;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.

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

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| A.I. Command |---------------------------------------------------------
[Command]
name = "AI00"
command = a,b,c,x,y,z,a,a,a,a,a,a,a,a,a
time = 0

[Command]
name = "AI01"
command = a,b,c,x,y,z,b,b,b,b,b,b,b,b,b
time = 0

[Command]
name = "AI02"
command = a,b,c,x,y,z,c,c,c,c,c,c,c,c,c
time = 0

[Command]
name = "AI03"
command = a,b,c,x,y,z,x,x,x,x,x,x,x,x,x
time = 0

[Command]
name = "AI04"
command = a,b,c,x,y,z,y,y,y,y,y,y,y,y,y
time = 0

[Command]
name = "AI05"
command = a,b,c,x,y,z,z,z,z,z,z,z,z,z,z
time = 0

[Command]
name = "AI06"
command = a,b,c,x,y,z,s,s,s,s,s,s,s,s,s
time = 0

[Command]
name = "AI07"
command = a,b,c,x,y,z,F,F,F,F,F,F,F,F,F
time = 0

[Command]
name = "AI08"
command = a,b,c,x,y,z,B,B,B,B,B,B,B,B,B
time = 0

[Command]
name = "AI09"
command = a,b,c,x,y,z,U,U,U,U,U,U,U,U,U
time = 0

[Command]
name = "AI10"
command = a,b,c,x,y,z,D,D,D,D,D,D,D,D,D
time = 0

[Command]
name = "AI11"
command = a,a,a,a,a,b,b,b,b,b,c,c,c,c,c
time = 0

[Command]
name = "AI12"
command = b,b,b,b,b,c,c,c,c,c,x,x,x,x,x
time = 0

[Command]
name = "AI13"
command = c,c,c,c,c,x,x,x,x,x,y,y,y,y,y
time = 0

[Command]
name = "AI14"
command = x,x,x,x,x,y,y,y,y,y,z,z,z,z,z
time = 0

[Command]
name = "AI15"
command = y,y,y,y,y,z,z,z,z,z,s,s,s,s,s
time = 0

[Command]
name = "AI16"
command = z,z,z,z,s,s,s,s,a,b,c,x,y,z,s
time = 0

[Command]
name = "AI17"
command = F,F,F,F,F,B,B,B,B,B,U,U,U,U,U
time = 0

[Command]
name = "AI18"
command = B,B,B,B,B,U,U,U,U,U,D,D,D,D,D
time = 0

[Command]
name = "AI19"
command = U,U,U,U,U,D,D,D,D,D,F,B,U,D,s
time = 0

[Command]
name = "AI20"
command = a,a,a,a,a,a,a,a,a,a,b,c,x,y,z
time = 0

[Command]
name = "AI21"
command = b,b,b,b,b,b,b,b,b,a,b,c,x,y,z
time = 0

[Command]
name = "AI22"
command = c,c,c,c,c,c,c,c,c,a,b,c,x,y,z
time = 0

[Command]
name = "AI23"
command = x,x,x,x,x,x,x,x,x,a,b,c,x,y,z
time = 0

[Command]
name = "AI24"
command = y,y,y,y,y,y,y,y,y,a,b,c,x,y,z
time = 0

[Command]
name = "AI25"
command = z,z,z,z,z,z,z,z,z,a,b,c,x,y,z
time = 0

[Command]
name = "AI26"
command = s,s,s,s,s,s,s,s,s,a,b,c,x,y,z
time = 0

[Command]
name = "AI27"
command = F,F,F,F,F,F,F,F,F,a,b,c,x,y,z
time = 0

[Command]
name = "AI28"
command = B,B,B,B,B,B,B,B,B,a,b,c,x,y,z
time = 0

[Command]
name = "AI29"
command = U,U,U,U,U,U,U,U,U,a,b,c,x,y,z
time = 0

[Command]
name = "AI30"
command = D,D,D,D,D,D,D,D,D,a,b,c,x,y,z
time = 0

[Command]
name = "AI31"
command = a,a,a,a,a,b,b,b,b,b,c,c,c,c,c
time = 0

[Command]
name = "AI32"
command = b,b,b,b,b,c,c,c,c,c,x,x,x,x,x
time = 0

[Command]
name = "AI33"
command = c,c,c,c,c,x,x,x,x,x,y,y,y,y,y
time = 0

[Command]
name = "AI34"
command = x,x,x,x,x,y,y,y,y,y,z,z,z,z,z
time = 0

[Command]
name = "AI35"
command = y,y,y,y,y,z,z,z,z,z,s,s,s,s,s
time = 0

[Command]
name = "AI36"
command = a,b,c,x,y,z,s,z,z,z,z,s,s,s,s
time = 0

[Command]
name = "AI37"
command = F,F,F,F,F,B,B,B,B,B,U,U,U,U,U
time = 0

[Command]
name = "AI38"
command = B,B,B,B,B,U,U,U,U,U,D,D,D,D,D
time = 0

[Command]
name = "AI39"
command = F,B,U,D,s,U,U,U,U,U,D,D,D,D,D
time = 0

[Command]
name = "AI40"
command = a,a,a,a,a,b,c,x,y,z,s,a,a,a,a
time = 0

[Command]
name = "AI41"
command = b,b,b,b,a,b,c,x,y,z,s,b,b,b,b
time = 0

[Command]
name = "AI42"
command = c,c,c,c,a,b,c,x,y,z,s,c,c,c,c
time = 0

[Command]
name = "AI43"
command = x,x,x,x,a,b,c,x,y,z,s,x,x,x,x
time = 0

[Command]
name = "AI44"
command = y,y,y,y,a,b,c,x,y,z,s,y,y,y,y
time = 0

[Command]
name = "AI45"
command = z,z,z,z,a,b,c,x,y,z,s,z,z,z,z
time = 0

[Command]
name = "AI46"
command = s,s,s,s,a,b,c,x,y,z,s,s,s,s,s
time = 0

[Command]
name = "AI47"
command = F,F,F,F,a,b,c,x,y,z,s,F,F,F,F
time = 0

[Command]
name = "AI48"
command = B,B,B,B,a,b,c,x,y,z,s,B,B,B,B
time = 0

[Command]
name = "AI49"
command = U,U,U,U,a,b,c,x,y,z,s,U,U,U,U
time = 0

[Command]
name = "AI50"
command = D,D,D,D,a,b,c,x,y,z,s,D,D,D,D
time = 0

;-| 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 = "41236ab"
command = ~$B, $D, F, a+b
time = 36

[Command]
name = "41236ab"
command = ~$B, $D, UF, a+b
time = 36

[Command]
name = "21416b"
command = ~D, DB, B, DB, F, b
time = 36

[Command]
name = "641236ab"
command = ~F, DB, D, DF, F, a+b
time = 40

[Command]
name = "641236ab"
command = ~F, B, DB, DF, F, a+b
time = 40

[Command]
name = "22ab"
command = ~D, D, a+b

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

[Command]
name = "623a"
command = ~F, D, DF, a

[Command]
name = "623b"
command = ~F, D, DF, b

[Command]
name = "236a"
command = ~D, DF, F, a

[Command]
name = "236b"
command = ~D, DF, F, b

[Command]
name = "214a"
command = ~D, DB, B, a

[Command]
name = "214b"
command = ~D, DB, B, b

[Command]
name = "41236x"
command = ~DB, D, DF, F, x
time = 21

[Command]
name = "41236x"
command = ~B, DB, DF, F, x
time = 21

[Command]
name = "63214x"
command = ~F, DF, DB, B, x
time = 21

[Command]
name = "63214x"
command = ~DF, D, DB, B, x
time = 21

;-| 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 = "F"     ;Required (do not remove)
command = F
time = 1

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

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

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"
command = y
time = 1

[Command]
name = "bx"
command = b+x
time = 1

[Command]
name = "ab"
command = a+b
time = 1

[Command]
name = "ax"
command = a+x
time = 1

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "hx"
command = /x
time = 1

[Command]
name = "ha"
command = /a
time = 1

[Command]
name = "hb"
command = /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

[Command]
name = "fwd"
command = F
time = 1

[Command]
name = "back"
command = B
time = 1

[Command]
name = "up"
command = U
time = 1

[Command]
name = "down"
command = D
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

