; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
 ;[Command] ;Half circle back + a
 ;name = "HCB_a"
 ;command = ~F, DF, D, DB, B, a
;
 ;[Command] ;Two quarter circles forward + y
 ;name = "2QCF_y"
 ;command = ~D, DF, F, D, DF, F, y
;
 ;[Command] ;Tap b rapidly
 ;name = "5b"
 ;command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
 ;name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
 ;command = ~60$D, U, c
; time = 10
;##################################################################################
;##################################################################################
[Command]
name = "CPU1"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU2"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU3"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU4"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU5"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU6"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU7"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU8"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU9"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU10"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU11"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU12"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU13"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU14"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU15"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU16"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU17"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU18"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU19"
command = D, D, D, D, D, D
time = 1
[Command]
name = "CPU20"
command = D, D, D, D, D, D
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "CPU51"
command = D, D, D, D, D, D
time = 1
;##################################################################################
;##################################################################################

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
;[Command]
;name = "TripleKFPalm"
;command = ~D, DF, F, D, DF, F, x
;time = 20

;[Command]
;name = "TripleKFPalm"   ;Same name as above
;command = ~D, DF, F, D, DF, F, y
;time = 20

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

;[Command]
;name = "SmashKFUpper"   ;Same name as above
;command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
;time = 20
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Command]
name = "transform"
command = ~D, D, D, b+y 
Time = 25


[Command]
name = "black"
command = ~D, D, D, x+y   
Time = 25

[Command]
name = "stone"
command = ~D, D, D, a+b 
Time = 25

[Command]
name = "spear"
command = ~D, D, D, a+x
Time = 25

[Command]
name = "オロチMAX2"
command = ~DB, DF, F, DB, DF, B, DF, DB, F, x+b

[Command]
name = "holy"
command = x+y+a

[Command]
name = "moon"
command = x+y+b

[Command]
name = "guang"
command = a+b+x+y


[Command]
name = "star"
command = x+a+b
     
[Command]
name = "holo"
command = y+a+b

[Command]
name = "smoke"
command = ~D, D, D, x+b  
Time = 25


[Command]
name = "line"
command = ~D, B, D, B, a
time = 25

[Command]
name = "line"
command = ~D, B, D, B, b
time = 25



[Command]
name = "underground"
command = ~D, B, D, B, x
time = 25

[Command]
name = "underground"
command = ~D, B, D, B, y
time = 25

[Command]
name = "fire1"
command = ~D, F, D, F, x

[Command]
name = "fire2"
command = ~D, F, D, F, y

[Command]
name = "sun"
command = ~D,UB, F, x, s, a, x, U,x+y+z+a+b+c+s ;CPUﾗｨﾓﾃｼｼﾄﾜ｣ｬｲｻｿﾉﾊｹﾓﾃ





[Command]
name = "strom1"
command = ~D, F, D, F, a


[Command]
name = "qianshouguanyin"
command = ~D, D, D, a+y
Time = 25


[Command]
name = "strom2"
command = ~D, F, D, F, b



;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;-| Special Motions |------------------------------------------------------

