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1201
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 2100 && animelemtime(10) > 0

[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 2100
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 2000
triggerall = var(1) = 0
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 11002 && animelemtime(3) > 0

[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 3120
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 2000
triggerall = var(1) = 0
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 5001
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1700
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
trigger1 = stateno = 702

[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 11000
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 210 && animelemtime(7) > 0


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1700
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 11000 && animelemtime(7) > 0
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1001
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = power < 2000
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 22005 && animelemtime(19) > 0


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1001
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
trigger1 = stateno = 801 && animelemtime(12) > 0
trigger2 = stateno = 6801 && animelemtime(12) > 0

[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 3120
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = power >= 2000
triggerall = statetype != A
;triggerall = p2bodydist X = [-5,40]
trigger1 = stateno = 22005 && animelemtime(18) > 0


;弱顕斎
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1200
triggerall = random < var(59)*100 && roundstate = 2
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = p2bodydist X = [-5,40]
triggerall = movehit
trigger1 = stateno = 240 && animelemtime(4) > 0
trigger2 = stateno = 245 && (animelemtime(10) > 0 || p2bodydist X > 20)
trigger3 = stateno = 410 && animelemtime(7) > 0
trigger4 = stateno = 230 && animelemtime(2) > 0
;---------------------------------------------------------------------------
;強解除
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1001
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numhelper(1000) = 0
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 100
trigger1 = random < var(59)*15
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;弱解除
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numhelper(1000) = 0
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != A
trigger1 = ctrl
trigger1 = p2bodydist X > 100
trigger1 = random < var(59)*15
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(1) = 0
Triggerall = StateType != A
triggerall = numhelper(1000) = 0
triggerall = random < var(59)*100 && roundstate = 2
Triggerall = !InGuardDist
triggerall = P2StateType != L
Triggerall = P2BodyDist X > 180
triggerall = ctrl || stateno = 7720|| stateno = 7721|| stateno = 7722|| stateno = 77100
Triggerall = NumProj = 0
Triggerall = Random < var(59)*100
Trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(1) = 0
triggerall = numhelper(1000) = 0
Triggerall = StateType != A
triggerall = random < var(59)*100 && roundstate = 2
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 215 && Movecontact


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(1) = 0
Triggerall = StateType != A
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numprojID(1000) = 0
;triggerall = P2BodyDist Y >= 0
Triggerall = P2BodyDist X >= 150
triggerall = ctrl || stateno = 7720|| stateno = 7721|| stateno = 7722|| stateno = 77100
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= var(59)*55

;弱百八式・闇払い
[State -3, Strong Kung Fu PalmI]
type = ChangeState
value = 1070
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 210 || stateno = 245 || stateno = 250 || stateno = 260 || stateno = 440
trigger1 = enemynear(var(58)),statetype != A
trigger1 = moveguarded

;弱百八式・闇払い
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1070
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = numprojID(1000) = 0
triggerall = ctrl || stateno = 210 || stateno = 440
trigger1 = p2bodydist X >= 160
trigger1 = enemynear(var(58)),movetype != H
trigger1 = random <= var(57) * 10


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1070
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != L
trigger1 = stateno = 210 || stateno = 440
trigger1 = enemynear(var(58)),statetype != A
trigger1 = moveguarded


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1090
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
triggerall = enemynear(var(58)),statetype != A
triggerall = enemynear(var(58)),statetype != L
triggerall = enemynear(var(58)),movetype != H
triggerall = numprojID(1000) = 0
triggerall = ctrl || stateno = 20 || stateno = 100 || stateno = [120,149]
trigger1 = p2bodydist X >= 160
trigger1 = enemynear(var(58)),movetype = A
trigger1 = enemynear(var(58)),AnimTime <= -30
trigger1 = Random <= var(57) * 30

;===========================================================================
;---------------------------------------------------------------------------
;ガードキャンセルふっ飛ばし攻撃
[State -3, 290]
type = ChangeState
value = 291
triggerall = random < var(59)*100 && roundstate = 2
triggerall = power >= 500
triggerall = p2statetype != A
triggerall = p2bodydist X = [-5,40]
triggerall = random < var(59)
trigger1 = stateno = 150
trigger2 = stateno = 151

;===========================================================================
;---------------------------------------------------------------------------
;ダウン回避
[State -3, Taunt]
type = ChangeState
value = 702
triggerall = random < var(59)*100 && roundstate = 2
trigger1 = stateno = 5050
trigger1 = pos y >=-40

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = random < var(59)*100 && roundstate = 2
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2statetype = L
trigger1 = p2bodydist X = [-5,15]
trigger1 = backedgebodydist != 0

;===========================================================================
;---------------------------------------------------------------------------
;挑発
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
trigger1 = Ctrl && stateno != 195
trigger1 = p2stateno = 1205 || p2stateno = [805,806]