;===========================================================================
;---------------------------------------------------------------------------
[Statedef -1]
;---------------------------------------------------------------------------
;===========================================================================
;地上無敵
[State -1, Recover]
type = NotHitBy
triggerall = alive
triggerall = time >= 1
triggerall = gethitvar(fall.recover) = 1
trigger1 = statetype = L
trigger1 = gethitvar(hittime) <= 0
value = SCA,AA,AT,AP

;===========================================================================
;空中無敵
[State -1, Recover]
type = NotHitBy
triggerall = alive
triggerall = hitover
trigger1 = movetype = H
trigger1 = statetype = A 
trigger1 = gethitvar(fall) = 1
trigger1 = gethitvar(fall.recover) = 1
trigger1 = (gethitvar(fall.recovertime)-gethitvar(fall.time)) <= 0
trigger2 = stateno = 5040
value = SCA,AA,AT,AP

;===========================================================================
;紺碧の猛禽
[State -1, 21416+B]
type = ChangeState
value = 520
triggerall = var(59) = 0
triggerall = var(50) != 1
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000 && var(16) != 0
triggerall = command = "21416b"
triggerall = command != "a" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 21416+B]
type = ChangeState
value = 520
triggerall = var(59) = 0
triggerall = var(50) != 1
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000 && var(16) != 0
triggerall = command = "21416b"
triggerall = command != "a" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)

;===========================================================================
;負の洗礼
[State -1, 641236+AB]
type = ChangeState
value = 500
triggerall = var(59) = 0
triggerall = var(40) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000 || var(16) != 0
triggerall = command = "641236ab"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 641236+AB]
type = ChangeState
value = 500
triggerall = var(59) = 0
triggerall = var(40) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000 || var(16) != 0
triggerall = command = "641236ab"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)

;===========================================================================
;負の連鎖
[State -1, 22+AB]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = var(40) = 0
triggerall = var(50) != 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000 && var(16) != 0
triggerall = command = "22ab"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 22+AB]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = var(40) = 0
triggerall = var(50) != 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000 && var(16) != 0
triggerall = command = "22ab"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)

;===========================================================================
;黄泉への翼（強）
[State -1, 623+B]
type = ChangeState
value = 251+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "623b"
triggerall = command != "holdup"
triggerall = command != "a" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 623+B]
type = ChangeState
value = 251+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "623b"
triggerall = command != "holdup"
triggerall = command != "a" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;黄泉への翼（弱）
[State -1, 623+A]
type = ChangeState
value = 250+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "623a"
triggerall = command != "holdup"
triggerall = command != "b" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 623+A]
type = ChangeState
value = 250+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "623a"
triggerall = command != "holdup"
triggerall = command != "b" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;地獄の劫火（強）
[State -1, 236+B]
type = ChangeState
value = 241+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "236b"
triggerall = command != "a" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 236+B]
type = ChangeState
value = 241+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "236b"
triggerall = command != "a" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;地獄の劫火（弱）
[State -1, 236+A]
type = ChangeState
value = 240+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "236a"
triggerall = command != "b" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 236+A]
type = ChangeState
value = 240+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "236a"
triggerall = command != "b" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;冥府への導き（強）
[State -1, 214+B]
type = ChangeState
value = 261+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "214b"
triggerall = command != "a" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 214+B]
type = ChangeState
value = 261+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "214b"
triggerall = command != "a" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;冥府への導き（弱）
[State -1, 214+A]
type = ChangeState
value = 260+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "214a"
triggerall = command != "b" && command != "x" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 214+A]
type = ChangeState
value = 260+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "214a"
triggerall = command != "b" && command != "x" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;欺瞞の鏡
[State -1, 41236+X]
type = ChangeState
value = 270+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "41236x"
triggerall = command != "a" && command != "b" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 41236+X]
type = ChangeState
value = 270+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "41236x"
triggerall = command != "a" && command != "b" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;愚者の嘆き
[State -1, 63214+X]
type = ChangeState
value = 236+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "63214x"
triggerall = command != "a" && command != "b" && command != "y"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 40 && time > 0 && vel y = 0
trigger3 = stateno = 710 && time > 10
trigger4 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, 63214+X]
type = ChangeState
value = 236+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "63214x"
triggerall = command != "a" && command != "b" && command != "y"
triggerall = movecontact || movereversed
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger11= stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger12= stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger13= stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger14= stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger15= stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger16= stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger17= stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger18= stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger19= stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger20= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger21= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger22= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger23= stateno = 1241 && (animelemtime(9) >= 0 && animelemtime(15) < 0)
trigger24= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;負の裁き
[State -1, 41236+AB]
type = ChangeState
value = 510
triggerall = var(59) = 0
triggerall = var(40) = 0
triggerall = statetype = A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = pos y <= -30
triggerall = power >= 1000 || var(16) != 0
triggerall = command = "41236ab"
triggerall = command != "x" && command != "y"
trigger1 = ctrl
trigger2 = movecontact && var(50) != 1
trigger2 = (stateno = [250,251]) && (animelemtime(8) >= 0)

;===========================================================================
;中段攻撃
[State -1, B+C]
type = ChangeState
value = 205+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "bx"
triggerall = command != "a" && command != "y"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, B+C]
type = ChangeState
value = 205+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "bx"
triggerall = command != "a" && command != "y"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;---------------------------------------------------------------------------
;キャンセル歩き
[State -1, Run Fwd]
type = ChangeState
value = 20
ctrl = 1
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = ctrl && stateno = [5121,5122]

[State -1, Run Fwd]
type = ChangeState
value = 20
ctrl = 1
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "holdfwd" || command = "holdback"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl && stateno != [100,101]
trigger2 = stateno = 710 && time > 10

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "FF"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl && stateno != [100,101]
trigger2 = stateno = 710 && time > 10

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "BB"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;キャンセルジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "holdup"
trigger1 = stateno = 710 && time > 10
trigger2 = ctrl && stateno = [5121,5122]

[State -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "holdup"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;投げ
[State -1, Throw]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = var(40) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "holdback"
triggerall = command = "b"
triggerall = command != "a" & command != "x" & command != "y"
trigger1 = ctrl
trigger1 = stateno != 100
trigger2 = stateno = 710 && time > 10

;---------------------------------------------------------------------------
;追い討ち
[State -1, 3B]
type = ChangeState
value = 213+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = p2movetype = H && p2statetype = L
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holdfwd" && command = "holddown"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, 3B]
type = ChangeState
value = 213+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = p2movetype = H && p2statetype = L
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holdfwd" && command = "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;弾き追加攻撃
[State -1, D-D]
type = ChangeState
value = 715+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
trigger1 = stateno = 710 && time > 10

;---------------------------------------------------------------------------
;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = ctrl || stateno = 100

[State -1, 6D]
type = ChangeState
value = 701
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;立ち弾き
[State -1, 5D]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command != "holddown"
trigger1 = ctrl || stateno = 100

[State -1, 5D]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command != "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command = "holdfwd" 
triggerall = command = "holddown"
trigger1 = ctrl || stateno = 100

[State -1, 3D]
type = ChangeState
value = 703
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command = "holdfwd" 
triggerall = command = "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;屈み弾き
[State -1, 2D]
type = ChangeState
value = 702
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command != "holdfwd"
triggerall = command = "holddown"
trigger1 = ctrl || stateno = 100

[State -1, 2D]
type = ChangeState
value = 702
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "y"
triggerall = command != "a" & command != "b" & command != "x"
triggerall = command != "holdfwd"
triggerall = command = "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;===========================================================================
;4A
[State -1, 4A]
type = ChangeState
value = 200+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a" && command = "holdback" && command != "holddown" || (command = "ab" && stateno != 101 && p2bodydist x < 30)
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, 4A]
type = ChangeState
value = 200+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a" && command = "holdback" && command != "holddown" || (command = "ab" && stateno != 101 && p2bodydist x < 30)
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;5A-A
[State -1, 5A-A]
type = ChangeState
value = 202+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command != "holddown"
trigger1 = stateno = 101
trigger1 = command = "ax"
trigger2 = var(50) != 0 && movecontact
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(2010) > 0
trigger2 = command = "a"

;---------------------------------------------------------------------------
;5A
[State -1, 5A]
type = ChangeState
value = 201+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10
trigger3 = var(50) != 0 && movecontact
trigger3 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)