[Command]
name = "Goeniko1"
command = ~D, D, x


[Command]
name = "Goeniko2"
command = ~D, D, y

[Command]
name = "Goeniko3"
command = ~D, D, a

[Command]
name = "Goeniko4"
command = ~D, D, b

[Command]
name = "black567"
command = ~B, F, b


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


[Command]
name = "catch1"
command = ~D, DF, F, x

[Command]
name = "catch2"
command = ~D, DF, F, y

[Command]
name = "black123"
command = ~B, F, a



[Command]
name = "black345"
command = ~F, B, a


[Command]
name = "QCF_x"
command = ~B, F, x

[Command]
name = "QCF_y"
command = ~B, F, y


[Command]
name = "adel1"
command = ~F, B, x

[Command]
name = "adel2"
command = ~F, B, y


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


[Command]
name =  "earthquke1" 
command = ~D, DB, B, a

[Command]
name =  "earthquke2" 
command = ~D, DB, B, b


[Command]
name = "wind1"
command = ~D, DF, F, a

[Command]
name = "wind2"
command = ~D, DF, F, b



[Command]
name = "QCFF_x"
command = y+b
time = 20

[Command]
name = "QCFF_y"
command = y+b
time = 20


[Command]
name = "QCFF_x1"
command = x+a
time = 200

[Command]
name = "QCFF_y1"
command = x+a
time = 200

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

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

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

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

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

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

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

[Command]
name = "fwd_y"
command = /F,y
time = 1

[Command]
name = "back_y"
command = /B,y
time = 1

[Command]
name = "fwd_b"
command = /F,b
time = 1

[Command]
name = "back_b"
command = /B,b
time = 1


;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| Single Button |---------------------------------------------------------
[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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;AI VarSet
[State -1, AI]
type = VarSet
triggerall = var(20) != 1
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"
v =  20
value = 1
;#################################################################################
[State -1, AI_800]
type = ChangeState
value = 32999
triggerall = var(20) = 1
triggerall = power >= 6000
triggerall = roundstate = 2 
;triggerall = statetype = S
;triggerall = P2statetype = S || P2statetype = C
triggerall = P2movetype != A || P2movetype != H
;trigger1 = P2bodydist X <= 9
;trigger1 = random <= 300
trigger1 = ctrl
;trigger2 = stateno = 100
;#################################################################################
;##################################################################################
[State -1]
type = ChangeState
value = 13100
triggerall = var(20) = 1
triggerall = power >= 3000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = random <= 100 
trigger1 = P2BodyDist X = (5,60) 
trigger1 = P2bodydist Y = (-150,-60)
trigger1 = ctrl
trigger2=movehit
trigger2=P2BodyDist X <= 50
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movehit
trigger3=P2BodyDist X <= 50
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movehit
trigger4=stateno=231&&AnimElem=3
trigger5 = P2MoveType = A 
trigger5 = P2BodyDist X <= 45
trigger5 = ctrl
;##################################################################################
[State -1]
type = ChangeState
value = 23000
triggerall = var(20) = 1
triggerall = power >= 3000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = random <= 100 
trigger1 = P2statetype = A
trigger1 = P2BodyDist X = (5,160) 
trigger1 = P2bodydist Y = (-150,0)
trigger1 = ctrl
trigger2=movehit
trigger2=P2BodyDist X <= 50
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movehit
trigger3=P2BodyDist X <= 50
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movehit
trigger4=stateno=231&&AnimElem=3
trigger5 = P2MoveType = A 
trigger5 = P2BodyDist X <= 45
trigger5 = ctrl
;#################################################################################
[State -1]
type = ChangeState
value = 29000
triggerall = var(20) = 1
triggerall = power >= 2000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = random <= 100 
trigger1 = P2statetype = A
trigger1 = P2BodyDist X = (5,100) 
trigger1 = P2bodydist Y = (-150,0)
trigger1 = ctrl
trigger2=movehit
trigger2=P2BodyDist X <= 50
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movehit
trigger3=P2BodyDist X <= 50
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movehit
trigger4=stateno=231&&AnimElem=3
trigger5 = P2MoveType = A 
trigger5 = P2BodyDist X <= 45
trigger5 = ctrl
;######################################################################
[State -1,A]
type = ChangeState
value = 3500
triggerall = var(20) = 1
triggerall = power >= 3000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = random <= 100 
trigger1 = P2statetype = A
trigger1 = P2BodyDist X = (-300,300) 
trigger1 = P2bodydist Y = (-250,250)
trigger1 = ctrl
trigger2=movehit
trigger2=P2BodyDist X <= 300
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movehit
trigger3=P2BodyDist X <= 300
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movehit
trigger4=stateno=231&&AnimElem=3
trigger5 = P2MoveType = A 
trigger5 = P2BodyDist X <= 300
trigger5 = ctrl
;#################################################################################
[State -1]
type = ChangeState
value = 72215
triggerall = life <= 250
triggerall = var(20) = 1
triggerall = power >= 2000
triggerall = roundstate = 2 
;triggerall = statetype = S
;triggerall = P2statetype = S || P2statetype = C
triggerall = P2movetype != A || P2movetype != H
;trigger1 = P2bodydist X <= 9
;trigger1 = random <= 300
trigger1 = ctrl
;trigger2 = stateno = 100
;#################################################################################
[State -1, AI_800]
type = NULL             ;ChangeState
value = 83500
triggerall = var(20) = 1
triggerall = power >= 2000
triggerall = roundstate = 2 
;triggerall = statetype = S
;triggerall = P2statetype = S || P2statetype = C
triggerall = P2movetype != A || P2movetype != H
;trigger1 = P2bodydist X <= 9
;trigger1 = random <= 300
trigger1 = ctrl
;trigger2 = stateno = 100
;#################################################################################
[State -1, AI_800]
type = ChangeState
value = 800
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2movetype != A || P2movetype != H
trigger1 = P2bodydist X = (0,15)
trigger1 = random <= 300
trigger1 = ctrl
trigger2 = stateno = 100
;################################################################################
[State -1]
type = ChangeState
value = 29900
triggerall = var(20) = 1
;triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
;triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;#################################################################################
[State -1]
type = ChangeState
value = 29940
triggerall = var(20) = 1
;triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
;triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;#################################################################################
[State -1]
type = ChangeState
value = 29980
triggerall = var(20) = 1
;triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
;triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;#################################################################################
[State -1, AI_800]
type = NULL               ;ChangeState
value = 1360
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2movetype != A || P2movetype != H
trigger1 = P2bodydist X <= 9
;trigger1 = random <= 300
trigger1 = ctrl
trigger2 = stateno = 100
;#################################################################################
[State -1, AI_800]
type = NULL        ;ChangeState
value = 1370
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2movetype != A || P2movetype != H
trigger1 = P2bodydist X <= 9
;trigger1 = random <= 300
trigger1 = ctrl
trigger2 = stateno = 100
;#################################################################################
;立ち弱Ｐ
[State -1, AI_200]
type = ChangeState
value = 200
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2MoveType != A
triggerall = P2statetype = S
trigger1 = P2BodyDist X = (19,23)
trigger1 = random <= 200
trigger1 = ctrl
trigger2 = stateno = 100
;#################################################################################
[State -1, AI_230]
type = ChangeState
value = 221
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
trigger1 = P2BodyDist X = (19,26)
trigger1 = random <= 220
trigger1 = ctrl
trigger2 = stateno = 100
;##################################################################################
[State -1, AI_240]
type = ChangeState
value = 231
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
trigger1 = P2BodyDist X = (19,38)
trigger1 = random <= 220
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = p2bodydist X = (55,180)
trigger3 = random <= 20
trigger3 = ctrl
trigger4 = stateno = 100
;##################################################################################
;立ち強Ｐ
[State -1, AI_240]
type = ChangeState
value = 211
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype != L
triggerall = P2MoveType != A
trigger1 = P2bodydist Y = (-150,-70)
trigger1 = P2bodydist X = (19,45)
trigger1 = random <= 210
trigger1 = ctrl
trigger2 = stateno = 100
;#################################################################################
;屈み弱Ｐ
[State -1, AI_400]
type = ChangeState
value = 400
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = C 
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
triggerall = P2BodyDist X <= 20
triggerall = random <= 230
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = stateno = 100
;#################################################################################
;屈み弱Ｋ
[State -1, AI_430]
type = ChangeState
value = 420
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = C
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
triggerall = P2BodyDist X <= 20
triggerall = random <= 230
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = stateno = 100
;################################################################################
;屈み強Ｐ
[State -1, AI_410]
type = ChangeState
value = 410
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = C
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
triggerall = P2BodyDist X <= 40
triggerall = random <= 230
trigger1 = ctrl
trigger2 = stateno = 100

