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

;-| ad |-------------------------------------------------------
[Defaults]

command.time = 15

command.buffer.time = 1

;-| AI |------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F, U, D, F
time = 1

[Command]
name = "CPU2"
command = U, B, F, U, D, F
time = 1

[Command]
name = "CPU3"
command = U, D, D, U, D, F
time = 1

[Command]
name = "CPU4"
command = F, B, U, U, D, F, U, B, U, D, F
time = 1

[Command]
name = "CPU5"
command = U, F, U, B, U, D, F
time = 1

[Command]
name = "CPU6"
command = U, D, B, U, B, U, D, F
time = 1

[Command]
name = "CPU7"
command = F, F, B, U, B, U, D, F
time = 1

[Command]
name = "CPU8"
command = U, D, U, U, B, U, D, F
time = 1

[Command]
name = "CPU9"
command = F, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU10"
command = F, F, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU11"
command = U, U, F, U, B, U, D, F
time = 1

[Command]
name = "CPU12"
command = U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU13"
command = U, B, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU14"
command = U, F, B, U, U, B, U, D, F
time = 1

[Command]
name = "CPU15"
command = U, B, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU16"
command = U, B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU17"
command = U, D, B, F, U, B, U, D, F
time = 1

[Command]
name = "CPU18"
command = U, D, B, D, U, B, U, D, F
time = 1

[Command]
name = "CPU19"
command = U, D, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU20"
command = U, D, U, B, U, B, U, D, F
time = 1

[Command]
name = "CPU21"
command = U, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU22"
command = F, F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU23"
command = U, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU24"
command = B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU25"
command = D, D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU26"
command = D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU27"
command = F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU28"
command = U, U, U, U, B, U, D, F
time = 1

[Command]
name = "CPU29"
command = U, U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU30"
command = D, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU31"
command = U, D, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU32"
command = U, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU33"
command = U, D, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU34"
command = F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU35"
command = U, F, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU36"
command = U, D, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU37"
command = F, F, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU38"
command = U, D, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU39"
command = F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU40"
command = F, F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU41"
command = U, U, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU42"
command = U, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU43"
command = U, B, F, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU44"
command = U, F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU45"
command = U, B, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU46"
command = U, B, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU47"
command = U, D, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU48"
command = U, D, B, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU49"
command = U, D, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU50"
command = U, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU51"
command = U, D, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU52"
command = U, B, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU53"
command = U, D, D, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU54"
command = F, B, U, U, D, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU55"
command = U, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU56"
command = U, D, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU57"
command = F, F, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU58"
command = U, D, U, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU59"
command = F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU60"
command = F, F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1
;三气必杀(秘技)--------------------------------------------------
[Command]
name = "迦久矢·俱灭"
command = ~D,F,D,F,c
time = 20
;二气必杀--------------------------------------------------------
[Command]
name = "炙罗炎墓"
command = ~D,F,D,F,y
time = 20

[Command]
name = "鸣荒式·焚浴"
command = ~D,B,D,B,y
time = 20

[Command]
name = "赤裂逐"
command = ~D,B,D,B,b
time = 20

[Command]
name = "飓坠之柱"
command = ~D,F,D,F,b
time = 20
;一气必杀--------------------------------------------------------
[Command]
name = "戾劫印"
command = ~D,B,D,B,x
time = 20

[Command]
name = "祭焚台"
command = ~D,F,D,F,x
time = 20

[Command]
name = "赤琉舞"
command = ~D,B,D,B,a
time = 20

[Command]
name = "焚熄鸣"
command = ~D,F,D,F,a
time = 20
;-|技能|------------------------------------------------------
[Command]
name = "鸣荒·初"
command = ~D,F,c

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

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

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

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

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

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

[Command]
name = "擒燚"
command = ~D,B,x

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

[Command]
name = "炎刺"
command = ~D,B,y

[Command]
name = "枔归"
command = /$D,z
;-| �Q�񉟂��Z |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

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

;-| �Q�E�R�̓��������Z |-----------------------------------------------
[Command]
name = "recovery"
command = x+a
time = 1

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

[Command]
name = "前瞬移"
command = /$F,z
time = 15

[Command]
name = "后瞬移"
command = /$B,z
time = 15

[Command]
name = "原地闪避"
command = z
time = 1
;-| �����ƃ{�^���ŏo���Z |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

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

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

;-| �{�^���ݒ��i�������Ȃ��j|---------------------------------------------------------
[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

;-| ������ςȂ��ݒ��i�������Ȃ��j-------------------------------------------------------
[Command]
name = "hold_a"
command = /$a
time = 1

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

[Command]
name = "holdfwd"
command = /$F
time = 1

[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

[Statedef -1]

[State -1,AI开关]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
trigger31 = command = "CPU31"
trigger32 = command = "CPU32"
trigger33 = command = "CPU33"
trigger34 = command = "CPU34"
trigger35 = command = "CPU35"
trigger36 = command = "CPU36"
trigger37 = command = "CPU37"
trigger38 = command = "CPU38"
trigger39 = command = "CPU39"
trigger40 = command = "CPU40"
trigger41 = command = "CPU41"
trigger42 = command = "CPU42"
trigger43 = command = "CPU43"
trigger44 = command = "CPU44"
trigger45 = command = "CPU45"
trigger46 = command = "CPU46"
trigger47 = command = "CPU47"
trigger48 = command = "CPU48"
trigger49 = command = "CPU49"
trigger50 = command = "CPU50"
trigger51 = command = "CPU51"
trigger52 = command = "CPU52"
trigger53 = command = "CPU53"
trigger54 = command = "CPU54"
trigger55 = command = "CPU55"
trigger56 = command = "CPU56"
trigger57 = command = "CPU57"
trigger58 = command = "CPU58"
trigger59 = command = "CPU59"
trigger60 = command = "CPU60"
trigger61 = 1;trigger61 = 1(开启)&&trigger61 = 0(关闭)
var(59) = 1