[State -1, 5A]
type = ChangeState
value = 201+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;6B
[State -1, 6B]
type = ChangeState
value = 204+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "x" && command != "y"
triggerall = command = "holdfwd" && command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 710 && time > 10

[State -1, 6B]
type = ChangeState
value = 204+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "x" && command != "y"
triggerall = command = "holdfwd" && command != "holddown"
triggerall = var(50) != 0 && movecontact
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger6 = stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)

[State -1, 6B]
type = ChangeState
value = 204+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "x" && command != "y"
triggerall = command = "holdfwd" && command != "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;5B
[State -1, 5B]
type = ChangeState
value = 203+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, 5B]
type = ChangeState
value = 203+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = var(50) != 0 && movecontact
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)

[State -1, 5B]
type = ChangeState
value = 203+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;6C
[State -1, 6C]
type = ChangeState
value = 207+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "x"
triggerall = command = "holdfwd" || (command = "holdfwd" && command = "holddown")
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, 6C]
type = ChangeState
value = 207+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "x"
triggerall = command = "holdfwd" || (command = "holdfwd" && command = "holddown")
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;5C
[State -1, 5C]
type = ChangeState
value = 206+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "x"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, 5C]
type = ChangeState
value = 206+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "x"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;2A
[State -1, 2A]
type = ChangeState
value = 208+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10
trigger3 = var(50) != 0 && movecontact
trigger3 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger4 = var(50) != 0 && movecontact
trigger4 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(2010) > 0

[State -1, 2A]
type = ChangeState
value = 208+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;2B
[State -1, 2B]
type = ChangeState
value = 209+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 710 && time > 10

[State -1, 2B]
type = ChangeState
value = 209+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = var(50) != 0 && movecontact
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)

[State -1, 2B]
type = ChangeState
value = 209+var(40)
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = movecontact
trigger1 = stateno = 1200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 1201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && numtarget(12010) > 0
trigger3 = stateno = 1202 && (animelemtime(6) >= 0 && animelemtime(17) < 0)
trigger4 = stateno = 1203 && (animelemtime(5) >= 0 && animelemtime(10) < 0)
trigger5 = stateno = 1204 && (animelemtime(10) >= 0 && animelemtime(16) < 0)
trigger6 = stateno = 1205 && (animelemtime(6) >= 0 && animelemtime(11) < 0)
trigger7 = stateno = 1206 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger8 = stateno = 1206 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger9 = stateno = 1207 && (animelemtime(4) >= 0 && animelemtime(9) < 0)
trigger10= stateno = 1207 && (animelemtime(12) >= 0 && animelemtime(15) < 0)
trigger11= stateno = 1208 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger12= stateno = 1209 && (animelemtime(5) >= 0 && animelemtime(9) < 0)
trigger13= stateno = 1715 && (animelemtime(8) >= 0 && animelemtime(12) < 0)

;---------------------------------------------------------------------------
;JA
[State -1, JA]
type = ChangeState
value = 220+var(40)
triggerall = var(59) = 0
triggerall = statetype = A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = [1220,1221]) && animelemtime(9) >= 0
trigger3 = stateno = 1222 && animelemtime(10) >= 0
trigger4 = (stateno = [1220,1222]) && movecontact

;---------------------------------------------------------------------------
;JB
[State -1, JB]
type = ChangeState
value = 221+var(40)
triggerall = var(59) = 0
triggerall = statetype = A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "b"
trigger1 = ctrl
trigger2 = (stateno = [1220,1221]) && animelemtime(9) >= 0
trigger3 = stateno = 1222 && animelemtime(10) >= 0
trigger4 = (stateno = [1220,1222]) && movecontact

;---------------------------------------------------------------------------
;焦脚・降炎
[State -1, J2C]
type = ChangeState
value = 223+var(40)
triggerall = var(59) = 0
triggerall = statetype = A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = ctrl
trigger2 = (stateno = [1220,1221]) && animelemtime(9) >= 0
trigger3 = stateno = 1222 && animelemtime(10) >= 0
trigger4 = (stateno = [1220,1222]) && movecontact

;---------------------------------------------------------------------------
;JC
[State -1, JC]
type = ChangeState
value = 222+var(40)
triggerall = var(59) = 0
triggerall = statetype = A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "x"
trigger1 = ctrl
trigger2 = (stateno = [1220,1221]) && animelemtime(9) >= 0
trigger3 = stateno = 1222 && animelemtime(10) >= 0
trigger4 = (stateno = [1220,1222]) && movecontact

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "start"
trigger1 = ctrl || stateno = 100 || stateno = 224
trigger2 = stateno = 710 && time > 10
trigger3 = stateno = 750 && anim != 752 && animelemtime(2) >= 0 && var(50) != 0

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "start"
triggerall = movecontact
trigger1 = stateno = 200 && (animelemtime(3) >= 0 && animelemtime(5) < 0)
trigger2 = stateno = 201 && (animelemtime(14) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed) && numtarget(2010) > 0
trigger3 = stateno = 202 && (animelemtime(6) >= 0 && animelemtime(17) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger4 = stateno = 203 && (animelemtime(5) >= 0 && animelemtime(10) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger5 = stateno = 206 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger6 = stateno = 206 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger7 = stateno = 207 && (animelemtime(4) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger8 = stateno = 207 && (animelemtime(12) >= 0 && animelemtime(15) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger9 = stateno = 208 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)
trigger10= stateno = 209 && (animelemtime(5) >= 0 && animelemtime(9) < 0) && (ifelse(var(50) = 0, movehit, movecontact) || movereversed)

;---------------------------------------------------------------------------
;先行入力
[State -1, 5A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "a" && command != "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 201+var(40)
ignorehitpause = 1

[State -1, 4A]
type = VarSet
triggerall = var(59) = 0
triggerall = command="a" && command != "holddown" && command = "holdback"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 200+var(40)
ignorehitpause = 1

[State -1, 5B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "b" && command != "holddown" && command != "holdfwd"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 203+var(40)
ignorehitpause = 1

[State -1, 6B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "b" && command != "holddown" && command = "holdfwd"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 204+var(40)
ignorehitpause = 1

[State -1, Throw]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "b" && command="holdback"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 230+var(40)
ignorehitpause = 1

[State -1, 5C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "x" && command != "holdfwd"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 206+var(40)
ignorehitpause = 1

[State -1, 6C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "x" && command = "holdfwd"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 207+var(40)
ignorehitpause = 1

[State -1, 2A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "a" && command = "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 208+var(40)
ignorehitpause = 1

[State -1, 2B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "b" && command = "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 209+var(40)
ignorehitpause = 1

[State -1, B+C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "bx"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 205+var(40)
ignorehitpause = 1

[State -1, 5D]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "y" && command != "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 700
ignorehitpause = 1

[State -1, 6D]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "y" && command = "holdfwd" && command != "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 701
ignorehitpause = 1

[State -1, 2D]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "y" && command = "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 702
ignorehitpause = 1

[State -1, 3D]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "y" && command = "holdfwd" && command = "holddown"
trigger1 = movecontact && (stateno = [220+var(40),222+var(40)])
trigger2 = stateno = [5120,5129]
var(6) = 703
ignorehitpause = 1

[State -1, 236A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236a"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1240,240+var(40))
ignorehitpause = 1

[State -1, 236B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "236b"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1241,241+var(40))
ignorehitpause = 1

[State -1, 623A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623a"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1250,250+var(40))
ignorehitpause = 1

[State -1, 623B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "623b"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1251,251+var(40))
ignorehitpause = 1

[State -1, 214A]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214a"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1260,260+var(40))
ignorehitpause = 1

[State -1, 214B]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "214b"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1261,261+var(40))
ignorehitpause = 1

[State -1, 63214C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "63214x"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1236,236+var(40))
ignorehitpause = 1

[State -1, 41236C]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "41236x"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
trigger4 = stateno = [5120,5129]
var(6) = ifelse(stateno=1000,1270,270+var(40))
ignorehitpause = 1

[State -1, 641236AB]
type = VarSet
triggerall = var(59) = 0
triggerall = var(40) = 0 && (power >= 1000 || var(16) != 0)
triggerall = command = "641236ab"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524
var(6) = 500