;屈み強Ｋ
[State -1, AI_440]
type = ChangeState
value = 430
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = C
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
triggerall = P2BodyDist X = (30,60)
trigger1 = random <= 230
trigger1 = ctrl
trigger2 = stateno = 100
;##################################################################################
;立ち弱Ｐ近
[State -1, AI_201]
type = ChangeState
value = 201
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S 
triggerall = P2MoveType != A
trigger1 = random <= 200
trigger1 = P2BodyDist X = (3,18)
trigger1 = ctrl
trigger2 = stateno = 100
;#################################################################################
;立ち弱Ｋ近
[State -1, AI_231]
type = ChangeState
value = 220
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
trigger1 = random <= 200
trigger1 = P2BodyDist X = (3,18)
trigger1 = ctrl
trigger2 = stateno = 100
;##################################################################################
;立ち強Ｐ近
[State -1, AI_211]
type = ChangeState
value = 210
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S 
triggerall = P2MoveType != A
trigger1 = random <= 210
trigger1 = P2BodyDist X = (3,18)
trigger1 = ctrl
trigger2 = stateno = 100
;##################################################################################
;立ち強Ｋ近
[State -1, AI_241]
type = ChangeState
value = 230
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = P2statetype = S || P2statetype = C
triggerall = P2MoveType != A
trigger1 = random <= 205
trigger1 = P2BodyDist X = (3,18)
trigger1 = ctrl
trigger2 = stateno = 100
;##################################################################################
[State -1,A]
type = ChangeState
value = 2350
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = random <= 100 
trigger1 = P2statetype = A
trigger1 = P2BodyDist X = (5,60) 
trigger1 = P2bodydist Y = (-150,-60)
trigger1 = ctrl
trigger2=movehit
trigger2=P2BodyDist X <= 50
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movehit
trigger3=P2BodyDist X <= 50
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movehit
trigger4=stateno=220&&AnimElem=3
trigger5 = P2MoveType = A 
trigger5 = P2BodyDist X <= 45
trigger5 = ctrl
;##################################################################################
[State -1,A]
type = ChangeState
value = 2400
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = random <= 100 
trigger1 = P2statetype = A
trigger1 = P2BodyDist X = (5,60) 
trigger1 = P2bodydist Y = (-150,-60)
trigger1 = ctrl
trigger2=movehit
trigger2=P2BodyDist X <= 50
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movehit
trigger3=P2BodyDist X <= 50
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movehit
trigger4=stateno=231&&AnimElem=3
trigger5 = P2MoveType = A 
trigger5 = P2BodyDist X <= 45
trigger5 = ctrl
;##################################################################################
; テュホンレイジＸ
[State -1]
type = ChangeState
value = 1260
triggerall = var(20) = 1
triggerall = roundstate = 2 

triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2bodydist X = (55,180)
triggerall = random <= 50
trigger1 = ctrl
trigger2=movecontact
trigger2=P2BodyDist X <= 50
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movecontact
trigger3=P2BodyDist X <= 50
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movecontact
trigger4=stateno=220&&AnimElem=3
trigger5 = p2bodydist X > 100 
trigger5 = (P2Movetype = A) || (Enemy,NumProj)
trigger5 = ctrl

; テュホンレイジＹ
[State -1]
type = ChangeState
value = 1320
triggerall = var(20) = 1
triggerall = roundstate = 2
 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2bodydist X = (10,80)
triggerall = random <= 50
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movecontact
trigger4=stateno=220&&AnimElem=3
trigger5 = (P2Movetype = A) || (Enemy,NumProj)
trigger5 = ctrl
;##################################################################################
; デスペレイトモーメント
[State -1]
type = ChangeState
value = 1100
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = P2MoveType != A
triggerall = p2bodydist X <= 20
trigger1 = random <= 35 
trigger1 = Enemy,NumProj!
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movecontact
trigger4=stateno=220&&AnimElem=3
;##################################################################################
[State -1]
type = ChangeState
value = 1340
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype != L
triggerall = statetype != A
triggerall = p2statetype = S
triggerall = p2bodydist X > 130
trigger1 = random < 8
trigger1 = ctrl
trigger1 = Enemy,NumProj!

; サブバーシブ強・・・
[State -1]
type = ChangeState
value = 1350
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype != A
triggerall = P2StateType != A
triggerall = p2bodydist X <= 65
triggerall = random < 14
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movecontact
trigger4=stateno=220&&AnimElem=3
;##################################################################################
[State -1]
type = ChangeState
value = 2000
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl

; ブルータル・アンギッシュＹ
[State -1]
type = ChangeState
value = 21400
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;#################################################################################
[State -1]
type = NULL              ;ChangeState
value = 22300
triggerall = var(20) = 1
triggerall = power >= 2000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
;triggerall = p2statetype != C
trigger1 = p2bodydist X <= 300
trigger1 = random <= 300
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=211||stateno=210||stateno=221||stateno=235||stateno=231||stateno=230
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=420
trigger4=movecontact
trigger4=stateno=220&&AnimElem=3
;-------------------------------------------------------------------
; ブルータル・アンギッシュＭＡＸ
[State -1]
type = ChangeState
value = 21310
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;##################################################################################


