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

[Command]
name = "オロチMAX25"
command = ~F,DF,D,DB,B, b+c
time = 30

[Command]
name = "オロチMAX2"
command = ~F,DF,D,DB,B, y+z
time = 30

[Command]
name = "オロチMAX15"
command = ~F,DF,D,DB,B, x+y
time = 30


[Command]
name = "吸い寄せ"
command = ~D,DF,F,D,DF,F, b
time = 30

[Command]
name = "吸い寄せ"
command = ~D,DF,F,D,DF,F, a
time = 30



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

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


[Command]
name = "大神"
command = ~F,DF,D,DB,B,F,DF,D,DB,B, y
time = 30

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


;-| 必殺技 |------------------------------------------------------
[Command]
name = "死祟"
command = ~D,DF,F, s


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


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



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


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

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

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

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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

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

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

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

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






[Command]
name = "緊急回避前"
command = x+a
time = 1

;[Command]
;name = "緊急回避前"
;command = z
;time = 1

[Command]
name = "緊急回避後"
command = /$B,x+a
time = 1

[Command]
name = "緊急回避後"
command = /$B,z
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


; 下の記述↓は絶対に消さないでください。
[Statedef -1]

[state ]
type=changestate
trigger1=numexplod(2211325)=1
value=2211325
ignorehitpause=1

[state -1]
type = varset
trigger1 =(palno=[11,12])&&roundstate<2
fv = 28
value = ifelse(fvar(29) = 1,0,random%3)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;===========================================================================
;AI動作
;---------------------------------------------------------------------------

[State -1]
type = ChangeState
value = 3250
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = var(33) = 1
triggerall = fvar(25) = 1
trigger1 = (palno = [11,12]) && RoundState < 2 && !stateno

[State -1]
type = ChangeState
value = 32500
triggerall = Alive = 0
triggerall = var(30) = 1
triggerall = var(33) = 1
triggerall = numpartner = 1
triggerall = roundstate = 2
triggerall = power = powermax
trigger1 = RoundState = 2 && stateno = 5150

[State -1]
type = ChangeState
value = 3250
triggerall = (palno=[1,10])||(palno=[11,12])&&(fvar(28)=0||fvar(28)=1&&random<=50||fvar(28)=2&&random<=5)||(fvar(24)>2149||fvar(32)>2149)&&(palno=[11,12])||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = var(30) = 1
triggerall = var(33) = 1
triggerall = statetype  != A
triggerall = var(1)=1&&power=powermax||var(1)!=1&&power=powermax&&life<=lifemax/4||(palno=[11,12])&&(var(54)>var(55)*.799999||fvar(24)>2149||fvar(32)>2149)
triggerall = fvar(1) = [-80,80]
triggerall = Ctrl = 1
triggerall = roundstate = 2
trigger1 = Random <= IfElse((enemynear,movetype = A),2,1)+((fvar(28)=0&&(palno=[11,12])&&life<=lifemax/2)*50)

[State -1]
type = ChangeState
value = 3250
triggerall = (palno=[1,10])||(palno=[11,12])&&(fvar(28)=0||fvar(28)=1&&random<=50||fvar(28)=2&&random<=5)||(fvar(24)>2149||fvar(32)>2149)&&(palno=[11,12])||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(29) <= 1
triggerall = var(30) = 1
triggerall = var(33) = 1
triggerall = statetype  != A
triggerall = var(1)=1&&power=powermax||var(1)!=1&&power=powermax&&life<=lifemax/4||(palno=[11,12])&&(var(54)>var(55)*.799999||fvar(24)>2149||fvar(32)>2149)
triggerall = Ctrl = 1
triggerall = roundstate = 2
trigger1 = Random <= ((life<lifemax/40)*(((var(1)=1)*(50+((palno=[11,12])*200)))+60))+(IfElse(var(54)>var(55)*.799999&&fvar(28)=0,500,0))
trigger2 = Random <= ((fvar(24)>2149||fvar(32)>2149)&&(life<lifemax*0.9)&&(palno=[11,12]))*150
trigger3 = Random <= (palno=[1,10])+((var(1)=1&&(palno=[1,10])&&life<=lifemax/4)*120)