[State -1, 41236AB]
type = VarSet
triggerall = var(59) = 0
triggerall = var(40) = 0 && (power >= 1000 || var(16) != 0)
triggerall = command = "41236ab"
trigger1 = (stateno = [220+var(40),222+var(40)]) || (stateno = 223+var(40) && movecontact)
var(6) = 510

[State -1, 21416B]
type = VarSet
triggerall = var(59) = 0
triggerall = var(40) = 0 && var(50) != 1 && power >= 1000 && var(16) != 0
triggerall = command = "21416b"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
var(6) = 520

[State -1, 22AB]
type = VarSet
triggerall = var(59) = 0
triggerall = var(40) = 0 && var(50) != 0 && power >= 1000 && var(16) != 0
triggerall = command = "22ab"
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = movecontact && (stateno = [220+var(40),223+var(40)])
trigger3 = stateno = 237+var(40) || stateno = 500 || stateno = 524 || stateno = 1000
var(6) = 1000

[State -1, 22AB]
type = VarSet
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = stateno = 40
var(6) = 220+var(40)

[State -1, 1]
type = Null
triggerall = time <= 1
triggerall = stateno = var(6)
trigger1 = var(5) := -1 || 1
trigger1 = var(6) := 0 || 1

[State -1, 2]
type = VarSet
trigger1 = var(5) = 0
trigger1 = var(6) != 0
var(6) = 0

[State -1, 3]
type = VarSet
trigger1 = var(5) = 0
var(5) = -1
ignorehitpause = 1

[State -1, 2F]
type = VarSet
trigger1 = stateno = [5120,5125]
trigger1 = var(6) != 0
trigger1 = var(5) = -1
var(5) = 2
ignorehitpause = 1

[State -1, 5F]
type = VarSet
trigger1 = stateno = 40
trigger1 = var(6) = 220+var(40)
trigger1 = var(5) = -1
var(5) = 5
ignorehitpause = 1

[State -1, 10F]
type = VarSet
triggerall = var(6) != 0
triggerall = var(5) = -1
trigger1 = stateno = [200+var(40),209+var(40)]
trigger2 = stateno = 524
var(5) = 10
ignorehitpause = 1

[State -1, 15F]
type = VarSet
triggerall = var(6) != 0
triggerall = var(5) = -1
trigger1 = stateno = [220+var(40),229+var(40)]
trigger2 = stateno = 500
trigger3 = stateno = 1000
var(5) = 15
ignorehitpause = 1

[State -1, 32F]
type = VarSet
trigger1 = stateno = 237+var(40)
trigger1 = var(6) != 0
trigger1 = var(5) = -1
var(5) = 32
ignorehitpause = 1

;---------------------------------------------------------------------------
;押し出し判定消去
[State -1, 6]
type = PlayerPush
trigger1 = stateno = 100 && p2statetype = L
trigger2 = statetype = A && vel y < 2
value = 0

;ライフバー消去
[State -1, 7]
type = AssertSpecial
trigger1 = numexplod(190) = 1
trigger1 = roundstate < 2
flag = nobardisplay

;乱舞中青点滅
[State -1, 8]
type = PalFx
trigger1 = movetype != H
trigger1 = stateno != 1000
trigger1 = var(40) != 0
trigger1 = (gametime%4) = 0
add = -256,-256,256
time = 1
ignorehitpause = 1

;===========================================================================
; A.I. Moves
;===========================================================================

;A.I.スイッチ
[State -1, AI]
type = VarSet
triggerall = Var(59) < 1
triggerall = RoundState <= 2
trigger1 = Command = "AI00" || Command = "AI01" || Command = "AI02"
trigger2 = Command = "AI03" || Command = "AI04" || Command = "AI05"
trigger3 = Command = "AI06" || Command = "AI07" || Command = "AI08"
trigger4 = Command = "AI09" || Command = "AI10" || Command = "AI11"
trigger5 = Command = "AI12" || Command = "AI13" || Command = "AI14"
trigger6 = Command = "AI15" || Command = "AI16" || Command = "AI17"
trigger7 = Command = "AI18" || Command = "AI19" || Command = "AI20"
trigger8 = Command = "AI21" || Command = "AI22" || Command = "AI23"
trigger9 = Command = "AI24" || Command = "AI25" || Command = "AI26"
trigger10 = Command = "AI27" || Command = "AI28" || Command = "AI29"
trigger11 = Command = "AI30" || Command = "AI31" || Command = "AI32"
trigger12 = Command = "AI33" || Command = "AI34" || Command = "AI35"
trigger13 = Command = "AI36" || Command = "AI37" || Command = "AI38"
trigger14 = Command = "AI39" || Command = "AI40" || Command = "AI41"
trigger15 = Command = "AI42" || Command = "AI43" || Command = "AI44"
trigger16 = Command = "AI45" || Command = "AI46" || Command = "AI47"
trigger17 = Command = "AI48" || Command = "AI49" || Command = "AI50"
trigger18 = NumHelper(50000) > 0
trigger18 = Helper(50000),Var(6) > 0
v = 59
value = 1

;===========================================================================
;Used Variables Information
;===========================================================================

;本体
;Var(44) = A.I.レベル格納
;Var(45) = A.I.投げ学習１
;Var(46) = A.I.投げ学習２
;Var(47) = A.I.中段学習１
;Var(48) = A.I.中段学習２
;Var(49) = A.I.中段学習３
;Var(50) = 剣質【０：力 １：技】★
;Var(51) = A.I.下段学習１
;Var(52) = A.I.下段学習２
;Var(53) = A.I.下段学習３
;Var(54) = 相手進行方向判別
;Var(55) = タッグ時相手判別
;Var(56) = コンボルート監視
;Var(57) = 剣質即決定スイッチ
;Var(58) = 弾き使用率設定
;Var(59) = A.I.スイッチ

;本体FVar
;FVar(38) = 通常中段立ちガード判断１
;FVar(39) = 通常中段立ちガード判断２

;Helper(6000)
;Var(11)：開幕Helper数測定
;Var(12)：開幕Proj数測定
;Var(13)：現Helper/Proj数 > 開幕Helper/Proj数 時の対策
;Var(14)：現Helper数 < 開幕Helper数 時の対策
;Var(15)：現Proj数 < 開幕Proj数 時の対策

;Helper(6001)
;Var(5) ：起き上がり投げ無敵時間判別（デフォルト値設定）
;Var(6) ：立ち・しゃがみガード切り替え
;Var(7) ：StateType = A 移行経過時間
;Var(8) ：ランダム値（GameTime%60 = 0）
;Var(9) ：相手着地反応遅延（しゃがみガード反応遅延）
;Var(10)：ステージ端までの距離測定１（前）
;Var(11)：ステージ端までの距離測定１（後）
;Var(12)：ステージ端までの距離測定２（前）
;Var(13)：ステージ端までの距離測定２（後）
;Var(15)：常時攻撃開始〜総合時間記憶
;Var(16)：弾き使用状況判断１
;Var(17)：弾き使用状況判断２
;Var(19)：起き上がり技振り制限
;Var(20)：起き攻め学習１
;Var(21)：起き攻め学習２
;Var(22)：起き攻め学習３
;Var(23)：起き攻め時間記憶１
;Var(24)：起き攻め期間記憶２
;Var(25)：相手起きあがり時間測定
;Var(26)：相手移動起きあがり有無判定
;Var(30)：相手攻撃範囲測定１
;Var(31)：相手攻撃範囲測定２
;Var(40)：相手StateNo記憶（常時記憶）
;Var(41)：StateType変化認識
;Var(42)：ガード方向認識
;Var(43)：ガード認識補助
;Var(45)：A.I.投げ学習１
;Var(46)：A.I.投げ学習２
;Var(47)：A.I.中段学習１
;Var(48)：A.I.中段学習２
;Var(49)：A.I.中段学習３
;Var(50)：A.I.下段学習１
;Var(51)：A.I.下段学習２
;Var(52)：A.I.下段学習３

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

[State -1, AI_ON]
type = VarSet
trigger1 = Var(59) > 0
trigger1 = Var(44) > 0
v = 59
value = Var(44)
ignorehitpause = 1