;##################################################################################
[State -1, 空中強Ｐ]
type = ChangeState
value = 610
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = A
triggerall = p2statetype != L
trigger1 = p2bodydist X = (20,65)
trigger1 = random <= 100 
trigger1 = ctrl
;#################################################################################
[State -1, 空中強Ｋ]
type = ChangeState
value = 640
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = A
triggerall = p2statetype != L
trigger1 = p2bodydist X = (20,70)
trigger1 = random <= 90 
trigger1 = ctrl
;##################################################################################
[State -1, 空中弱Ｐ]
type = ChangeState
value = 600
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = A
triggerall = p2statetype != L
trigger1 = p2bodydist X = (5,40)
trigger1 = random <= 90 
trigger1 = ctrl
;##################################################################################
[State -1, 空中弱Ｋ]
type = ChangeState
value = 630
triggerall = var(20) = 1
triggerall = roundstate = 2 
triggerall = statetype = A
triggerall = p2statetype != L
trigger1 = p2bodydist X = (5,40)
trigger1 = random <= 90 
trigger1 = ctrl
;##################################################################################
[State -1]
type = ChangeState
value = 4000
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 50
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;##################################################################################
[State -1]
type = ChangeState
value = 4100
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 130
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;##################################################################################
[State -1]
type = ChangeState
value = 4200
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 210
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl
;##################################################################################
[State -1]
type = ChangeState
value = 4300
triggerall = var(20) = 1
triggerall = power >= 1000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = p2bodydist X >= 290
trigger1 = random <= 5
;trigger1 = (P2Movetype = A) || (Enemy,NumProj)
trigger1 = ctrl

;#################################################################################
[State -1]
type = NULL           ;ChangeState
value = 22300
triggerall = var(20) = 1
triggerall = power >= 2000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
;triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
;trigger1 = random <= 5
trigger1 = ctrl
;#################################################################################
[State -1]
type = NULL       ;ChangeState
value = 3000
triggerall = var(20) = 1
triggerall = power >= 2000
triggerall = roundstate = 2 
triggerall = statetype = S
triggerall = p2statetype != L
;triggerall = p2statetype != C
trigger1 = p2bodydist X >= 90
;trigger1 = random <= 5
trigger1 = ctrl

;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;---------------------------------------------------------------------------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 32999
triggerall = command = "オロチMAX2"
triggerall = power >= 6000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200
;trigger3 = stateno = 205
;trigger4 = stateno = 235
;trigger5 = stateno = 240
;trigger6 = stateno = 245
;trigger7 = stateno = 400
;trigger8 = stateno = 410
;trigger9 = stateno = 430
;trigger10= stateno = 440
;trigger11= stateno = 700 && animelem = 3,>=0
;trigger12= stateno = 1150 && movecontact
;trigger13= stateno = 1250 && movecontact
;--------------------------------------------------------------------------------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 72215
triggerall = command = "qianshouguanyin"
triggerall = power >= 2000
triggerall = life <= 250
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
;--------------------------------------------------------------------------------
[State -1, WS]
type = ChangeState
value = 83500
triggerall = command = "guang"
triggerall = power >= 2000 
triggerall = !var(0)
trigger1 = statetype = S
trigger1 = ctrl
;--------------------------------------------------------------------------------
;闇式・闇撃（弱）
[State -1]
type = ChangeState
value = 1200
;triggerall = NumProjID(1200) = 0
;triggerall = NumProjID(1250) = 0
triggerall = command = "shinex"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;-----------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 24000
triggerall = power >= 1000
triggerall = command = "moon"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 25000
triggerall = power >= 4000
triggerall = command = "star"
trigger1 = statetype = S
trigger1 = ctrl
;-----------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 13100
triggerall = command = "black" 
triggerall = power >= 3000
trigger1 = ctrl && statetype != A
trigger2 = movecontact && (stateno = 220 || stateno = 225 || stateno = 250 || stateno = 260 || stateno = 230 || stateno = 240 || stateno = 320)
trigger3 = movecontact && (stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430)
trigger4 = movecontact && (stateno = 280 || stateno = 281 || stateno = 290 || stateno = 300 || stateno = 310)
trigger5 = stateno = 200
trigger6 = stateno = 210
trigger7 = stateno = 220
trigger8 = stateno = 230
trigger9 = stateno = 400
trigger10 = stateno = 410
trigger11 = stateno = 320
;**************************************************************************
[State -1, Jump Light Kick]
type = ChangeState
value = 23000
triggerall = command = "transform"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
;--------------------------------------------------------------------------------
[State -1, Jump Light Kick]
type = ChangeState
value = 26000
triggerall = command = "holo"
triggerall = power >= 5000
trigger1 = statetype = S
trigger1 = ctrl
;==========================================================================
[State -1]
type = ChangeState
value = 21061
triggerall = command = "stone"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;______________________________________________________________________________
[State -1]
type = ChangeState
value = 21400
triggerall = command = "spear"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 21310
triggerall = command = "smoke"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;-------------------------------------------------;--------------
[State -1]
type = ChangeState
value = 3500
triggerall = command = "line"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
;---------------------------------------------------------------------------
[State -1, adel]
type = ChangeState
value = 3100
triggerall = command = "adel1"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1