;---------------------------------------------------------------------------
;近距離立ち強キック
[State -3, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2dist X <=50
triggerall = statetype != A
trigger2 = stateno = 1803 && animelem = 3,>=0
trigger2 = movehit
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = p2movetype = H && p2stateno != [150,153]
trigger1 = p2bodydist Y > -80

;---------------------------------------------------------------------------
;遠距離立ち強キック
[State -3, Standing Strong Kick];, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2dist X > 50
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = P2bodydist X < 60
trigger1 = P2bodydist Y > -90
trigger1 = p2movetype = H || p2statetype = A
trigger1 = p2stateno != [150,153]

;遠距離立ち強キック
[State -3, Standing Strong Kick];, Standing Strong Kick]
type = ChangeState
value = 210
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2dist X > 50
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = P2bodydist X < 60
trigger1 = p2movetype = H || p2statetype = A
trigger1 = p2stateno != [150,153]






;遠距離立ち強キック
[State -3, Standing Strong Kick]
type = ChangeState
value = 1000
triggerall = random < var(59)*10000 && roundstate = 2
triggerall = P2dist X > 50
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = P2bodydist X < 60
trigger1 = P2bodydist Y > -90
trigger1 = p2movetype = H || p2statetype = A
trigger1 = p2stateno != 240

;---------------------------------------------------------------------------
;近距離立ち弱パンチ
[State -3, Stand Light Punch]
type = ChangeState
value = 205
triggerall = random < var(59)*100 && roundstate = 2
triggerall = P2dist X <=50
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = P2bodydist Y > -80
trigger1 = p2stateno != [150,153]

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,55]
trigger1 = p2stateno != [152,153]

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = random < var(59)*100 && roundstate = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2statetype != A && p2statetype != L
trigger1 = P2bodydist X = [-5,70]
trigger1 = p2stateno != [150,153]

;---------------------------------------------------------------------------
;空中強パンチ
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = random < var(59)*100 && roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = p2statetype = A || vel Y > 0
trigger1 = P2bodydist X = [-5,70]
trigger1 = P2bodydist Y = [-80,0]

;---------------------------------------------------------------------------
;空中強キック
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = random < var(59)*100 && roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = p2statetype = A || vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]


;空中強キック
[State -3, Jump Strong Kick]
type = ChangeState
value = 630
triggerall = random < var(59)*10000 && roundstate = 2
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger1 = p2statetype != L
trigger1 = p2statetype = A || vel Y > 0
trigger1 = P2bodydist X < 70
trigger1 = P2bodydist Y = [0,70]


;---------------------------------------------------------------------------
;強解除
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 1090
triggerall = random < var(59)*100 && roundstate = 2
triggerall = numhelper(1000) = 0
triggerall = var(1) = 0
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 240 && animelemtime(4) > 0
trigger2 = stateno = 245 && animelemtime(10) > 0
trigger3 = stateno = 410 && animelemtime(7) > 0




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

;-----------------------------------
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 2100

triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= var(59)*100





[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 2100
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 240 && Movehit
Trigger1 = Random <= var(59)*100





[State -3, Strong Kung Fu Palm]
Type     = ChangeState
value = 11000
TriggerAll=StateType != A

Trigger1=P2BodyDist X=[-5,50]
Trigger1=P2BodyDist Y>=-60
TriggerAll=MoveHit=1
triggerall = ( stateno != [2000,3120] )
triggerall = random < var(59)*100  && roundstate = 2
trigger1 = stateno = 400
ignorehitpause = 0



[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 11000
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2BodyDist X = [-10+floor(8*(enemynear,vel X)),60+floor(8*(enemynear,vel X))]
trigger1 = P2BodyDist Y = [-39-floor(4*(enemynear,vel Y)+(4*(4+1)/2)*fvar(39)),-5-floor(4*(enemynear,vel Y)+(4*(4+1)/2)*fvar(39))]
triggerall = ( stateno != [2000,3120] )
triggerall = random < var(59)*100  && roundstate = 2
ignorehitpause = 0
[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 11000
triggerall     = RoundState = 2
triggerall = statetype != A
triggerall = ctrl

triggerall = RoundState = 2
trigger1 = P2BodyDist X = [-5+floor(5*(enemynear,vel X)),60+floor(5*(enemynear,vel X))]
trigger1 = P2BodyDist Y >= -80

triggerall = ( stateno != [2000,3120] )
triggerall = random < var(59)*100
ignorehitpause = 0