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

;ラウンド終了時リセット(TurnsMode限定)
[State -1, AI]
type = Null
triggerall = Enemy,TeamMode = Turns
triggerall = RoundState != 2
trigger1 = Var(45) != 0
trigger1 = Var(45) := 0 || 1
trigger2 = Var(46) != 0
trigger2 = Var(46) := 0 || 1
trigger3 = Var(47) != 0
trigger3 = Var(47) := 0 || 1
trigger4 = Var(48) != 0
trigger4 = Var(48) := 0 || 1
trigger5 = Var(49) != 0
trigger5 = Var(49) := 0 || 1
trigger6 = Var(51) != 0
trigger6 = Var(51) := 0 || 1
trigger7 = Var(52) != 0
trigger7 = Var(52) := 0 || 1
trigger8 = Var(53) != 0
trigger8 = Var(53) := 0 || 1

;学習リセット(学習間違い or ガード不能)
[State -1, AI]
type = Null
trigger1 = Var(47) > 0
trigger1 = Var(47) = Var(51) || Var(47) = Var(52) || Var(47) = Var(53)
trigger1 = Var(47) := 0 || 1
trigger2 = Var(48) > 0
trigger2 = Var(48) = Var(51) || Var(48) = Var(52) || Var(48) = Var(53)
trigger2 = Var(48) := 0 || 1
trigger3 = Var(49) > 0
trigger3 = Var(49) = Var(51) || Var(49) = Var(52) || Var(49) = Var(53)
trigger3 = Var(49) := 0 || 1
trigger4 = Var(51) > 0
trigger4 = Var(51) = Var(47) || Var(51) = Var(48) || Var(51) = Var(49)
trigger4 = Var(51) := 0 || 1
trigger5 = Var(52) > 0
trigger5 = Var(52) = Var(47) || Var(52) = Var(48) || Var(52) = Var(49)
trigger5 = Var(52) := 0 || 1
trigger6 = Var(53) > 0
trigger6 = Var(53) = Var(47) || Var(53) = Var(48) || Var(53) = Var(49)
trigger6 = Var(53) := 0 || 1

[State -1, 学習吸い上げ・投げ学習]
type = VarSet
trigger1 = Var(45) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(45) > 0
v = 45
value = Helper(6001),Var(45)
ignorehitpause = 1

[State -1, 学習吸い上げ・投げ学習]
type = VarSet
trigger1 = Var(46) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(46) > 0
v = 46
value = Helper(6001),Var(46)
ignorehitpause = 1

[State -1, 学習吸い上げ・中段学習]
type = VarSet
trigger1 = Var(47) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(47) > 0
v = 47
value = Helper(6001),Var(47)
ignorehitpause = 1

[State -1, 学習吸い上げ・中段学習]
type = VarSet
trigger1 = Var(48) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(48) > 0
v = 48
value = Helper(6001),Var(48)
ignorehitpause = 1

[State -1, 学習吸い上げ・中段学習]
type = VarSet
trigger1 = Var(49) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(49) > 0
v = 49
value = Helper(6001),Var(49)
ignorehitpause = 1

[State -1, 学習吸い上げ・下段学習]
type = VarSet
trigger1 = Var(51) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(50) > 0
v = 51
value = Helper(6001),Var(50)
ignorehitpause = 1

[State -1, 学習吸い上げ・下段学習]
type = VarSet
trigger1 = Var(52) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(51) > 0
v = 52
value = Helper(6001),Var(51)
ignorehitpause = 1

[State -1, 学習吸い上げ・下段学習]
type = VarSet
trigger1 = Var(53) = 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(52) > 0
v = 53
value = Helper(6001),Var(52)
ignorehitpause = 1

;===========================================================================
;立ち中段ガード判断
[State -1, AI]
type = VarSet
triggerall = FVar(38) != 0
trigger1 = EnemyNear(Var(55)),MoveType != A
trigger2 = EnemyNear(Var(55)),Time = 1
trigger2 = EnemyNear(Var(55)),StateNo >= 200
trigger2 = EnemyNear(Var(55)),PrevStateNo >= 200
trigger2 = EnemyNear(Var(55)),PrevStateNo != EnemyNear(Var(55)),StateNo
trigger2 = EnemyNear(Var(55)),PrevStateNo + 1 != EnemyNear(Var(55)),StateNo
trigger2 = EnemyNear(Var(55)),PrevStateNo + 2 != EnemyNear(Var(55)),StateNo
trigger3 = EnemyNear(Var(55)),Time = 1
trigger3 = EnemyNear(Var(55)),StateNo >= 200
trigger3 = EnemyNear(Var(55)),PrevStateNo >= 200
trigger3 = EnemyNear(Var(55)),PrevStateNo = EnemyNear(Var(55)),StateNo
fv = 38
value = 0
ignorehitpause = 1

[State -1, AI]
Type = VarAdd
trigger1 = EnemyNear(Var(55)),MoveType = A
fv = 38
value = 1
ignorehitpause = 1

[State -1, AI]
type = VarSet
triggerall = FVar(39) != 0
trigger1 = EnemyNear(Var(55)),Time < 5
trigger2 = EnemyNear(Var(55)),MoveType != A
trigger3 = EnemyNear(Var(55)),StateType != S
fv = 39
value = 0
ignorehitpause = 1

[State -1, AI]
type = VarSet
trigger1 = NumHelper(6001) > 0
trigger1 = EnemyNear(Var(55)),StateType = S
trigger1 = EnemyNear(Var(55)),StateNo != Var(51)
trigger1 = EnemyNear(Var(55)),StateNo != Var(52)
trigger1 = EnemyNear(Var(55)),StateNo != Var(53)
trigger1 = FVar(38) >= Floor((25 - Var(59)) + (Helper(6001),Var(8)))
fv = 39
value = 1
ignorehitpause = 1

;===========================================================================
;相手進行方向判別
[State -1, AI]
type = VarSet
trigger1 = 1
v = 54
value = (Facing * EnemyNear(Var(55)),Facing) * IfElse(P2Dist X > 0, 1, -1) * IfElse((EnemyNear(Var(55)),BackEdgeDist <= 5 || EnemyNear(Var(55)),FrontEdgeDist < 5), 0, 1)
ignorehitpause = 1

;===========================================================================
;タッグ時相手判別
[State -1, AI]
type = VarSet
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear,Alive
v = 55
value = 0
ignorehitpause = 1

[State -1, AI]
type = VarSet
trigger1 = NumEnemy > 1
trigger1 = !EnemyNear,Alive
v = 55
value = 1
ignorehitpause = 1

;===========================================================================
;コンボフラグ解除
[State -1, AI]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = !IsHelper
trigger1 = MoveType = H || RoundState != 2 || StateNo = 213
trigger2 = EnemyNear(Var(55)),MoveType != H || EnemyNear(Var(55)),StateType = L
trigger3 = EnemyNear(Var(55)),StateNo = [5120,5299]
v = 56
value = 0
ignorehitpause = 1

;力コンボ
[State -1, AI]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(50) = 0
triggerall = Var(56) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = MoveHit && StateNo = [200,209]
trigger1 = EnemyNear(Var(55)),StateType != A
trigger1 = Random <= Var(59) * Var(59) * 10
trigger2 = MoveHit && StateNo = [220,223]
trigger2 = EnemyNear(Var(55)),StateType != A
trigger3 = MoveHit && StateNo = [250,251]
v = 56
value = 1
ignorehitpause = 1

;技コンボ
[State -1, AI]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(50) != 0
triggerall = Var(56) = 0
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = MoveHit
trigger1 = StateNo = 206 || StateNo = 209 || StateNo = 221 || StateNo = 223 || StateNo = [200,203]
trigger2 = MoveHit
trigger2 = StateNo = [1000,1229]
v = 56
value = 2
ignorehitpause = 1

;愚者の嘆きコンボ
[State -1, AI]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = StateNo = 237
trigger1 = EnemyNear(Var(55)),MoveType = H
v = 56
value = 3
ignorehitpause = 1

;===========================================================================
;優先度高めの行動