[State -1,飓坠之柱]
type = ChangeState
value = 2700
triggerall = var(59) = 0
triggerall = command = "飓坠之柱"
triggerall = power >= 2000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
trigger17= stateno = 2102 && animelemtime(26) >= 1
trigger18= stateno = 2004
trigger19= stateno = 2203
;---------------------------------------------------------------------------
;赤裂逐
[State -1,赤裂逐]
type = ChangeState
value = 2600
triggerall = var(59) = 0
triggerall = command = "赤裂逐"
triggerall = power >= 2000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
trigger17= stateno = 2102 && animelemtime(26) >= 1
trigger18= stateno = 2004
trigger19= stateno = 2203
;---------------------------------------------------------------------------
;鸣荒式·焚浴
[State -1,鸣荒式·焚浴]
type = ChangeState
value = 2500
triggerall = var(59) = 0
triggerall = command = "鸣荒式·焚浴"
triggerall = power >= 2000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
trigger17= stateno = 2102 && animelemtime(26) >= 1
trigger18= stateno = 2004
trigger19= stateno = 2203
;---------------------------------------------------------------------------
;戾劫印
[State -1,戾劫印]
type = ChangeState
value = 2300
triggerall = var(59) = 0
triggerall = command = "戾劫印"
triggerall = power >= 1000
triggerall = numhelper(2301) = 0
triggerall = var(32) = 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
trigger11= stateno = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
;---------------------------------------------------------------------------
;焚熄鸣
[State -1,焚熄鸣]
type = ChangeState
value = 2200
triggerall = var(59) = 0
triggerall = command = "焚熄鸣"
triggerall = power >= 1000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
;---------------------------------------------------------------------------
;炙罗炎墓
[State -1,炙罗炎墓]
type = ChangeState
value = 2400
triggerall = var(59) = 0
triggerall = command = "炙罗炎墓"
triggerall = power >= 2000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
trigger17= stateno = 2102 && animelemtime(26) >= 1
trigger18= stateno = 2004
trigger19= stateno = 2203
;---------------------------------------------------------------------------
;赤琉舞
[State -1,赤琉舞]
type = ChangeState
value = 2100
triggerall = var(59) = 0
triggerall = command = "赤琉舞"
triggerall = power >= 1000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
;---------------------------------------------------------------------------
;祭焚台
[State -1,祭焚台]
type = ChangeState
value = 2000
triggerall = var(59) = 0
triggerall = command = "祭焚台"
triggerall = power >= 1000
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
;---------------------------------------------------------------------------
;迦久矢·俱灭
[State -1,迦久矢·俱灭]
type = ChangeState
value = 3800
triggerall = var(59) = 0
triggerall = command = "迦久矢·俱灭"
triggerall = power >= 3000 && life<=300
triggerall = statetype != A
triggerall = numhelper(3807) = 0
triggerall = numhelper(3806) = 0
triggerall = numhelper(3815) = 0
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 = 1102 && time >= 65
trigger12= stateno = 1085 && time >= 31
trigger13= stateno = 1307
trigger14= stateno = 1400 && movehit
trigger15= stateno = 290 && movehit
trigger16= stateno = 1602 && time >= 1 && time <= 20 
trigger17= stateno = 2102 && animelemtime(26) >= 1
trigger18= stateno = 2004
trigger19= stateno = 2203
trigger20= stateno = 2421 && animelemtime(2) >= 0
trigger21= stateno = 2502 && animelemtime(23) >= 0
trigger22= stateno = 2601 && enemy,stateno = 2626
trigger23= stateno = 2703 && enemy,stateno = 2725
trigger24= stateno = 2704 && enemy,stateno = 2725
;---------------------------------------------------------------------------
;焚坠(空中)
[State -1, 焚坠(空中)]
type = ChangeState
value = 1930
triggerall = var(59) = 0
triggerall = command = "焚坠"
triggerall = statetype = A
triggerall = enemy,stateno != 1910
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10= stateno = 700 && animelem = 3,>=0
trigger11= stateno = 1103
trigger12= stateno = 1306
trigger13= stateno = 2003
trigger14 = stateno= 610 && movehit
trigger15 = stateno= 640 && movehit
trigger16 = stateno= 690 && movehit
trigger17 = stateno= 1602 && time >= 23
trigger18= stateno = 1506
;---------------------------------------------------------------------------
;焚坠
[State -1, 焚坠]
type = ChangeState
value = 1900
triggerall = var(59) = 0
triggerall = command = "焚坠"
triggerall = statetype != A
triggerall = enemy,stateno != 1910
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 290 && animelem = 5,>=0
trigger11 = stateno = 700 && animelem = 3,>=0
trigger12 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;鸣荒·初
[State -1,鸣荒·初]
type = ChangeState
value = 1700
triggerall = var(59) = 0
triggerall = command = "鸣荒·初"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 700 && animelem = 3,>=0
trigger11 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;楪落
[State -1,楪落]
type = ChangeState
value = 1500
triggerall = var(59) = 0
triggerall = command = "楪落"
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 700 && animelem = 3,>=0
trigger11 = stateno = 710 && animelem = 3,>=0