[State -1, adel]
type = ChangeState
value = 3101
triggerall = command = "adel2"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;----------------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 29000
triggerall = command = "holy"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;_____________________________________________________________________
[State -1]
type = ChangeState
value = 22300
;triggerall = NumProjID(1200) = 0
;triggerall = NumProjID(1250) = 0
triggerall = var(20) = 1
triggerall = command = "sun"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;----------------------------------------------------
[State -1]
type = ChangeState
value = 3000
triggerall = command = "underground"
triggerall = statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
;-----------------------------------------------------------------------
[State -1]
type = ChangeState
value = 29940
triggerall = command = "black567"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 2000
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "fire1"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1

[State -1]
type = ChangeState
value = 2000
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "fire2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;---------------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 29900
triggerall = command = "black123"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;))))))))))))))))))))))))))))))))))))))))))))))))))))))))
[State -1]
type = ChangeState
value = 29980
triggerall = command = "black345"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;)))))))))))))))))))))))))))))))))))))))))))))))))))))))))

;-----------------------------------------------------
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 2350
triggerall = command = "strom1"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


[State -1, Stand Light Punch]
type = ChangeState
value = 2400
triggerall = command = "strom2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

;-----------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 4000
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "Goeniko1"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;-------------------------------------------------------------
[State -1]
type = ChangeState
value = 4100
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "Goeniko2"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;-------------------------------------------------------------
[State -1]
type = ChangeState
value = 4200
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "Goeniko3"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;-------------------------------------------------------------
[State -1]
type = ChangeState
value = 4300
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "Goeniko4"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;---------------
;[State -1]
;type = ChangeState
;value = 2100
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
;triggerall = command = "fire1"
;trigger1 = statetype = S
;trigger1 = ctrl = 1
;trigger2 = stateno = 210||stateno = 211
;trigger2 = movecontact = 1
;===========================================================================
[State -1]
type = ChangeState
value = 1000
triggerall = NumProjID(1000) = 0
triggerall = NumProjID(1050) = 0
triggerall = command = "QCF_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1

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

[State -1]
type = ChangeState
value = 1360
triggerall = command = "catch1"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1= p2bodydist X < 9
trigger1 = stateno != 100
trigger1 = stateno != 40
trigger1 = p2statetype = S
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 1370
triggerall = command = "catch2"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1= p2bodydist X < 9
trigger1 = stateno != 100
trigger1 = stateno != 40
trigger1 = p2statetype = S
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;闇式・闇撃（弱）
[State -1]
type = ChangeState
value = 1000
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "QCF_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1


;---------------------------------------------------------------------------
;闇式・闇撃（強）
[State -1]
type = ChangeState
value = 1050
;triggerall = NumProjID(1000) = 0
;triggerall = NumProjID(1050) = 0
triggerall = command = "QCF_y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;------------------------------------------------------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 24000
triggerall = power >= 1000
triggerall = command = "moon"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;闇式・闇撃（強）
[State -1]
type = ChangeState
value = 1250
;triggerall = NumProjID(1200) = 0
;triggerall = NumProjID(1250) = 0
triggerall = command = "shiney"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210||stateno = 211
trigger2 = movecontact = 1
;===========================================================================