[State -1]
type = ChangeState
value = (ifelse((Random<=150+((var(29)>=1&&enemy,numhelper<2)*290)),2200,2999))
triggerall = (palno=[1,10])||(palno=[11,12])&&(fvar(28)=0||fvar(28)=1&&random<=500||fvar(28)=2&&random<=30)||(fvar(24)>2149||fvar(32)>2149)&&(palno=[11,12])||fvar(25)=1
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = var(1)=1&&power=powermax||var(1)!=1&&power=powermax&&life<=lifemax/4||(palno=[11,12])&&(var(54)>var(55)*.799999||fvar(24)>2149||fvar(32)>2149)
triggerall = Ctrl = 1
triggerall = roundstate = 2
trigger1 = Random <= 40+((var(1)=1&&life>=lifemax/40)*30)+(IfElse((var(54)>var(55)*.799999&&fvar(28)=0),200,0))
trigger2 = Random <= ((fvar(24)>2149||fvar(32)>2149)&&(life>=lifemax/40)&&var(1)=1)*25
trigger3 = (palno=[11,12])&&fvar(28)!=2
trigger3 = (enemy,life<enemy,lifemax||enemy,life>=enemy,lifemax&&(var(54)<var(55)*.12||(var(54)=[var(55)*.3,var(55)*.333333])||(var(54)=[var(55)*.666666,var(55)*.7])||(var(54)=[var(55)*.833333,var(55)*.866666])))
trigger3 = Random<=((enemy,stateno=fvar(36)&&fvar(19)!=1)*800)
trigger4 = (palno=[11,12])&&fvar(28)!=2&&Random<=((fvar(19)!=0)*800)
trigger5 = var(1)!=1&&Random<=100

[State -1]
type = ChangeState
value = 22075
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && (palno=[1,10])||statetype != A && (life>=lifemax/40&&fvar(28)!=2||fvar(28)=2) && (palno=[11,12])
triggerall = var(1) = 1 && power > powermax*.749999 || var(1) != 1 && power > powermax*.749999 && life <= lifemax/2
trigger1   = Ctrl = 1
trigger1 = Random <= 7+((fvar(28)=2&&(palno=[11,12]))*9)
trigger1 = roundstate = 2

[State -1]
type = ChangeState
value = 22075
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && (palno=[1,10])||statetype != A && life>=lifemax/40 && (palno=[11,12])
triggerall = var(1) = 1 && power > powermax*.749999 || var(1) != 1 && power > powermax*.749999 && life <= lifemax/2
triggerall = fvar(1) >= 50
triggerall = fvar(3) = [-120,0]
triggerall = enemynear,movetype = H
trigger1 = roundstate = 2
trigger1 = Ctrl = 1
trigger1 = prevstateno = 1301
trigger1 = Random <= 900

[State -1]
type = ChangeState
value = 2300
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A && (palno=[1,10])||statetype != A && life>=lifemax/40 && (palno=[11,12])
triggerall = enemynear,statetype  != A
triggerall = fvar(1) = [0,60]
triggerall = Power    > powermax*.249999
trigger1   = Ctrl        = 1
trigger1 = Random <= (((var(1)=1)*15)+15)-((palno=[11,12])*29)
trigger1 = roundstate = 2

[State -3]
type = ChangeState
value = 11101
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||(palno=[11,12])
triggerall = fvar(1)   >= 80-((palno=[11,12])*50)
triggerall = statetype  != A
triggerall = roundstate = 2
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*25)+5+((palno=[11,12])*20)

[State -3]
Type = ChangeState
Value = 11101
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = numhelper(11100) = 0||(palno=[11,12])
triggerAll = StateType != A
triggerall = roundstate = 2
triggerAll = Ctrl = 1
triggerAll = enemynear,statetype != C
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = EnemyNear,MoveType = A
trigger1 = InGuardDist
trigger1 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
trigger1 = enemynear,movetype = A
trigger1 = Random <= ((var(1) = 1)*550)+50+((palno=[11,12])*40)

[State -3]
type = ChangeState
value = 1050
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = fvar(1)   >= 80-((palno=[11,12])*50)
triggerall = statetype  != A
triggerall = roundstate = 2
triggerall = numhelper(1050) = 0||(palno=[11,12])
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*10)+5+((palno=[11,12])*30)

[State -3]
type = ChangeState
value = 1800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5

[State -3]
type = ChangeState
value = 1800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*5)+20

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
triggerall = enemynear,movetype = H
triggerall = fvar(3) = [-90,0]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
triggerall = fvar(1) >=120-((var(1)!=0)*100)
triggerall = Ctrl = 1
trigger1 = Random <= ((var(1)=1)*(20+((palno=[11,12])*10)))+20+((fvar(1) >= 180)*120)
trigger2 = Random <= 1+(((palno=[1,10])&&var(1)=1&&var(29)>=1)*50)