[State -3, Strong Kung Fu Palm]
type = ChangeState
value = 11000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear(var(49)),movetype = A
triggerall = !enemynear(var(49)),ctrl
triggerall = enemynear(var(49)),time >= 30-(3*var(59)) || (!time&&var(59)>8) || var(59) > 9
trigger1 = enemynear(var(49)),statetype != A && enemynear(var(49)),statetype != C
trigger1 = enemynear(var(58)),animtime >= -30 ;<= -5
trigger1 = P2BodyDist X = [0,50]
trigger1 = (var(59) <= 10 && random<= 50*var(59)) || (var(59) >= 11 && random<= 750)
trigger2 = enemynear(var(49)),statetype = A
trigger2 = P2BodyDist X = [15,75]
trigger2 = P2BodyDist Y = [-85,-20]
trigger2 = (var(59) <= 10 && random<= 50*var(59)) || (var(59) >= 11 && random<= 750)
ignorehitpause = 0
triggerall = random < var(59)*100












[State -3, Strong Kung Fu Palm]
Type     = ChangeState
value = 11000
triggerall = random < var(59)*100  && roundstate = 2
TriggerAll=StateType != A
Trigger1=P2BodyDist X=[-5,50]
Trigger1=P2BodyDist Y>=-60
TriggerAll=MoveHit=1
triggerall = ( stateno != [2000,3120] )
trigger1 = stateno = 400
ignorehitpause = 0



;-----  無式  ------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3400
triggerall = random < var(59)*1000 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || StateNo = [120,149]
triggerall = enemynear(var(49)),movetype = A
triggerall = !enemynear(var(49)),ctrl
triggerall = P2BodyDist X = [0,50]
triggerall = enemynear(var(49)),time >= 30-(3*var(59)) || (!time&&var(59)>8) || var(59) > 9
trigger1 = enemynear(var(49)),statetype != A
trigger1 = random<= 50*var(59)
ignorehitpause = 0


;-----  無式  ------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3400
triggerall = random < var(59)*1000 && roundstate = 2
triggerall = statetype != A
triggerall = var(10) < 0
triggerall = power >= 2000
triggerall = enemynear(var(49)),statetype != A
triggerall = enemynear(var(49)),movetype = H
triggerall = enemynear(var(49)),alive
triggerall = !inguarddist
triggerall = (random <= 30*var(59)) || (var(59) >= 11 && random <= 300)
triggerall = P2BodyDist X <= 40
triggerall = enemynear(var(49)),statetype != C
trigger1 = stateno = 430 && (animelem=2,>0 && animelem=3,<5) && movehit
trigger2 = stateno = 400 && (animelem=2,>0 && animelem=3,<5) && movehit
trigger3 = stateno = 240 && (animelem=5,>0 && animelem=6,<0) && movehit
trigger4 = (stateno = 240 || stateno = 1700) && movehit
ignorehitpause = 0
;-----  無式  ------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3400
triggerall = random < var(59)*1000 && roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = ctrl || stateno = 21 || stateno = 22 || stateno = 100 || StateNo = [120,149]
triggerall = enemynear(var(49)),movetype = A
triggerall = !enemynear(var(49)),ctrl
triggerall = P2BodyDist X = [0,50]
triggerall = enemynear(var(49)),time >= 30-(3*var(59)) || (!time&&var(59)>8) || var(59) > 9
trigger1 = enemynear(var(49)),statetype != A
ignorehitpause = 0

;-----  無式  ------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3400
triggerall = random < var(59)*1000 && roundstate = 2
triggerall = statetype != A
triggerall = var(10) < 0
triggerall = power >= 2000
triggerall = enemynear(var(49)),statetype != A
triggerall = enemynear(var(49)),movetype = H
triggerall = enemynear(var(49)),alive
triggerall = !inguarddist
triggerall = (random <= 30*var(59)) || (var(59) >= 11 && random <= 300)
triggerall = P2BodyDist X <= 40
triggerall = enemynear(var(49)),statetype != C
trigger1 = stateno = 430 && (animelem=2,>0 && animelem=3,<5) && movehit
trigger2 = stateno = 400 && (animelem=2,>0 && animelem=3,<5) && movehit
trigger3 = stateno = 240 && (animelem=5,>0 && animelem=6,<0) && movehit
trigger4 = (stateno = 1100 || stateno = 1700) && movehit
ignorehitpause = 0




;======================= 無式 ============================

;-----  DC無式  ------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3500
triggerall = var(59) >= 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2500
triggerall = enemynear(var(49)),movetype = H
triggerall = enemynear(var(49)),alive
triggerall = !inguarddist
triggerall = random <= 100*var(59)
triggerall = (frontedgebodydist <= 60 && var(40) = 2 && power <= 3000) || enemynear(var(49)),statetype != A
triggerall = P2BodyDist X <= 40
triggerall = movehit
trigger1 = stateno = 430 && (animelem=2,>0 && animelem=3,<5) && movehit
trigger2 = stateno = 400 && (animelem=2,>0 && animelem=3,<5) && movehit
trigger3 = stateno = 240 && (animelem=5,>0 && animelem=6,<0) && movehit
trigger4 = (stateno = 240 || stateno = 1700) && movehit
ignorehitpause = 0