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

[State -1]
type = ChangeState
value = 1260
triggerall = command = "wind1"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=210||stateno=211||stateno=230||stateno=231||stateno=235||stateno=240||stateno=241
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=430||stateno=202
trigger4 = stateno = 250

; テュホンレイジ・Ｙ
[State -1]
type = ChangeState
value = 1320
triggerall = command = "wind2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=210||stateno=211||stateno=230||stateno=231||stateno=235||stateno=240||stateno=241
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=430||stateno=202
trigger4 = stateno = 250
;---------------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 1000
triggerall = command = "wind1"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=210||stateno=211||stateno=230||stateno=231||stateno=235||stateno=240||stateno=241
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=430||stateno=202
trigger4 = stateno = 250

; テュホンレイジ・Ｙ
[State -1]
type = ChangeState
value = 1050
triggerall = command = "wind2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=210||stateno=211||stateno=230||stateno=231||stateno=235||stateno=240||stateno=241
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=430||stateno=202
trigger4 = stateno = 250;---------------------------------------------------
[State -1]
type = ChangeState
value = 1340
triggerall = command = "earthquke1" 
trigger1 = statetype != A
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=210||stateno=211||stateno=230||stateno=231||stateno=235||stateno=240||stateno=241
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=430||stateno=202
trigger4 = stateno = 250

; ○○○
[State -1]
type = ChangeState
value = 1350
triggerall = command = "earthquke2" 
trigger1 = statetype != A
trigger1 = ctrl
trigger2=movecontact
trigger2=stateno=200||stateno=201||stateno=210||stateno=211||stateno=230||stateno=231||stateno=235||stateno=240||stateno=241
trigger3=movecontact
trigger3=stateno=400||stateno=410||stateno=430||stateno=202
trigger4 = stateno = 250
;---------------------------------------------------------------------------




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

;暗式・葛風
[State =1]
type = ChangeState
value = 1100
triggerall = P2bodydist X <= 20
triggerall = statetype != A
triggerall = P2statetype != A
triggerall = command = "QCFF_x"|| command="QCFF_y"
trigger1 = ctrl = 1
trigger1 = P2statetype = S
trigger2 = ctrl = 1
trigger2 = P2statetype = C
trigger3 = stateno = 211
trigger3 = movehit = 1 

;===========================================================================
;---------------------------------------------------------------------------
[State =1]
type = ChangeState
value = 1120
triggerall = statetype != A
triggerall = command = "QCFF_x1"|| command="QCFF_y1"
trigger1 = ctrl = 1

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

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

;---------------------------------------------------------------------------
;通常投げ

[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 6
trigger1 = command = "fwd_b"
trigger1 = stateno != 100
trigger1 = p2statetype = S
trigger1 = p2movetype != H
;trigger2 = command = "back_b"
;trigger2 = stateno != 100
;trigger2 = p2statetype = C
;trigger2 = p2movetype != H



[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 6
trigger1 = command = "fwd_y"
trigger1 = stateno != 100
trigger1 = p2statetype = S
trigger1 = p2movetype != H
;trigger2 = command = "back_y"
;trigger2 = stateno != 100
;trigger2 = p2statetype = C
;trigger2 = p2movetype != H





;===========================================================================
;---------------------------------------------------------------------------
;立ち近距離弱パンチ
[State -1]
type = ChangeState
value = 201
triggerall = command = "x"          ;Place name of command here
triggerall = command != "holddown"  ;Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = P2bodydist X < 30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 201
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger2 = time > 4


;---------------------------------------------------------------------------
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6


;---------------------------------------------------------------------------
;立ち近距離強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = P2bodydist X < 30
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl



;---------------------------------------------------------------------------
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 221
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = P2bodydist X >= 30
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


;---------------------------------------------------------------------------
;Stand Light Kick
;立ち近距離弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9


;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 231
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = P2bodydist X >= 30
trigger1 = statetype = S
trigger1 = ctrl


;Standing Strong Kick
;立ち近距離強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl





;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 420
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

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

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact


