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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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





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

[Command]
name = "ダージ・"
command = ~D,DF,F,D,DF,F, z
time = 30

[Command]
name = "ダージ・・"
command = ~D,DF,F,D,DF,F, y
time = 30

[Command]
name = "ユニバース"
command = ~D,DF,F,D,DF,F, x
time = 30

[Command]
name = "フィアー"
command = ~D,DF,F,D,DF,F, c
time = 30

[Command]
name = "ソウル"
command = ~D,DB,B,D,DB,B, y
time = 30

[Command]
name = "ソウル"
command = ~D,DB,B,D,DB,B, x
time = 30

[Command]
name = "バニシュ"
command = ~D, D, y
time = 30

[Command]
name = "バニシュ"
command = ~D, D, x
time = 30


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

[Command]
name = "ライト"
command = ~D,DF,F, z
time = 25

[Command]
name = "強御大"
command = ~D,DB,B, y
time = 25

[Command]
name = "弱御大"
command = ~D,DB,B, x
time = 25

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

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


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

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

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

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

[Command]
name = "火闌降0"
command = ~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, b


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

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


[Command]
name = "カウンター1"
command = ~D,DF,F, b

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


[Command]
name = "強オロチ鏡斜め"
command = ~B,D,DB, y

[Command]
name = "弱オロチ鏡斜め"
command = ~B,D,DB, x


[Command]
name = "オロチ飛び道具"
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]

;AI用スイッチ
[State -1, AIflg]
type = VarSet
triggerall = var(30) != 1
triggerall = var(58) = gametime 
trigger1 = command = "CPU_01"
trigger2 = command = "CPU_02"
trigger3 = command = "CPU_03"
trigger4 = command = "CPU_04"
trigger5 = command = "CPU_05"
trigger6 = command = "CPU_06"
trigger7 = command = "CPU_07"
trigger8 = command = "CPU_08"
trigger9 = command = "CPU_09"
trigger10= command = "CPU_10"
trigger11= command = "CPU_11"
trigger12= command = "CPU_12"
trigger13= command = "CPU_13"
trigger14= command = "CPU_14"
trigger15= command = "CPU_15"
trigger16= command = "CPU_16"
trigger17= command = "CPU_17"
trigger18= command = "CPU_18"
trigger19= command = "CPU_19"
trigger20= command = "CPU_20"
trigger21= command = "CPU_21"
trigger22= command = "CPU_22"
trigger23= command = "CPU_23"
trigger24= command = "CPU_24"
trigger25= command = "CPU_25"
trigger26= command = "CPU_26"
trigger27= command = "CPU_27"
trigger28= command = "CPU_28"
trigger29= command = "CPU_29"
trigger30= command = "CPU_30"
trigger31= command = "CPU_31"
trigger32= command = "CPU_32"
trigger33= command = "CPU_33"
trigger34= command = "CPU_34"
trigger35= command = "CPU_35"
trigger36= command = "CPU_36"
trigger37= command = "CPU_37"
trigger38= command = "CPU_38"
trigger39= command = "CPU_39"
trigger40= command = "CPU_40"
trigger41= command = "CPU_41"
trigger42= command = "CPU_42"
trigger43= command = "CPU_43"
trigger44= command = "CPU_44"
trigger45= command = "CPU_45"
trigger46= command = "CPU_46"
trigger47= command = "CPU_47"
trigger48= command = "CPU_48"
trigger49= command = "CPU_49"
trigger50= command = "CPU_50"
v =  30
value = 1


;===========================================================================
;AI動作
;---------------------------------------------------------------------------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2631
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerAll = StateType != A
trigger1 = Ctrl        = 1
trigger1 = Random <= 5