[State -3]
type = ChangeState
value = 22115
triggerall = Alive   = 1
triggerall = var(30) = 1 && var(1) != 1
triggerall = statetype  != A
triggerall = roundstate = 2
triggerall = fvar(1) = [0,120]
triggerall = enemynear,statetype = C && enemynear,movetype = A && EnemyNear,time >= 12
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -3]
type = ChangeState
value = 1301
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
triggerall = enemynear,movetype = A
triggerall = fvar(1) = [0,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*90)+10

[State -3]
type = ChangeState
value = 1301
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
triggerall = fvar(1) = [0,70]
triggerall = enemynear,movetype = H
trigger1 = Ctrl        = 1
trigger1 = prevstateno = 22121
trigger1 = Random <= ((var(1) = 1)*450)+50

[State -3]
type = ChangeState
value = 1301
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = enemynear,statetype = A
triggerall = fvar(1) = [0,50]
triggerall = fvar(3) = [-130,0]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = Random <= ((var(1) = 1)*750)+50

[State -3]
Type = ChangeState
Value = 1301
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = roundstate = 2
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = fvar(1) = [0,40]
trigger1 = fvar(3) = [-40,0]
trigger1 = Random <= ((var(1) = 1)*950)+40

[State -3]
type = ChangeState
value = 11600
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = roundstate = 2
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=[11,12])*18)

[State -3]
type = ChangeState
value = 11500
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = numhelper(11500) = 0
triggerall = roundstate = 2
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*35)+5+((palno=[11,12])*18)

[State -3]
type = ChangeState
value = 1450
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = fvar(1)   >= 150-((palno=[11,12])*100)
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*30)+10+((palno=[11,12])*20)

[State -3]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = fvar(1) = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*40)+10

[State -3]
type = ChangeState
value = 210
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = fvar(1) = [0,50]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1) = 1)*40)+20

[State -3]
type = ChangeState
value = 800
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = roundstate = 2
;triggerall = enemynear,movetype != H
triggerall = enemynear,statetype = S
triggerall = fvar(1) = [0,20]
trigger1 = Ctrl        = 1
trigger1 = Random <= ((var(1)=1)*150)+50

;===========================================================================
;基本コマンド
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;無に還ろう
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2200
triggerall = command = "混"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power = powermax || var(1) != 1 && power = powermax && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

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

;パワーアップ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3250
triggerall = command = "オロチMAX25"
triggerall = var(30) != 1
triggerall = var(29) <= 1
triggerall = var(1) = 1 && power = powermax || var(1) != 1 && power = powermax && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;光を降らす
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2999
triggerall = command = "オロチMAX2"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power = powermax || var(1) != 1 && power = powermax && life <= lifemax/4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;---------------------------------------------------------------------------
;おっきびーむ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 22075
triggerall = command = "オロチMAX15"
triggerall = var(30) != 1
triggerall = var(1) = 1 && power > powermax*.749999 || var(1) != 1 && power > powermax*.749999 && life <= lifemax/2
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact
;---------------------------------------------------------------------------
;？？？？？？？・吸い寄せ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2300
triggerall = command = "吸い寄せ"
triggerall = var(30) != 1
triggerall = power > powermax*.249999
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact



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

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


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

;---------------------------------------------------------------------------
;飛び道具
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1050
triggerall = command = "オロチ飛び道具"
triggerall = enemy,stateno != 1205
triggerall = numhelper(1050) = 0 || (palno=[11,12])
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;飛び道具
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11101
triggerall = command = "飛び道具"
triggerall = enemy,stateno != 1205
triggerall = numhelper(11100) = 0 || (palno=[11,12])
triggerall = statetype != A
triggerall = var(30) != 1
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0

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

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

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

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;門客人
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A
trigger1 = fvar(1) < 20
trigger1 = enemynear,statetype != A && enemynear,movetype != H
trigger1 = ctrl
;---------------------------------------------------------------------------


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


;---------------------------------------------------------------------------
;ガードキャンセルフロントステップ
[State -1, 700]
type = ChangeState
value = 100
triggerall = command = "FF"
triggerall = power > powermax*.124999
trigger1 = stateno = 150
trigger2 = stateno = 151

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

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


;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = fvar(7) >50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = fvar(7) >50
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = fvar(7) <=50
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

;---------------------------------------------------------------------------
;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = fvar(7) >50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = fvar(7) <=50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;遠距離立ち強キック1
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = fvar(7) >50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0
;---------------------------------------------------------------------------
;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = fvar(7) <=50
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700 && animelem = 3,>=0

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

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

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

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


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

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

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

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

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