trigger12= stateno = 1103
trigger13= stateno = 1306
trigger14= stateno = 2003
trigger15 = stateno= 610 && movehit
trigger16 = stateno= 640 && movehit
trigger17 = stateno= 690 && movehit
trigger18 = stateno= 1602 && time >= 23
;---------------------------------------------------------------------------
;魂烙
[State -1,魂烙]
type = ChangeState
value = 1300
triggerall = var(59) = 0
triggerall = command = "魂烙"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 700 && animelem = 3,>=0
trigger11 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;黯追
[State -1,黯追]
type = ChangeState
value = 1600
triggerall = var(59) = 0
triggerall = command = "黯追"
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 700 && animelem = 3,>=0
trigger11 = stateno = 710 && animelem = 3,>=0
trigger12= stateno = 1103
trigger13= stateno = 1306
trigger14= stateno = 1506
trigger15= stateno = 2003
;---------------------------------------------------------------------------
;燚划
[State -1,燚划]
type = ChangeState
value = 1400
triggerall = var(59) = 0
triggerall = command = "燚划"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 700 && animelem = 3,>=0
trigger11 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;反制
[State -1,反制]
type = ChangeState
value = 1200
triggerall = var(59) = 0
triggerall = command = "反制"
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10= stateno = 700 && animelem = 3,>=0
trigger11= stateno = 710 && animelem = 3,>=0
trigger12= stateno = 1103
trigger13= stateno = 1306
trigger14= stateno = 1506
trigger15= stateno = 2003
trigger16 = stateno= 610 && movehit
trigger17 = stateno= 640 && movehit
trigger18 = stateno= 690 && movehit
trigger19 = stateno= 1602 && time >= 23
trigger20 = stateno= 801 && animelemtime(8) >= 1
trigger21 = stateno= 1051 && animelemtime(6) >= 2
trigger22 = stateno= 1085 && animelemtime(6) >= 1
;---------------------------------------------------------------------------
;伏戮
[State -1,伏戮]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = var(59)= 0 && statetype = A  && P2statetype = A
triggerall = command = "z"
trigger1 = ctrl
trigger2 = stateno= 610 && movehit
trigger3 = stateno= 640 && movehit
trigger4 = stateno= 690 && movehit
;---------------------------------------------------------------------------
;枔归
[State -1,枔归]
type = ChangeState
value = 1800
triggerall = var(59) = 0
triggerall = command = "枔归"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno= 700 && time >= 5
trigger3 = stateno= 710 && time >= 5
trigger4 = stateno= 720 && time >= 5
;---------------------------------------------------------------------------
;炎刺
[State -1, 炎刺]
type = ChangeState
value = 1080
triggerall = var(59) = 0
triggerall = command = "炎刺"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 290 && animelem = 5,>=0
trigger11 = stateno = 700 && animelem = 3,>=0
trigger12 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;擒燚
[State -1,擒燚]
type = ChangeState
value = 1050
triggerall = var(59) = 0
triggerall = command = "擒燚"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 290 && animelem = 5,>=0
trigger11 = stateno = 700 && animelem = 3,>=0
trigger12 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;紫棘
[State -1, 紫棘]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = command = "紫棘"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 290 && movehit
trigger3 = stateno = 230 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 240 && movehit
trigger6 = stateno = 400 && movehit
trigger7 = stateno = 430 && movehit
trigger8 = stateno = 410 && movehit
trigger9 = stateno = 440 && movehit
trigger10 = stateno = 290 && animelem = 5,>=0
trigger11 = stateno = 700 && animelem = 3,>=0
trigger12 = stateno = 710 && animelem = 3,>=0
;---------------------------------------------------------------------------
;空中施放
[State -1, 紫棘]
type = ChangeState
value = 1030
triggerall = var(59) = 0
triggerall = command = "紫棘"
triggerall = statetype = A
trigger1 = ctrl
trigger2= stateno = 1103
trigger3= stateno = 1306
trigger4= stateno = 2003
trigger5 = stateno= 610 && movehit
trigger6 = stateno= 640 && movehit
trigger7 = stateno= 690 && movehit
trigger8= stateno = 1506
trigger9 = stateno= 1602 && time >= 23
;===========================================================================
[state -1,快速起身]
type = changestate
value = 850
triggerall = var(59) = 0
triggerall = roundstate = 2
triggerall = command = "z"
trigger1 = stateno = [5100,5101]
;---------------------------------------------------------------------------
[State -1,蓄力]
type = ChangeState
value = 900
triggerall = statetype = S
triggerall = Power < Powermax
triggerall = var(59)= 0
triggerall = ctrl = 1
trigger1 = command = "hold_a"
trigger1 = command = "hold_y"
;---------------------------------------------------------------------------
;灼魂
[State -1,灼魂]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X =[-50,50]
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2movetype != A
triggerall = statetype = S && stateno != 100
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
ignorehitpause = 0

;灼魂
[State -1,灼魂]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X =[-50,50]
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2movetype != A
triggerall = statetype = S && stateno != 100
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
ignorehitpause = 0
;---------------------------------------------------------------------------
;重击
[State -1,重击]
type = ChangeState
value = 290
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movehit
trigger3 = stateno = 240 && movehit
;---------------------------------------------------------------------------
;空中重击
[State -1,空中重击]
type = ChangeState
value = 690
triggerall = var(59) = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640 && animelem = 2,>=0
trigger3 = stateno = 610 && animelem = 2,>=0
;---------------------------------------------------------------------------
;反击
[State -1,反击]
type = ChangeState
value = 291
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;前瞬移
[State -1,前瞬移]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = command = "前瞬移"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && animelem = 3,>=0
trigger3 = stateno = 230 && animelem = 4,>=0
trigger4 = stateno = 210 && animelem = 8,>=0
trigger5 = stateno = 240 && animelem = 3,>=0
trigger6 = stateno = 290 && animelem = 5,>=0
trigger7 = stateno = 1000 && animelem = 8,>=0
trigger8 = stateno = 1050 && animelem = 7,>=0
trigger9 = stateno= 1400 && movehit
trigger10 = stateno= 1701 && animelem = 4,>=5
trigger11 = stateno= 1051 && animelem = 6,>=2
trigger12 = stateno= 1085 && animelem = 2,>=2
;---------------------------------------------------------------------------
;后瞬移
[State -1,后瞬移]
type = ChangeState
value = 710
triggerall = var(59) = 0
triggerall = command = "后瞬移"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && animelem = 3,>=0
trigger3 = stateno = 230 && animelem = 4,>=0
trigger4 = stateno = 210 && animelem = 8,>=0
trigger5 = stateno = 240 && animelem = 3,>=0
trigger6 = stateno = 290 && animelem = 5,>=0
trigger7 = stateno = 1000 && animelem = 8,>=0
trigger8 = stateno = 1050 && animelem = 7,>=0
trigger9 = stateno= 1400 && movehit
trigger10 = stateno= 1701 && animelem = 4,>=5
trigger11 = stateno= 1051 && animelem = 6,>=2
trigger12 = stateno= 1085 && animelem = 2,>=2
;---------------------------------------------------------------------------
;原地闪避
[State -1,原地闪避]
type = ChangeState
value = 720
triggerall = var(59) = 0
triggerall = command = "原地闪避"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && animelem = 3,>=0
trigger3 = stateno = 230 && animelem = 4,>=0
trigger4 = stateno = 210 && animelem = 8,>=0
trigger5 = stateno = 240 && animelem = 3,>=0
trigger6 = stateno = 290 && animelem = 5,>=0
trigger7 = stateno = 1000 && animelem = 8,>=0
trigger8 = stateno = 1050 && animelem = 7,>=0
trigger9 = stateno= 1400 && movehit
trigger10 = stateno= 1701 && animelem = 4,>=5
;---------------------------------------------------------------------------
;冲刺
[State -1,冲刺]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;后跳
[State -1,后跳]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;站立轻拳
[State -1,站立轻拳]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 400 && movecontact
;---------------------------------------------------------------------------
;站立重拳
[State -1,站立重拳]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 200 && animelem = 3,>=0
trigger6 = stateno = 230 && animelem = 4,>=0
;---------------------------------------------------------------------------
;站立轻脚
[State -1,站立轻脚]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 200 && animelem = 3,>=0
;---------------------------------------------------------------------------
;站立重脚
[State -1,站立重脚]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 200 && animelem = 3,>=0
trigger6 = stateno = 230 && animelem = 4,>=0
trigger7 = stateno = 210 && animelem = 8,>=0
;---------------------------------------------------------------------------
;嘲讽
[State -1,嘲讽]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
;---------------------------------------------------------------------------
;下蹲轻拳
[State -1,下蹲轻拳]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 400 && animelem = 2,>=0
trigger6 = stateno = 430 && animelem = 2,>=0
;---------------------------------------------------------------------------
;下蹲重拳
[State -1,下蹲重拳]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 400 && animelem = 2,>=0
trigger6 = stateno = 430 && animelem = 2,>=0
;---------------------------------------------------------------------------
;下蹲轻脚
[State -1,下蹲轻脚]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 400 && animelem = 2,>=0
trigger6 = stateno = 430 && animelem = 2,>=0
;---------------------------------------------------------------------------
;下蹲重脚
[State -1,下蹲重脚]
type = ChangeState
value = 440
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 705 && animelem = 7,>=0
trigger3 = stateno = 715 && animelem = 7,>=0
trigger4 = stateno = 725 && animelem = 7,>=0
trigger5 = stateno = 400 && animelem = 2,>=0
trigger6 = stateno = 430 && animelem = 2,>=0
;---------------------------------------------------------------------------
;上跳轻拳
[State -1,上跳轻拳]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;上跳重拳
[State -1,上跳重拳]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger2 = stateno = 630 && animelem = 2,>=0
trigger3 = stateno = 600 && animelem = 2,>=0

;---------------------------------------------------------------------------
;上跳轻脚
[State -1,上跳轻脚]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl

;---------------------------------------------------------------------------
;上跳重脚
[State -1,上跳重脚]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl
trigger2 = stateno = 630 && animelem = 2,>=0
trigger3 = stateno = 600 && animelem = 2,>=0

[State -3,胜利挑衅]
type = ChangeState
value = 195
triggerall = var(59) = 1
triggerall = var(41) != 2
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = P2Life = 0
triggerall = roundstate = 3
trigger1 = life >= 300
trigger1 = random <= 90

[State -1, 蓄力A]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = power < 3500
Triggerall = RoundState = 2
Triggerall = p2StateNo = 900
triggerall = ctrl
triggerall = statetype != A
trigger1 = power < powermax

[state -3,蓄气-保险中断A]
type = changestate
value = ifelse(Random <= 500,700,0)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall  = stateno = 900
Trigger1 = P2BodyDist X = [-100,100]
trigger1 = p2movetype = A

[state -3,蓄气-保险中断B]
type = changestate
value = ifelse(Random <= 500,105,0)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist >= 50
ctrl = 1

[state -3,蓄气-保险中断C]
type = changestate
value = ifelse(Random <= 500,700,0)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1  = stateno = 900 && enemy,stateno = 5120 && enemy,animtime = 0
trigger1 = BackEdgeBodyDist < 51
ctrl = 1

[state -3,蓄气-中断]
type = changestate
value = 0
triggerall = roundstate = 3 && var(59) = 1 && statetype !=A
triggerall = P2Life = 0
trigger1 = stateno = 900
ctrl = 1

[State -3,投技抵抗A]
type= changestate
value =  ifelse(Random <= 500,700,700)
triggerall = roundstate = 2 && statetype != A && var(59) = 1 && statetype !=A
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
trigger1 = ctrl || stateno = 0 || stateno = 21 || stateno = 100|| stateno = 108  || stateno = 18|| stateno = 19 || stateno = 10

[State -3,投技抵抗B]
type= changestate
value =  ifelse(Random <= 500,700,0)
triggerall = roundstate = 2 && statetype != A && var(59) = 1 && statetype !=A
triggerall = inguarddist||Enemynear,movetype = A
trigger1 = Enemynear,Hitdefattr = SCA,AT
trigger1 = stateno = 900

[State -1, 蓄气回避远程DJ]
type = changestate
value = ifelse(Random <= 500,710,700)
triggerall = var(59) = 1
triggerall = roundstate = 2 && statetype !=A
triggerall = facing !=enemy,facing
trigger1 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
trigger1 = inguarddist
triggerall  = stateno = 900


[State -3, 3800]
type = ChangeState
value = ifelse(Random <= 500,3800,3800)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = power >= 3000 && life<=300
trigger1 = stateno = 240 && Movehit || stateno = 1400 && Movehit
trigger2 = CTRL &&P2stateno = [1015,1016]
trigger3 = stateno = 1085 &&Time = 45
trigger4 = stateno = 1307 &&Time = 9

[State -3, 3800]
type = ChangeState
value = ifelse(Random <= 500,3800,3800)
triggerall = var(59) = 1  && P2statetype = A && P2movetype != H && Statetype !=A
triggerall = roundstate = 2
triggerall = power >= 3000 && life<=300
trigger1 = ctrl


;【AI】
;起手
[State -3, 轻脚+丢失]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,700,800),800)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = p2bodydist X = [-60,60]
trigger1 = stateno = 430 && animtime = 0 && movecontact = 0

[State -1,跳投]
type= changestate
value = 690
triggerall = var(59) = 1 && Roundstate = 2  && P2Statetype = A   && Statetype = A  && P2Movetype != H
triggerall = p2bodydist X = [-60,60]
trigger1 = ctrl

[State -1, 起手随机（受撃）正常A]
type = ChangeState
value = ifelse(Random <= 500,200,430)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A && P2stateno != 1811 && P2stateno != 1910
triggerall = P2Statetype != A
triggerall = p2MoveType = H
triggerall = p2statetype != L
triggerall = P2dist X = [-60,60]
trigger1 = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103

[State -1, 起手随机（受撃）正常B]
type = ChangeState
value = 430
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A && P2stateno = 1910 && P2life>=250
triggerall = P2Statetype != A
triggerall = p2MoveType = H
triggerall = p2statetype != L
triggerall = P2dist X = [-60,60]
trigger1 = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103

[State -1, 定身斩杀A]
type = ChangeState
value = ifelse(Random <= 500,36,195)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A && P2stateno = 1910 && P2life<=300
triggerall = P2dist X = [-50,50]
trigger1 = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103

[State -1, 定身斩杀B]
type = ChangeState
value = 1300
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A && P2stateno = 1910 && P2life<=300
trigger1 = stateno = 195 && Animtime = 0

[State -1, 起手随机（正常）]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,200,430),430)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = P2dist X = [-50,50]
trigger1 = p2MoveType != H
trigger1 = p2MoveType != A
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103|| stateno = 11  || stateno = 18|| stateno = 19 || stateno = 10

[State -1, 起手随机（正常）]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,700,1800),430)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = P2dist X = [-50,50]
trigger1 = p2MoveType = A && facing != enemy,facing
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103|| stateno = 11  || stateno = 18|| stateno = 19 || stateno = 10

[State -3,接近（反身）]
type = ChangeState
value = ifelse(Random <= 500,200,430)
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
trigger1 =  p2movetype != H
trigger1 = facing = enemy,facing
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103|| stateno = 11  || stateno = 18|| stateno = 19 || stateno = 10
trigger1 = P2dist X = [-50,50]

[State -1,受撃接近]
type = ChangeState
value = 103
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = stateno != 102
triggerall = p2movetype = H
triggerall = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21
trigger1 = P2BodyDist X !=[-40,40]

[State -1,受撃接近]
type = ChangeState
value = 103
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = P2stateno = 2316
triggerall = p2movetype = H
triggerall = ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21
trigger1 = P2BodyDist X !=[-50,50]

[State -1,受撃接近]
type = ChangeState
value = 1900
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A
triggerall = P2stateno = 2315
triggerall = p2movetype = H
trigger1= ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21

[state -3,空闲3sA]
type = changestate
value = ifelse(Random <=666,Ifelse(random<=333,1000,103),1900)
triggerall = roundstate = 2 && var(59)= 1 && statetype !=A && stateno != 103 && prevstateno != 103
triggerall =  p2movetype != H  && ctrl
Trigger1 = P2BodyDist X >= 150
trigger1 = stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103

[state -3,空闲3sB]
type = changestate
value = 103
triggerall = roundstate = 2 && var(59)= 1 && statetype !=A && stateno != 103 && prevstateno != 103
triggerall =  p2movetype != H && ctrl
Trigger1 = P2dist X != [-50,50]
Trigger1 = P2dist X = [-140,140]
trigger1 = stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103

[state -3,空闲3sC]
type = changestate
value = ifelse(Random <=666,Ifelse(random<=333,1000,103),1900)
triggerall = roundstate = 2 && var(59)= 1 && statetype !=A && stateno != 103 && prevstateno != 103
triggerall =  p2movetype != H
Trigger1 = P2BodyDist X >= 150
trigger1 =  stateno = 18|| stateno = 19

[state -3,空闲3sD]
type = changestate
value = 103
triggerall = roundstate = 2 && var(59)= 1 && statetype !=A && stateno != 103 && prevstateno != 103
triggerall =  p2movetype != H
Trigger1 = P2dist X != [-50,50]
Trigger1 = P2dist X = [-140,140]
trigger1 = stateno = 18|| stateno = 19

[state -3,跑跳]
type = changestate
value = 39
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= stateno = 102
trigger1 = p2statetype != A && p2statetype != L
trigger1 = P2dist X = [120,180]
triggerall = ctrl

[state -3,P2受撃跳] ;变量
type = changestate
value = 38
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103
trigger1 = P2stateno = 1811 && Enemy,life>=101
trigger1 = P2dist X = [-50,50]

[state -3,P2受撃斩杀] ;变量
type = changestate
value = 700
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= stateno = 700 && animtime = 0
trigger1 = P2stateno = 1811 && Enemy,life<=100
trigger1 = P2dist X != [-70,70]

[state -3,P2受撃斩杀] ;变量
type = changestate
value = 1300
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= stateno = 700
trigger1 = P2stateno = 1811 && Enemy,life<=100
trigger1 = P2dist X = [-70,70]

[state -3,当身-800] ;变量
type = changestate
value = 800
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= stateno = 1800 && animtime = 0
trigger1 = P2dist X = [-50,50]

[state -3,P2受撃跳]
type = changestate
value = 39
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103
trigger1 = P2stateno = 1811
trigger1 = P2dist X = [120,180]

[state -3,P2受撃跳]
type = changestate
value = 38
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103
trigger1 = P2stateno = 2316
trigger1 = P2dist X = [-50,50]

[state -3,残血定身嘲讽]
type = changestate
value = 195
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1 = P2stateno = 1811 && Enemy,life<=100
trigger1 = stateno = 1801 && Animtime = 0

[state -3,残血定身嘲讽+KO] ;变量
type = changestate
value = ifelse(Random <= 500,1000,700)
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
trigger1 = P2stateno = 1811 && Enemy,life<=100
trigger1 = stateno = 195 && Animtime = 0

[state -3,P2受撃跳]
type = changestate
value = 195
triggerall = roundstate = 2 && var(59) = 1 && statetype !=A
triggerall= ctrl|| stateno = 0  || stateno = 18|| stateno = 19 || stateno = 20|| stateno = 21 || stateno = 102|| stateno = 103
trigger1 = P2stateno = 1811 && Enemy,life<=100
trigger1 = Animtime = 0

[State -1,跳撃A]
type= changestate
value = 630
triggerall = var(59) = 1 && Roundstate = 2
triggerall = stateno = 50 && time >=20
triggerall = Enemynear,Statetype != A
triggerall = p2bodydist X = [-40,40]
;Ltriggerall = pos y >= -65
;triggerall = pos y <= -25
trigger1 = ctrl

[State -1,跳撃B]
type= changestate
value = 630
triggerall = var(59) = 1 && Roundstate = 2
triggerall = stateno = 50 && time >=10
triggerall = p2bodydist X = [-40,40]
triggerall = ctrl
trigger1 = Enemynear,stateno = [1403,1407]
trigger2 = Enemynear,stateno = 2316

;基础连招A

[State -1, 430+430]
type = ChangeState
value = 430
triggerall = var(59) = 1 &&P2statetype != A
triggerall = roundstate = 2
Trigger1 = P2dist X = [-60,60]
trigger1 = stateno = 430 && movecontact

[State -1, 430+400]
type = ChangeState
value = 400
triggerall = var(59) = 1 &&  Frontedgedist>=80
triggerall = roundstate = 2
Trigger1 = P2dist X != [-60,60]
trigger1 = stateno = 430 && movecontact

[State -1, 430+400]
type = ChangeState
value = 440
triggerall = var(59) = 1 &&  Frontedgedist<=79
triggerall = roundstate = 2
Trigger1 = P2dist X != [-60,60]
trigger1 = stateno = 430 && movecontact

[State -1, 400+2s]
type = ChangeState
value = ifelse(Random <= 500,410,440)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 400 && movecontact

[State -1, 410+2s]
type = ChangeState
value = ifelse(Random <= 500,1050,1050)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 410 && movecontact

[State -1, 1072+4s]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,1400,1700),IfElse(random <= 499,1300,1600))
triggerall = var(59) = 1
triggerall = roundstate = 2
Trigger1 = P2dist X = [-50,50]
trigger1 = P2stateno = 1072
trigger1 = ctrl

[State -1, 630+640]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 630 && movecontact

[State -1, 630+640]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 630 && movecontact

[State -1, 630+640]
type = ChangeState
value = 690
triggerall = var(59) = 1
triggerall = roundstate = 2 && P2statetype = A
trigger1 = stateno = 640 && movecontact

[State -1, 440+4s]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,1080,1400),IfElse(random <= 499,1500,1400))
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 440 && movehit && Frontedgedist>=80 && life>=300
trigger2 = stateno = 290 && movehit

[State -1, 440+1400]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,1080,1400),IfElse(random <= 499,1500,1400))
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 440 && movehit && Frontedgedist>=80 && life<=299

[State -1, 440+1400]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 440 && movehit && Frontedgedist<=79 && life<=299

[State -1, 1400+1400]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = roundstate = 2 && P2stateno = [1404,1407]
trigger1 = stateno = 1400 && animtime = 0 && Frontedgedist<=79 && life<=299

;基础连招B

[State -1, 200+230]
type = ChangeState
value = 230
triggerall = var(59) = 1&& P2statetype != A
triggerall = roundstate = 2
trigger1 = stateno = 200 && movecontact

[State -1, 230+240]
type = ChangeState
value = 240
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 230 && movecontact

[State -1, 240+210]
type = ChangeState
value = ifelse(Random <= 500,210,210)
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 240 && movecontact

[State -1, 210+4s]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,1080,1050),IfElse(random <= 499,1200,290))
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 210 && movecontact

[State -1, 1200+2s]
type = ChangeState
value = ifelse(Random <= 500,1900,1500)
triggerall = var(59) = 1 && P2Movetype = H
triggerall = roundstate = 2 && Animtime = 0
trigger1 = stateno = 1201 || stateno = 1221

[State -1, 690+1100]
type = ChangeState
value = 1100
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 690 && movecontact

[State -1, 1080+2s]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,195,900),1500)
triggerall = var(59) = 1 && P2Movetype = H
triggerall = roundstate = 2 && Animtime = 0
trigger1 = stateno = 1085

[State -1, 2203+2s]
type = ChangeState
value = 1600
triggerall = var(59) = 1 && P2Movetype = H
triggerall = roundstate = 2 && P2stateno = 2214
trigger1 = stateno = 2203 && Animtime = 0

[State -1, 1506+1030]
type = ChangeState
value = 1030
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 1506 &&time = 6

[State -1, 1506+1030]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = P2stateno = 1038 && Enemy,time >= 20
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 102|| stateno = 103|| stateno = 103  || stateno = 18|| stateno = 19 || stateno = 10

;SC取消连段POW

[State -1, SC+POW X 2000]
type = ChangeState
value =IfElse(random >= 499,IfElse(random <= 499,2400,2500),IfElse(random <= 499,2600,2700))
triggerall = var(59) = 1 && P2Movetype = H && power>=2000
triggerall = roundstate = 2
trigger1 = stateno = 2102 && time = 134

[State -1, SC+POW X 2000]
type = ChangeState
value =IfElse(random >= 499,IfElse(random <= 499,2400,2500),IfElse(random <= 499,2400,2700))
triggerall = var(59) = 1 && P2Movetype = H && power>=2000
triggerall = roundstate = 2
trigger1 = stateno = 2004 && time = 5
trigger2 = stateno = 2203 && time = 10

[State -1, 1200+POW X 2000]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,2400,2500),IfElse(random <= 499,2700,1000))
triggerall = var(59) = 1 && P2Movetype = H && power>=2000
triggerall = roundstate = 2 && ctrl
trigger1 = P2stateno = [1015,1016]

[State -1, 弹墙X3]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,195,102),1500)
triggerall = var(59) = 1 && P2Movetype = H
triggerall = roundstate = 2 && ctrl
trigger1 = P2stateno = [1015,1016]

[State -1, 弹墙追击]
type = ChangeState
value = 1400
triggerall = var(59) = 1 && P2Movetype = H
triggerall = roundstate = 2 && stateno = [102,103]
trigger1 = P2stateno = [1015,1016]
Trigger1 = P2dist X = [-50,50]

[State -1, 1200+POW X 1000]
type = ChangeState
value = ifelse(Random <= 500,2000,2200)
triggerall = var(59) = 1 && P2Movetype = H && power>=1000
triggerall = roundstate = 2 && Animtime = 0
trigger1 = stateno = 1201 || stateno = 1221

[State -1, 1200+POW X 1000]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,2100,2100),IfElse(random <= 499,2000,2200))
triggerall = var(59) = 1 && P2Movetype = H && power>=2000
triggerall = roundstate = 2
trigger1 = stateno = 1400 && Movehit

[State -1, 击飞瞬移追击]
type = ChangeState
value = 700
triggerall = var(59) = 1 && roundstate  = 2 && Frontedgedist>=170
triggerall = Statetype != A && P2stateno = [1404,1407]
trigger1 = stateno = 1400 && Animtime = 0
Trigger1 = P2dist X != [-50,50]

[State -1, 击飞+追击]
type = ChangeState
value = 39
triggerall = var(59) = 1 && roundstate  = 2
triggerall = Statetype != A && P2stateno = [1404,1407]
trigger1 = stateno = 700 && Animtime = 0

;SC取消连段
[State -1, 1701+710]
type = ChangeState
value = 710
triggerall = var(59) = 1 && P2Movetype = H && P2stateno = 1713
triggerall = roundstate = 2
trigger1 = stateno = 1701 && time = 100

[State -1, 710+1000]
type = ChangeState
value = 1000
triggerall = var(59) = 1 && P2Movetype = H && P2stateno = 1713
triggerall = roundstate = 2
trigger1 = stateno = 710 && Animtime = 0

[State -1, 1200+POW X 1000]
type = ChangeState
value = IfElse(random >= 499,IfElse(random <= 499,2100,2100),IfElse(random <= 499,2000,2200))
triggerall = var(59) = 1 && P2Movetype = H && power>=1000
triggerall = roundstate = 2
trigger1 = stateno = 1400 && Movehit






























;反应

[State -1,【CD=AI】]
type = ChangeState
value = ifelse(Random <= 500,700,290)
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = stateno = 150 || stateno = 152 || stateno = 151
trigger1 = p2bodydist X <= 35
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = random <= 200

[state -3,【受身AI】]
type = changestate
value = 850
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = movetype = H
triggerall = stateno = 5100;[5100,5110]
triggerall = pos y = 0
Triggerall = Random <= 100
trigger1= life != 0

[State -1,凹陷阱]
type = ChangeState
value = 2300
triggerall = palno >= 6
triggerall = statetype != A
triggerall = Var(59) = 1 && power>=1000
triggerall = RoundState = 2 && numhelper(2301) = 0 && p2Movetype = H
triggerall = var(32) = 0
trigger1 = P2bodydist X != [-50,50]
trigger1 = ctrl

[State -1,凹陷阱]
type = ChangeState
value = 2300
triggerall = statetype != A
triggerall = Var(59) = 1 && power>=1000 && p2Movetype = A
triggerall = RoundState = 2 && numhelper(2301) = 0 && p2Movetype != H
triggerall = var(32) = 0
trigger1 = P2bodydist X != [-80,80]
trigger1 = ctrl

[State -1,跑挨打反应]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1800,700),700)
triggerall = var(59) = 1 && p2Movetype = A
trigger1 = stateno = [102,103]
triggerall = P2bodydist X = [-80,80]

[State -1,起跳感应]
type = ChangeState
value = ifelse(Random <= 500,1800,1400)
triggerall = var(59)= 1 && facing !=enemy,facing
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 102|| stateno = 103|| stateno = 103  || stateno = 18|| stateno = 19 || stateno = 10
triggerall = P2bodydist X =  [-10,65]
triggerall = P2bodydist y >= -72
trigger1 = P2Statetype = A
trigger1 = p2MoveType != H

[State -1,对方起身POW]
type = ChangeState
value = 2300
triggerall = Var(59) = 1 && power>=1000
triggerall = RoundState = 2 && numhelper(2301) = 0
triggerall = var(32) = 0
trigger1 = ctrl && statetype != A
trigger1 = p2stateno = [5120,5121]
trigger1 = P2dist X != [-50,50]
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 900|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10

[State -1,对方起身闪]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,105,1800),105)
triggerall = Var(59) = 1
triggerall = RoundState = 2
trigger1 = ctrl && statetype != A
trigger1 = p2stateno = [5120,5121]
trigger1 = P2dist X = [0,55]
trigger1 = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10

[State -1,起身反应（P2站立）]
type = ChangeState
value = ifelse(Random <=666,Ifelse(random<=333,1800,700),700)
triggerall = var(59) = 1 && p2statetype != A  && P2stateno != 1020
trigger1 = stateno = 5120 && time>=18
triggerall = P2bodydist X =  [-50,65]

[State -3,立防A]
type = ChangeState
value = 130
triggerall = var(59) = 1 && statetype !=A
triggerall = p2statetype != C
triggerall = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10
trigger1 = inguarddist&& p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,蹲防A]
type = ChangeState
value = 131
triggerall = var(59) = 1 && statetype !=A
triggerall = p2statetype = C
triggerall = ctrl|| stateno = 0  || stateno = 20|| stateno = 21 || stateno = 100|| stateno = 101  || stateno = 18|| stateno = 19 || stateno = 10 && p2statetype !=A
trigger1 = inguarddist && p2movetype !=H
trigger2 = p2bodydist x < 0 && p2movetype = A

[State -3,18-19反击]
type = ChangeState
value = ifelse(Random <= 500,1800,700)
triggerall = var(59) = 1 && statetype !=A
triggerall = P2movetype = A  && P2bodydist X = [-60,60]
trigger1 = stateno = 18 || stateno = 19

[State -3,乱晃蓄气]
type = ChangeState
value = ifelse(Random <= 500,900,700)
triggerall = var(59) = 1 && statetype !=A && Power<=4000
triggerall = p2statetype != S && P2movetype = H  && P2bodydist X =  [-80,80]
trigger1 = stateno = 18 || stateno = 19

[State -3,前]
type = ChangeState
value = 19
triggerall = var(59) = 1 && roundstate  = 2
Trigger1 = stateno = 18 && time= 10

[State -3,后]
type = ChangeState
value = 18
triggerall = var(59) = 1 && roundstate  = 2
Trigger1 = stateno = 19 && time= 10

[State -1,优先级别UP]
type = SelfState
value = 19
triggerall = var(59) = 1 && roundstate  = 2
trigger1 = stateno = 10 || stateno= 20|| stateno = 21|| stateno = 40
Ctrl = 1