[State -1]
type = ChangeState
value = 2631
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >=4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1 = palno!=12&&Random<=100+(var(1)*100)
trigger2 = palno=12&&Random<=20+((enemy,numhelper>=3&&enemy,movetype=A&&enemy,life<enemy,lifemax)*300)
trigger3 = palno=12&&fvar(16)!=0&&Random<=500
trigger4 = palno=12&&fvar(16)!=1&&((fvar(28)=[3000,3500])||(fvar(28)=[4500,5000])||(fvar(28)=[6000,7000]))&&Random<=800
trigger5 = palno=12&&fvar(16)!=1&&life<=lifemax/4&&enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP&&Random<=500
trigger6 = palno=12&&fvar(16)!=1&&fvar(13)!=1&&Random<=950
;カオティック・フレア
[State -1]
type = ChangeState
value = 2300
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >=4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1 = palno!=12&&Random<=100+(var(1)*100)
trigger2 = palno=12&&Random<=20+((enemy,numhelper>=3&&enemy,movetype=A&&enemy,life<enemy,lifemax)*300)
trigger3 = palno=12&&fvar(16)!=0&&Random<=500
trigger4 = palno=12&&fvar(16)!=1&&((fvar(28)=[3000,3500])||(fvar(28)=[4500,5000])||(fvar(28)=[6000,7000]))&&Random<=800
trigger5 = palno=12&&fvar(16)!=1&&life<=lifemax/4&&enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP&&Random<=500
trigger6 = palno=12&&fvar(16)!=1&&fvar(13)!=1&&Random<=950




[State -1]
type = ChangeState
value = 2631
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >=4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1 = palno!=12&&Random<=100+(var(1)*100)
trigger2 = palno=12&&Random<=20+((enemy,numhelper>=3&&enemy,movetype=A&&enemy,life<enemy,lifemax)*300)
trigger3 = palno=12&&fvar(16)!=0&&Random<=500
trigger4 = palno=12&&fvar(16)!=1&&((fvar(28)=[3000,3500])||(fvar(28)=[4500,5000])||(fvar(28)=[6000,7000]))&&Random<=800
trigger5 = palno=12&&fvar(16)!=1&&life<=lifemax/4&&enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP&&Random<=500
trigger6 = palno=12&&fvar(16)!=1&&fvar(13)!=1&&Random<=950



;ユニバース・ディストーション
[State -1]
type = ChangeState
value = 2200
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = p2movetype = H || fvar(24)>=1500
triggerall = (palno=12&&enemynear,stateno=10384)&&Power>=2000||(Power=[2000,3000])
triggerall = p2life > 0 && life>=lifemax/4
trigger1 = Ctrl = 1
trigger1 = Random <= (IfElse((p2statetype = A),15+(var(1)*15),5+(var(1)*10)))+((palno=12)*5)+((fvar(24)>=1000)*100)
trigger2 = palno = 12 && enemynear,stateno = 10384 && Random <= 400

;ユニバース・ディストーション
[State -1]
type = ChangeState
value = 2200
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = p2bodydist X >= 150-((palno=12)*140)
triggerall = p2movetype = A
triggerall = Power >= 2000 || fvar(21) = 1
triggerall = p2life > 0 && life>=lifemax/4
trigger1 = Ctrl = 1
trigger1 = Random <= 10 + (var(1)*10)+((palno=12&&EnemyNear,HitDefAttr=SCA,NT,NA)*100)

;ユニバース・ディストーション
[State -1]
type = ChangeState
value = 2200
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = enemy,stateno = 13120
triggerall = Power >= 2000 ;|| fvar(21) = 1
triggerall = p2life > 0
trigger1 = Ctrl = 1
trigger1 = Random <= 400 + (var(1)*500)


[State -1]
type = ChangeState
value = 2631
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >=4000
triggerall = p2life > 0
triggerall = Ctrl = 1
trigger1 = palno!=12&&Random<=100+(var(1)*100)
trigger2 = palno=12&&Random<=20+((enemy,numhelper>=3&&enemy,movetype=A&&enemy,life<enemy,lifemax)*300)
trigger3 = palno=12&&fvar(16)!=0&&Random<=500
trigger4 = palno=12&&fvar(16)!=1&&((fvar(28)=[3000,3500])||(fvar(28)=[4500,5000])||(fvar(28)=[6000,7000]))&&Random<=800
trigger5 = palno=12&&fvar(16)!=1&&life<=lifemax/4&&enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP&&Random<=500
trigger6 = palno=12&&fvar(16)!=1&&fvar(13)!=1&&Random<=950




;フィアー・パニッシュメント
[State -3]
type = ChangeState
value = 2215
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = Power >= 2000
triggerall = p2life > 0 && life>=lifemax/4
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist Y = [-120,0]
triggerall = P2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 20 + (var(1)*10) - ((palno=12)*28)

;フィアー・パニッシュメント
[State -3]
type = ChangeState
value = 2215
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = Power >= 2000
triggerall = p2life > 0 && life>=lifemax/4
triggerall = P2movetype = A || P2statetype = A && P2movetype = H
triggerall = P2BodyDist X = [-100,100]
triggerall = P2BodyDist Y = [-150,0]
trigger1 = Ctrl = 1
trigger1 = Random <= (20 + (var(1)*50))-((palno=12)*60)

;フィアー・パニッシュメント
[State -3]
type = ChangeState
value = 2215
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = Power >= 2000
triggerall = p2life > 0 && p2life < 150
triggerall = P2BodyDist Y = [-130,0]
triggerall = P2BodyDist X >= 100
trigger1 = Ctrl = 1
trigger1 = Random <= 50 + (var(1)*150)

;ソウル・ディストラクション
[State -3]
type = ChangeState
value = 2000
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = palno!=12||palno=12&&var(54)<=0
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = Power >= 1000
triggerall = p2life > 0 && life>=lifemax/2
triggerall = P2stateno != [150,153]
triggerall = P2BodyDist Y = [-50,0]
triggerall = P2BodyDist X = [0,50]
triggerall = p2statetype  != A && p2statetype  != L
triggerall = EnemyNear,Ctrl = 0
trigger1 = Ctrl = 1
trigger1 = Random <= (IfElse((EnemyNear,Ctrl = 0),(IfElse(p2movetype=H,300,20)),10))+(var(1)*15)-((palno=12)*20)

;ソウル・ディストラクション
[State -3]
type = ChangeState
value = 2000
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = palno!=12||palno=12&&var(54)<=0
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = p2life > 0
triggerall = P2BodyDist Y = [-50,0]
triggerall = P2BodyDist X = [0,70]
triggerall = stateno = 245 && movehit = 1
triggerall = P2statetype != A && p2statetype  != L && p2movetype = H
trigger1 = Random <= 70 + (var(1)*850)

;ソウル・ディストラクション
[State -3]
type = ChangeState
value = 2000
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = palno!=12||palno=12&&var(54)<=0
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = p2life > 0 && life>=lifemax/2
triggerall = P2BodyDist Y = [-50,0]
triggerall = P2BodyDist X = [0,40]
triggerall = p2statetype  != A && p2statetype  != L
triggerall = p2movetype = A
trigger1 = Ctrl = 1
trigger1 = Random <= 14 + (var(1)*25)-((palno=12)*30);(96+(((Ceil(Const(data.life)))-(Ceil(life)))*0.1)))

;ソウル・ディストラクション
[State -3]
type = ChangeState
value = 2000
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = palno=12&&var(54)<=0
triggerall = palno!=12||palno=12&&(fvar(13)!=0||fvar(13)!=1&&Random<=50)
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = p2life > 0 && life>=lifemax/4
triggerall = P2BodyDist X = [0,100]
triggerall = p2statetype  != L
triggerall = enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP
triggerall = Ctrl = 1
trigger1 = Random <= 200

;バニッシュ
[State -1]
type = ChangeState
value = 1950
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = palno!=12||palno=12&&fvar(16)!=1
triggerall = var(30)=1&&fvar(25)!=1
triggerall = statetype != A
triggerall = p2bodydist X >= 150-((palno=12)*75)
triggerall = Power >= 1000
triggerall = p2life > 0
triggerall = var(55) != [0,400+((palno=12)*400)+((palno=12&&fvar(28)>=6500)*1200)]
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=999-((enemynear,statetype=C)*899)||palno!=12
trigger1 = Random <= IfElse(((P2movetype = A)&&(p2bodydist X >= 190)),260-(var(1)*240),5+(var(1)*10)+((palno=12)*15))+((palno=12&&fvar(28)>=6500)*150)
trigger2 = palno=12&&Random<=15+(enemy,numhelper>=4)*300

;ディメンジョナルプロジェクション
[State -3]
type = ChangeState
value = 1450
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = P2BodyDist X >= 80-((palno=12)*70)
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*800)||palno!=12
trigger1 = Random <= 6+(var(1)*14)+((palno=12)*25)
trigger2 = palno=12&&enemynear,movetype=A&&enemynear,HitDefAttr=SCA,NA,SA,HA&&Random<=100

;ディメンジョナルプロジェクション
[State -3]
type = ChangeState
value = 1450
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
triggerall = stateno != 245
triggerall = Ctrl = 1
trigger1 = Random <= 200+(var(1)*400)+((palno=11)*100)

;ディメンジョンスフィアβ
[State -3]
type = ChangeState
value = 3005
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = numhelper(2796) = 0
triggerall = p2bodydist X >= 70
triggerall = statetype != A
triggerall = p2life > 0
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 6 + (var(1)*20)+((palno=12)*40)+((palno=11)*200)

;エクスプローディングスフィアβ
[State -3]
type = ChangeState
value = 3012
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = numhelper(3012) = 0
triggerall = p2bodydist X >= 70
triggerall = statetype != A
triggerall = p2life > 0
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 8+(var(1)*12)+((palno=12)*25)+((palno=11)*200)

;ディメンジョンスフィアα
[State -3]
type = ChangeState
value = 1000
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = numhelper(1000) = 0
triggerall = p2bodydist X >= 90-((palno=12)*70)
triggerall = statetype != A
triggerall = p2life > 0
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 7+(var(1)*23)+((palno=12)*55)+((palno=11)*200)

;マグネティックスフィア
[State -3]
type = ChangeState
value = 1030
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = numhelper(1031) = 0
triggerall = p2bodydist X >= 150-((palno=11||palno=12)*140)
triggerall = statetype != A
triggerall = p2life > 0
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*950)||palno!=12
trigger1=Random<=12+(var(1)*23)+((palno=12)*65)+((palno=11)*200)

;ファントムスフィア
[State -3]
type = ChangeState
value = 1001
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = numhelper(3060) = 0
triggerall = p2bodydist X >= 80
triggerall = statetype != A
triggerall = p2life > 0
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 8+(var(1)*22)+((palno=12)*55)+((palno=11)*100)

;跳ね返し
[State -3]
Type = ChangeState
Value = 1330
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= (IfElse((PrevStateno = 5120),970,80))+(var(1)*20)

;エクスプローディングスフィアα
[State -3]
type = ChangeState
value = 1301
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = p2bodydist X >= 200
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 12 + (var(1)*12)+((palno=12)*50)+((palno=11)*100)

;エクスプローディングスフィアα
[State -3]
type = ChangeState
value = 1300
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,80]
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 12 + (var(1)*46)+((palno=12)*50)+((palno=11)*100)

;エクスプローディングスフィアα
[State -3]
type = ChangeState
value = 1300
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = P2BodyDist X = [0,80]
triggerall = stateno != 245
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*850)||palno!=12
trigger1 = Random <= 12 + (var(1)*5)+((palno=12)*20)+((palno=11)*100)

;エクスプローディングスフィアα
[State -3]
type = ChangeState
value = 1301
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = P2BodyDist X = [0,90]
triggerall = p2movetype = H
triggerall = stateno != 245
trigger1 = Ctrl = 0
trigger1 = stateno = 1300 && animelem = 4,>=0
trigger1 = Random <= 12 + (var(1)*492)+((palno=11)*200)

;対空リフレクトorジェノサイド
[State -3]
type = ChangeState
value = IfElse((Random < 600),1100,1201)
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = P2statetype = A
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y = [-140,-40]
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = Random <= 40 + (var(1)*150) + ((palno=12)*100)

;地上リフレクト
[State -3]
Type = ChangeState
Value = 1200
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype = A
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl = 1
trigger1 = Random <= 40 + (var(1)*150)

;地上リフレクト
[State -3]
Type = ChangeState
Value = 1200
triggerall = roundstate = 2 && palno=12
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = p2statetype = C
triggerall = p2movetype = A && EnemyNear,HitDefAttr=C,NA;&&EnemyNear,time>=5
triggerall = P2BodyDist X = [0,120]
trigger1 = Ctrl = 1
trigger1 = Random <= 850

;サムウェアホール
[State -3]
Type = ChangeState
Value = 1800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
triggerall = numhelper(3012) >= 1
triggerall = p2statetype != A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 45 + (var(1)*795)

;サムウェアホール
[State -3]
Type = ChangeState
Value = 1800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
triggerall = numhelper(3012) >= 1
triggerall = p2statetype != A
triggerall = P2stateno = [150,153]
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 65 + (var(1)*795)

;サムウェアホール
[State -3]
Type = ChangeState
Value = 1800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
triggerall = enemy,stateno = 13120
triggerall = P2BodyDist X >= 55
trigger1 = Ctrl = 1
trigger1 = Random <= 200 + (var(1)*700)

;サムウェアホール
[State -3]
Type = ChangeState
Value = 1800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
triggerall = p2movetype = A
triggerall = P2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 60 + (var(1)*180)

;サムウェアホール
[State -3]
Type = ChangeState
Value = 1800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
triggerall = backEdgeDist <= 90
trigger1 = Ctrl = 1
trigger1 = Random <= 60 + (var(1)*180) + ((palno=12)*50)

;遠距離立ち弱パンチ
[State -3]
type = ChangeState
value = 200
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = EnemyNear,statetype = S || EnemyNear,statetype != A && EnemyNear,HitDefAttr = SC,NT
triggerall = P2BodyDist X = [41,55]
trigger1 = ctrl = 1
trigger1 = Random <= (IfElse((EnemyNear,HitDefAttr = SC,NT,NA,SA),400,30)) + (var(1)*10)

;近距離立ち弱パンチ
[State -3]
type = ChangeState
value = 205
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = EnemyNear,statetype = S || EnemyNear,statetype != A && EnemyNear,HitDefAttr = SC,NT
triggerall = P2BodyDist X = [0,40]
trigger1 = ctrl = 1
trigger1 = Random <= (IfElse((EnemyNear,HitDefAttr = SC,NT,NA,SA),400,30)) + (var(1)*10)

;遠距離立ち強パンチ
[State -3]
type = ChangeState
value = 210
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = EnemyNear,MoveType = A && EnemyNear,statetype = S
triggerall = P2BodyDist X = [50,90]
trigger1 = ctrl = 1
trigger1 = Random <= 30 - (var(1)*20)

;近距離立ち強キック
[State -3]
type = ChangeState
value = 245
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2statetype = C
triggerall = P2BodyDist X = [0,50]
trigger1 = Ctrl = 1
trigger1 = Random <= 40 + (var(1)*60)

;しゃがみ強キック
[State -3]
type = ChangeState
value = 440
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = EnemyNear,MoveType = A && EnemyNear,statetype = S
triggerall = EnemyNear,HitDefAttr = S,NA,SA
triggerall = P2BodyDist X = [30,130]
trigger1 = ctrl = 1
trigger1 = Random <= 300 - (var(1)*240)

;しゃがみ強キック
[State -3]
type = ChangeState
value = 440
triggerall = roundstate = 2&&palno=12
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = EnemyNear,MoveType = A && EnemyNear,statetype = A
triggerall = EnemyNear,HitDefAttr = A,NA
triggerall = P2BodyDist X = [0,150]
trigger1 = ctrl = 1
trigger1 = Random <= 500

;しゃがみ弱キック
[State -3]
type = ChangeState
value = 430
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2statetype = S
triggerall = P2BodyDist X = [0,30]
trigger1 = Ctrl = 1
trigger1 = Random <= 30 + (var(1)*130)

;投げ
[State -3]
type = ChangeState
value = 800
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2life > 0
triggerall = P2stateno != [150,153]
triggerall = P2BodyDist X = [0,25]
triggerall = p2statetype != A && p2statetype != L
triggerall = p2movetype != H || EnemyNear,Ctrl = 0
triggerall = Ctrl = 1
triggerall = palno=12&&Random<=990-((enemynear,statetype=C)*900)||palno!=12
trigger1 = Random <= (IfElse((EnemyNear,Ctrl = 0),200+(var(1)*500),30)) + (var(1)*10)

;緊急回避後
[State -3]
Type = ChangeState
Value = 701
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = StateType != A
triggerall = stateno != 245
trigger1 = Ctrl = 1
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,NT,ST,HT
trigger1 = p2BodyDist X = [0,60]
trigger1 = p2BodyDist Y = [-40,0]
trigger1 = Random <= 70 + (var(1)*750)

;緊急回避前
[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2statetype != A && p2StateNo = 5120
triggerall = p2BodyDist X = [-80,80]
trigger1 = Ctrl = 1
trigger1 = Random <= 70 + (var(1)*30)

;緊急回避前
[State -3]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2statetype != A
triggerall = (P2BodyDist X = [0,100])||backEdgeDist <= 60&&(P2BodyDist X = [0,80])
triggerall = stateno != 245
trigger1 = Ctrl = 1
trigger1 = Random <= 20 + (var(1)*130)

;緊急回避前
[State -3]
Type = ChangeState
Value = 700
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && enemy,numproj
trigger1 = Random <= 120 + (var(1)*80)

;ダウン回避
[State -3]
type = ChangeState
value = 702
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType = A
trigger1 = stateno = 5050
trigger1 = pos y >=-40
trigger1 = Random <= 20 + (var(1)*20)

;ガードキャンセルふっ飛ばし
[State -3]
type = ChangeState
value = 291
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
triggerall = power >= 500
triggerall = P2BodyDist X = [0,55]
trigger1 = stateno = 150 || stateno = 151
trigger1 = Random <= 80 + (var(1)*120)

;ダッシュ
[State -3]
type = ChangeState
value = 100
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2statetype != A && p2movetype != A
triggerall = p2BodyDist X >= 80
trigger1 = Ctrl = 1
trigger1 = Random <= 20 + (var(1)*10)

;バックステップ
[State -3]
type = ChangeState
value = 105
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype != A && stateno != 105
triggerall = palno=12&&p2statetype=L||p2statetype!=A&&p2StateNo=5120||EnemyNear,statetype!=A&&EnemyNear,HitDefAttr=SC,NT,ST,HT||palno=12&&(EnemyNear,statetype=S||EnemyNear,statetype=C)
triggerall = p2BodyDist X = [-90,90]
triggerall = Ctrl = 1
trigger1 = Random <= (IfElse((EnemyNear,HitDefAttr = SC,NT,ST,HT),900,300)) + (var(1)*30)
trigger2 = palno = 12 && p2statetype = L && Random <= 100
trigger3 = palno = 12 && (prevstateno=1300||prevstateno=1200||prevstateno=215||prevstateno=801)
trigger3 = Random <= 100-((EnemyNear,movetype=H)*90)

;立ちガード
[State -3]
Type = ChangeState
Value = 130
triggerall = roundstate = 2 && palno != 12
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && p2statetype != C
trigger1 = Random <= 300 + (var(1)*698)

;しゃがみガード
[State -3]
Type = ChangeState
Value = 131
triggerall = roundstate = 2 && palno != 12
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = Inguarddist && p2statetype  = C
trigger1 = Random <= 300 + (var(1)*698)

;挑発
[State -3]
Type = ChangeState
Value = 195
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
Triggerall = StateType != A
Trigger1 = Ctrl = 1
Trigger1 = P2BodyDist X >= 120
trigger1 = Random <= 4

;===========================================================================
;基本コマンド
;---------------------------------------------------------------------------
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2631
triggerall = var(30) != 1
triggerall = command = "ダージ・"
triggerall = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
;---------------------------------------------------------------------------
;カオティック・フレア
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2300
triggerall = var(30) != 1
triggerall = command = "ダージ・・"
triggerall = power >= 4000
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
;---------------------------------------------------------------------------
;ユニバース・ディストーション
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2200
triggerall = var(30) != 1
triggerall = command = "ユニバース"
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

;---------------------------------------------------------------------------
;フィアー・パニッシュメント
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2215
triggerall = var(30) != 1
triggerall = command = "フィアー"
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

;---------------------------------------------------------------------------
;ソウル・ディストラクション
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 2000
triggerall = var(30) != 1
triggerall = command = "ソウル"
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

;---------------------------------------------------------------------------
;バニシュ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1950
triggerall = var(30) != 1
triggerall = command = "バニシュ"
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

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;サムウェアホール
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1800
triggerall = var(30) != 1
triggerall = command = "ワープ"
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

;---------------------------------------------------------------------------
;エクスプローディングスフィアα（空中）
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1501
triggerall = var(30) != 1
triggerall = command = "強御大"
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;エクスプローディングスフィアα（空中）
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = var(30) != 1
triggerall = command = "弱御大"
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;エクスプローディングスフィアα	
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1301
triggerall = var(30) != 1
triggerall = command = "強糺"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
;---------------------------------------------------------------------------
;エクスプローディングスフィアα	
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1300
triggerall = var(30) != 1
triggerall = command = "弱糺"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
;---------------------------------------------------------------------------
;ディメンジョンスフィアβ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3005
triggerall = var(30) != 1
triggerall = command = "カウンター"
triggerall = numhelper(2796) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
;---------------------------------------------------------------------------
;エクスプローディングスフィアβ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 3012
triggerall = var(30) != 1
triggerall = command = "カウンター1"
triggerall = numhelper(3012) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
;---------------------------------------------------------------------------
;ディメンジョナルプロジェクション
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1450
triggerall = var(30) != 1
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
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
;---------------------------------------------------------------------------
;ファントムスフィア
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1001
triggerall = var(30) != 1
triggerall = command = "強解除"
triggerall = numhelper(3060) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440

;---------------------------------------------------------------------------
;ディメンジョンスフィアα
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(30) != 1
triggerall = command = "弱解除"
triggerall = numhelper(1000) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440

;---------------------------------------------------------------------------
;マグネティックスフィア
[State -1]
type = ChangeState
value = 1030
triggerall = var(30)!=1
triggerall = command = "ライト"
triggerall = numhelper(1031) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;門客人
[State 1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(30) != 1
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype != A
trigger1 = p2bodydist X < 20
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl
;---------------------------------------------------------------------------
;ふっ飛ばし攻撃
[State -1, Stand Light Punch]
type = ChangeState
value = 290
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[State -1, Stand Light Punch]
type = ChangeState
value = 690
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ガードキャンセルふっ飛ばし攻撃
[State -1, 290]
type = ChangeState
value = 291
triggerall = var(30) != 1
triggerall = command = "ふっ飛ばし"
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 151

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;緊急回避後
[State -1, Taunt]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "緊急回避後"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ガードキャンセル緊急回避後
[State -1, 701]
type = ChangeState
value = 701
triggerall = var(30) != 1
triggerall = command = "緊急回避後"
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;ガードキャンセルフロントステップ
[State -1, 700]
type = ChangeState
value = 100
triggerall = var(30) != 1
triggerall = command = "FF"
trigger1 = stateno = 150
trigger2 = stateno = 151
;---------------------------------------------------------------------------
;タクティカルステップ
[State -1, Taunt]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = var(30) = 0
triggerall = command = "緊急回避前"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ガードキャンセルタクティカルステップ
[State -1, 700]
type = ChangeState
value = 700
triggerall = var(30) != 1
triggerall = command = "緊急回避前"
trigger1 = stateno = 150
trigger2 = stateno = 151

;---------------------------------------------------------------------------
;ダウン回避
[State -1, Taunt]
type = ChangeState
value = 702
triggerall = var(30) != 1
triggerall = command = "緊急回避前"
trigger1 = stateno = 5050
trigger1 = pos y >=-40
;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(30) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(30) != 1
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 = var(30) != 1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(30) != 1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(30) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(30) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(30) != 1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(30) != 1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;遠距離立ち強キック1
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(30) != 1
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X >50
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(30) != 1
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2dist X <=50
triggerall = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(30) != 1
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(30) != 1
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(30) != 1
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(30) != 1
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(30) != 1
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(30) != 1
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 = var(30) != 1
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 = var(30) != 1
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 = var(30) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = stateno != 106
trigger1 = ctrl