;負の洗礼
[State -1, 641236+AB]
type = ChangeState
value = 500
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = NumPartner
triggerall = Partner,Alive && Partner,Life > 0
triggerall = !(Partner,MoveType = A && EnemyNear(Var(55)),StateNo = [5050,5099])
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Var(16) != 0
triggerall = Ctrl
triggerall = P2BodyDist X = [50,220]
trigger1 = NumEnemy >= 2
trigger1 = Enemy(0),StateType != A || Enemy(1),StateType != A
trigger1 = Enemy(0),StateType != L || Enemy(1),StateType != L
trigger1 = Facing*Enemy(0),Facing = -1 && Facing*Enemy(1),Facing = -1 || (Facing*Enemy(0),Facing = 1 && Facing*Enemy(1),Facing = 1)
trigger1 = Enemy(0),Alive && (Abs(Pos X) + Abs(Enemy(0),Pos X) > IfElse(Enemy(0),MoveType = H , 75, 150))
trigger1 = Enemy(1),Alive && (Abs(Pos X) + Abs(Enemy(1),Pos X) > IfElse(Enemy(1),MoveType = H , 75, 150))
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 5)
trigger2 = NumEnemy >= 2
trigger2 = !(Enemy(0),Alive && Enemy(1),Alive)
trigger2 = EnemyNear(Var(55)),StateType != A
trigger2 = EnemyNear(Var(55)),StateType != L
trigger2 = P2BodyDist X > IfElse(EnemyNear(Var(55)),MoveType = H, 75, 150)
trigger2 = Random >= 1000 - (Var(59) * Var(59) * 5)

;負の洗礼
[State -1, 641236+AB]
type = ChangeState
value = 500
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = NumPartner
triggerall = Partner,Alive && Partner,Life > 0
triggerall = !(Partner,MoveType = A && EnemyNear(Var(55)),StateNo = [5000,5099])
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Var(16) != 0
triggerall = Ctrl
triggerall = P2BodyDist X = [100,240]
trigger1 = BackEdgeDist < 60
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 2)
trigger2 = Facing*Partner,Facing = 1
trigger2 = Partner,MoveType != H
trigger2 = EnemyNear(Var(55)),MoveType = A || EnemyNear(Var(55)),Ctrl
trigger2 = Random >= 1000 - (Var(59) * Var(59) * 1)
trigger3 = NumEnemy >= 2
trigger3 = Partner,MoveType = H
trigger3 = Enemy(0),Alive && Enemy(0),MoveType = A || Enemy(1),Alive && Enemy(1),MoveType = A
trigger3 = Random >= 1000 - (Var(59) * Var(59) * 3)
trigger4 = Facing*Partner,Facing = 1
trigger4 = (Partner,Pos X * Partner,Facing) - (Pos X * Facing) > 0
trigger4 = Partner,P2BodyDist X <= (P2BodyDist X - 25)
trigger4 = Random >= 1000 - (Var(59) * Var(59) * 2)
trigger5 = NumEnemy >= 2
trigger5 = Enemy(0),Alive && Enemy(1),Alive
trigger5 = Abs(Pos X) + Abs(Enemy(1),Pos X) > 150
trigger5 = Random >= 1000 - (Var(59) * Var(59) * 3)

;黄泉への翼（弱）
[State -1, 623+A]
type = ChangeState
value = 250+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Enemy,TeamMode = Simul
triggerall = StateType != A
triggerall = NumPartner
triggerall = Partner,Alive && Partner,Life > 0
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl || StateNo = 100
trigger1 = EnemyNear(Var(55)),Vel Y > 0
trigger1 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 5) * Var(54)) = [10,75]
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) = [-120,-50]
trigger1 = Random <= Var(59) * Var(59) * 5
trigger2 = EnemyNear(Var(55)),MoveType = H
trigger2 = EnemyNear(Var(55)),Anim = [5050,5099]
trigger2 = EnemyNear(Var(55)),Vel X = [-2,2]
trigger2 = EnemyNear(Var(55)),Vel Y = [-2,2]
trigger2 = P2BodyDist X = [-5,75]
trigger2 = EnemyNear(Var(55)),Pos Y = [-80,-20]
trigger2 = Random <= Var(59) * Var(59) * 5

;ジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = StateNo != 100
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,90]
triggerall = Random <= Var(59) * Var(59) * 9
trigger1 = Ctrl || StateNo = 710 && Time >= Floor(20 - Var(59) + (Helper(6001),Var(8) * 0.5))
trigger1 = EnemyNear(Var(55)),StateNo = 721
trigger1 = EnemyNear(Var(55)),StateTime < 20 - Var(59)
trigger2 = Ctrl
trigger2 = EnemyNear(Var(55)),StateNo = 59100 || EnemyNear(Var(55)),StateNo = 59204
trigger3 = Ctrl
trigger3 = EnemyNear(Var(55)),StateNo = 88210
trigger3 = EnemyNear(Var(55)),StateTime < 40 - Var(59)

;ジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = [1,10]
triggerall = Var(50) = 1
triggerall = StateType != A
triggerall = StateNo != 100
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = Ctrl || StateNo = 710 && Time >= Floor(20 - Var(59) + (Helper(6001),Var(8) * 0.5))
trigger1 = EnemyNear(Var(55)),StateNo = 721
trigger1 = EnemyNear(Var(55)),Vel Y != 0
trigger1 = Random <= Var(59) * Var(59) * 9

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = StateNo != [100,101]
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X >= 60 - (Var(59) * 5)
triggerall = Random >= 1000 - (Var(59) * Var(59) * 9)
trigger1 = Ctrl || StateNo = 710 && Time >= Floor(20 - Var(59) + (Helper(6001),Var(8) * 0.5))
trigger1 = EnemyNear(Var(55)),Anim = [720,721]
trigger2 = Ctrl
trigger2 = EnemyNear(Var(55)),StateNo = 59100 || EnemyNear(Var(55)),StateNo = 59204 || EnemyNear(Var(55)),StateNo = 88210

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = StateNo != [100,101]
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl || StateNo = 710 && Time >= Floor(20 - Var(59) + (Helper(6001),Var(8) * 0.5))
trigger1 = EnemyNear(Var(55)),StateNo = 721
trigger1 = P2BodyDist X >= 70
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 9)

;JB
[State -1, JB]
type = ChangeState
value = 221+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = P2Dist X >= 0 && Vel Y > 0
triggerall = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(55)),Vel X * 10) = [-80,80]
triggerall = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(55)),Vel Y * 10) = [-70,70]
triggerall = Random <= Var(59) * Var(59) * 9
trigger1 = EnemyNear(Var(55)),StateNo = 721
trigger2 = EnemyNear(Var(55)),StateNo = 59100
trigger3 = EnemyNear(Var(55)),StateNo = 59204
trigger4 = EnemyNear(Var(55)),StateNo = 88210

;黄泉への翼（強）
[State -1, 623+B]
type = ChangeState
value = 251+Var(40)
triggerall = Var(59) = [1,10]
;triggerall = Var(50) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
;triggerall = Power >= 1000-(Var(59)*20) || Var(16) != 0
trigger1 = Ctrl || StateNo = 710 && Time >= Floor(20 - Var(59) + (Helper(6001),Var(8) * 0.5))
trigger1 = EnemyNear(Var(55)),StateNo = 721
trigger1 = EnemyNear(Var(55)),Vel Y != 0
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) = [-30,0]
trigger1 = P2BodyDist X = [-5,70]
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 10)

;4A
[State -1, 200]
type = ChangeState
value = 200+Var(40)
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,15]
triggerall = Random >= 1000 - (Var(59) * Var(59) * 8)
trigger1 = Ctrl || StateNo = 710 && Time >= Floor(20 - Var(59) + (Helper(6001),Var(8) * 0.5))
trigger1 = EnemyNear(Var(55)),Anim = [720,721]
trigger2 = Ctrl
trigger2 = EnemyNear(Var(55)),StateNo = 59100 || EnemyNear(Var(55)),StateNo = 59204 || EnemyNear(Var(55)),StateNo = 88210

;負の裁き
[State -1, 41236+AB]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(50) = 1
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2Dist X >= 0
triggerall = Pos Y <= -30
triggerall = StateNo = 221+Var(40)
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = EnemyNear(Var(55)),PrevStateNo = 721
trigger2 = EnemyNear(Var(55)),PrevStateNo = 59100
trigger3 = EnemyNear(Var(55)),PrevStateNo = 59204
trigger4 = EnemyNear(Var(55)),PrevStateNo = 88210
var(6) = 510
ignorehitpause = 1

;負の裁き
[State -1, 41236+AB]
type = ChangeState
value = 510
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = Var(50) = 1
triggerall = Var(40) = 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2Dist X >= 0
triggerall = Pos Y <= -30
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = Ctrl
trigger1 = EnemyNear(Var(55)),StateNo = 721
trigger1 = EnemyNear(Var(55)),Vel Y > 0
trigger1 = P2BodyDist Y + (EnemyNear(Var(55)),Vel Y * 15) >= -150
trigger1 = P2BodyDist X = [-35,100]
trigger1 = P2BodyDist Y = [-60,120]
trigger1 = Random <= Var(59) * Var(59) * 10

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != C
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = !(EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT)
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
trigger1 = Ctrl || StateNo = 100
trigger1 = NumHelper(6001) > 0
trigger1 = NumHelper(99990) > 0
trigger1 = Helper(6001),Var(15) >= Floor((20 - Var(59)) + (Helper(6001),Var(8) * 0.5))
trigger1 = Helper(6001),Var(17) = 0
trigger1 = !(Helper(99990),Var(58) & 128)
trigger1 = EnemyNear(Var(55)),MoveType = A && !(EnemyNear(Var(55)),Ctrl)
trigger1 = EnemyNear(Var(55)),StateNo >= 200
trigger1 = EnemyNear(Var(55)),MoveContact = 0
trigger1 = EnemyNear(Var(55)),HitDefAttr = SA, NA, SA
trigger1 = EnemyNear(Var(55)),Vel Y >= 0
trigger1 = EnemyNear(Var(55)),AnimTime < -15
trigger1 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 6) * Var(54)) = [-25,100]
trigger1 = P2BodyDist Y - (Vel Y * 6) + (EnemyNear(Var(55)),Vel Y * 6) = [-30,90]
trigger1 = IfElse(EnemyNear(Var(55)),StateType = A, EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 6) < 0, 1)
trigger1 = Random <= Helper(6001),Var(15) * Ceil(Var(58) * 0.5)

;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = !(EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT)
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
trigger1 = Ctrl || StateNo = 100
trigger1 = NumHelper(6001) > 0
trigger1 = NumHelper(99990) > 0
trigger1 = Helper(6001),Var(15) >= Floor((20 - Var(59)) + (Helper(6001),Var(8) * 0.5))
trigger1 = Helper(6001),Var(17) = 0
trigger1 = !(Helper(99990),Var(58) & 128)
trigger1 = EnemyNear(Var(55)),MoveType = A && !(EnemyNear(Var(55)),Ctrl)
trigger1 = EnemyNear(Var(55)),StateNo >= 200
trigger1 = EnemyNear(Var(55)),MoveContact = 0
trigger1 = EnemyNear(Var(55)),HitDefAttr = SC, NA, SA
trigger1 = EnemyNear(Var(55)),Vel Y >= 0
trigger1 = EnemyNear(Var(55)),AnimTime < -15
trigger1 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 6) * Var(54)) = [-25,75]
trigger1 = P2BodyDist Y = [-30,90]
trigger1 = IfElse(EnemyNear(Var(55)),StateType = A, EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 6) < 0, 1)
trigger1 = Random <= Helper(6001),Var(15) * Ceil(Var(58) * 0.5)

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = NumHelper(6001) > 0
triggerall = NumHelper(99990) > 0
triggerall = Helper(6001),Var(19) > 0
triggerall = !(Helper(99990),Var(58) & 128)
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SA, NA, SA
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Ctrl
triggerall = Facing*EnemyNear(Var(55)),Facing = -1
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 5) * Var(54)) = [-25,75]
triggerall = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(55)),Vel Y * 5) = [-75,75]
triggerall = Random < (Var(58) * 2) * 3
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(21) > 0
trigger1 = Helper(6001),Var(23) > 0
trigger1 = EnemyNear(Var(55)),StateNo = Helper(6001),Var(21)
trigger1 = (Helper(6001),Var(23) - EnemyNear(Var(55)),Time) >= 0
trigger2 = NumHelper(6001) > 0
trigger2 = Helper(6001),Var(22) > 0
trigger2 = Helper(6001),Var(24) > 0
trigger2 = EnemyNear(Var(55)),StateNo = Helper(6001),Var(22)
trigger2 = (Helper(6001),Var(24) - EnemyNear(Var(55)),Time) >= 0

;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = NumHelper(6001) > 0
triggerall = NumHelper(99990) > 0
triggerall = Helper(6001),Var(19) > 0
triggerall = !(Helper(99990),Var(58) & 128)
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SC, NA, SA
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Ctrl
triggerall = Facing*EnemyNear(Var(55)),Facing = -1
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 5) * Var(54)) = [-25,75]
triggerall = P2BodyDist Y = [-60,60]
triggerall = Random < (Var(58) * 2) * 3
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(21) > 0
trigger1 = Helper(6001),Var(23) > 0
trigger1 = EnemyNear(Var(55)),StateNo = Helper(6001),Var(21)
trigger1 = (Helper(6001),Var(23) - EnemyNear(Var(55)),Time) >= 0
trigger2 = NumHelper(6001) > 0
trigger2 = Helper(6001),Var(22) > 0
trigger2 = Helper(6001),Var(24) > 0
trigger2 = EnemyNear(Var(55)),StateNo = Helper(6001),Var(22)
trigger2 = (Helper(6001),Var(24) - EnemyNear(Var(55)),Time) >= 0

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SA, NA, SA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(17) = 0
triggerall = EnemyNear(Var(55)),Vel Y >= 0
triggerall = EnemyNear(Var(55)),AnimTime < -10
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 6) * Var(54)) = [-50,70 - (Var(58) * 0.2)]
triggerall = P2BodyDist Y + (EnemyNear(Var(55)),Vel Y * 6) = [-30,90]
triggerall = IfElse(EnemyNear(Var(55)),StateType = A, EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 6) < 0, 1)
trigger1 = StateType != A
trigger1 = Ctrl || StateNo = 100
trigger1 = Helper(6001),Var(7) >= Floor((15 - (Var(58) * 0.1)) + (Helper(6001),Var(8) * 0.5))
trigger1 = Helper(6001),Var(15) >= Floor(5 - Ceil(Var(58) * 0.05))
trigger1 = Random <= Ceil((Var(58) * Var(58) * Var(59)) * 0.01)

;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = Var(59) = [1,10]
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SC, NA, SA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(17) = 0
triggerall = EnemyNear(Var(55)),Vel Y >= 0
triggerall = EnemyNear(Var(55)),AnimTime < -10
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 4) * Var(54)) = [-50,70 - (Var(58) * 0.2)]
triggerall = P2BodyDist Y = [-30,90]
trigger1 = StateType != A
trigger1 = Ctrl || StateNo = 100
trigger1 = Helper(6001),Var(7) >= Floor((15 - (Var(58) * 0.1)) + (Helper(6001),Var(8) * 0.5))
trigger1 = Helper(6001),Var(15) >= Floor(5 - Ceil(Var(58) * 0.05))
trigger1 = Random <= Ceil((Var(58) * Var(58) * Var(59)) * 0.01)

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SA, NA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = EnemyNear(Var(55)),AnimTime < -10
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
trigger1 = Ctrl || StateNo = 100
trigger1 = P2Dist X >= 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(15) >= Floor(5 - Ceil(Var(58) * 0.05))
trigger1 = P2BodyDist X = [-50,Helper(6001),Var(30)+5]
trigger1 = Random <= Ceil((Var(58) * Var(58) * Var(59)) * 0.01)

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SA, SA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = EnemyNear(Var(55)),AnimTime < -10
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
trigger1 = Ctrl || StateNo = 100
trigger1 = P2Dist X >= 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(15) >= Floor(5 - Ceil(Var(58) * 0.05))
trigger1 = P2BodyDist X = [-50,Helper(6001),Var(31)+5]
trigger1 = Random <= Ceil((Var(58) * Var(58) * Var(59)) * 0.01)

;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SC, NA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = EnemyNear(Var(55)),AnimTime < -10
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
trigger1 = Ctrl || StateNo = 100
trigger1 = P2Dist X >= 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(15) >= Floor(5 - Ceil(Var(58) * 0.05))
trigger1 = P2BodyDist X = [-50,Helper(6001),Var(30)+5]
trigger1 = Random <= Ceil((Var(58) * Var(58) * Var(59)) * 0.01)

;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SC, SA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = EnemyNear(Var(55)),AnimTime < -10
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
trigger1 = Ctrl || StateNo = 100
trigger1 = P2Dist X >= 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(15) >= Floor(5 - Ceil(Var(58) * 0.05))
trigger1 = P2BodyDist X = [-50,Helper(6001),Var(31)+5]
trigger1 = Random <= Ceil((Var(58) * Var(58) * Var(59)) * 0.01)

;ジャンプ回避
[State -1, AI]
type = ChangeState
value = 40
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = Facing*EnemyNear(Var(55)),Facing = -1
trigger1 = EnemyNear(Var(55)),HitDefAttr = SC, NT, ST, HT
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(15) >= Ceil(60 * (1 / Var(59)))
trigger1 = Random >= 1000 - (Helper(6001),Var(15) * Var(59) * 5)
trigger2 = EnemyNear(Var(55)),StateType != A
trigger2 = EnemyNear(Var(55)),StateNo = Var(45)
trigger2 = Random <= Var(59) * Var(59) * 8
trigger3 = EnemyNear(Var(55)),StateType != A
trigger3 = EnemyNear(Var(55)),StateNo = Var(46)
trigger3 = Random <= Var(59) * Var(59) * 8

;バックステップ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = PrevStateNo != [105,106]
triggerall = Facing*EnemyNear(Var(55)),Facing = -1
trigger1 = EnemyNear(Var(55)),HitDefAttr = A, NT, ST, HT
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(15) >= Ceil(60 * (1 / Var(59)))
trigger1 = Random >= 1000 - (Helper(6001),Var(15) * Var(59) * 5)
trigger2 = EnemyNear(Var(55)),StateType = A
trigger2 = EnemyNear(Var(55)),StateNo = Var(45)
trigger2 = Random <= Var(59) * Var(59) * 8
trigger3 = EnemyNear(Var(55)),StateType = A
trigger3 = EnemyNear(Var(55)),StateNo = Var(46)
trigger3 = Random <= Var(59) * Var(59) * 8

;負の洗礼
[State -1, 641236+AB]
type = ChangeState
value = 500
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Var(16) != 0
triggerall = Ctrl || StateNo = 100
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(25) > 0
triggerall = Helper(6001),Var(10) < 200 && P2BodyDist X > 20 || (Helper(6001),Var(26) = 0 && P2BodyDist X = [50,200])
trigger1 = Helper(6001),Var(25) <= 30
trigger1 = EnemyNear(Var(55)),StateNo = 234
trigger1 = EnemyNear(Var(55)),Time >= (Helper(6001),Var(25) - 10) - Helper(6001),Var(8)
trigger1 = Random <= Var(59) * Var(59) * 2
trigger2 = Helper(6001),Var(25) >= 30
trigger2 = EnemyNear(Var(55)),StateNo = 235
trigger2 = EnemyNear(Var(55)),Time >= (Helper(6001),Var(25) - 30) - Helper(6001),Var(8)
trigger2 = Random <= Var(59) * Var(59) * 3
trigger3 = Helper(6001),Var(25) >= 50
trigger3 = EnemyNear(Var(55)),StateNo = 5120 || EnemyNear(Var(55)),StateNo = 85950
trigger3 = EnemyNear(Var(55)),Time >= (Helper(6001),Var(25) - 50) - Helper(6001),Var(8)
trigger3 = Random <= Var(59) * Var(59) * 4

;欺瞞の鏡
[State -1, 41236+X]
type = ChangeState
value = 270+var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),Anim != [720,721]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = P2BodyDist X >= 175
triggerall = Random <= Floor(Var(59) * Var(59) * P2BodyDist X * 0.01)
trigger1 = NumHelper(99990) > 0
trigger1 = !(Helper(99990),Var(58) & 1)
trigger1 = !(Helper(99990),Var(58) & 2)
trigger1 = (Helper(99990),Var(58) & 128)
trigger2 = NumHelper(6000) > 0
trigger2 = NumHelper(6001) > 0
trigger2 = Helper(6000),Var(13) = 1
trigger2 = Helper(6001),Var(15) = [20,60]
trigger2 = Enemy,NumProj > Helper(6000),Var(12)

;黄泉への翼（弱）
[State -1, 623+A]
type = ChangeState
value = 250+Var(40)
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = MoveHit || MoveReversed
triggerall = Facing*EnemyNear(Var(55)),Facing = -1
triggerall = P2BodyDist X = [-5,50]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed) && NumTarget(2010) > 0
trigger3 = StateNo = 202 && (AnimElemTime(6) >= 0 && AnimElemTime(17) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger4 = StateNo = 203 && (AnimElemTime(5) >= 0 && AnimElemTime(10) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger5 = StateNo = 206 && (AnimElemTime(4) >= 0 && AnimElemTime(9) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger6 = StateNo = 206 && (AnimElemTime(12) >= 0 && AnimElemTime(15) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger7 = StateNo = 207 && (AnimElemTime(4) >= 0 && AnimElemTime(9) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger8 = StateNo = 207 && (AnimElemTime(12) >= 0 && AnimElemTime(15) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger9 = StateNo = 208 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)
trigger10= StateNo = 209 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0) && (IfElse(Var(50) = 0, MoveHit, MoveContact) || MoveReversed)

;===========================================================================
;立ち回り技振り

;愚者の嘆き
[State -1, 63214+X]
type = ChangeState
value = 236+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(5) = 0
triggerall = Helper(6001),Var(32) = 0
triggerall = EnemyNear(Var(55)),MoveType != H
triggerall = EnemyNear(Var(55)),Statetype != A
triggerall = EnemyNear(Var(55)),Statetype != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [120,159]
triggerall = !(EnemyNear(Var(55)),Vel X > 5.0 && Facing*EnemyNear(Var(55)),Facing = 1)
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,29]
triggerall = Ctrl || StateNo = 100 || StateNo = 224
triggerall = Random >= 1000 - (Var(59) * Var(59) * IfElse((StateNo = 100 || PrevStateNo = 105), 8, 3))
trigger1 = Helper(6001),Var(19) > 5
trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
trigger3 = EnemyNear(Var(55)),MoveType = I
trigger4 = EnemyNear(Var(55)),PrevStateNo = [140,159]
trigger5 = EnemyNear(Var(55)),AnimTime >= -3
trigger5 = EnemyNear(Var(55)),HitDefAttr = SC, NA, SA
trigger6 = EnemyNear(Var(55)),Time <= 1
trigger6 = !(EnemyNear(Var(55)),Ctrl)
trigger6 = !(EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;投げ
[State -1, Throw]
type = ChangeState
value = 230
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(5) = 0
triggerall = StateNo != [100,101]
triggerall = EnemyNear(Var(55)),MoveType != H
triggerall = EnemyNear(Var(55)),Statetype != A
triggerall = EnemyNear(Var(55)),Statetype != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [120,139]
triggerall = EnemyNear(Var(55)),StateNo != [150,159]
triggerall = EnemyNear(Var(55)),PrevStateNo != [120,139]
triggerall = EnemyNear(Var(55)),PrevStateNo != [150,159]
triggerall = !(EnemyNear(Var(55)),Vel X > 5.0 && Facing*EnemyNear(Var(55)),Facing = 1)
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,5]
triggerall = Ctrl
triggerall = Random <= Var(59) * Var(59) * 2
trigger1 = BackEdgeDist < 60 || Helper(6001),Var(19) > 5
trigger2 = Enemy,NumHelper = 0 || Enemy,NumProj = 0
trigger3 = EnemyNear(Var(55)),AnimTime >= -3
trigger3 = EnemyNear(Var(55)),HitDefAttr = SC, NA, SA
trigger4 = EnemyNear(Var(55)),Time <= 1
trigger4 = !(EnemyNear(Var(55)),Ctrl)
trigger4 = !(EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP)

;4A
[State -1, 4A]
type = ChangeState
value = 200+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),Anim != [720,721]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !(Helper(6001),Var(21) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(21)))
triggerall = !(Helper(6001),Var(22) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(22)))
trigger1 = Ctrl || StateNo = 100
trigger1 = NumHelper(6001) > 0
trigger1 = P2BodyDist X = [-5,90 + (EnemyNear(Var(55)),Vel X * 5)]
trigger1 = Helper(6001),Var(8) >= 5 && Random <= Var(59) * Var(59) * 1 || (Random <= Var(59) * 2)
trigger2 = Ctrl && (StateNo = 52 || PrevStateNo = 52)
trigger2 = EnemyNear(Var(55)),StateNo = [150,159]
trigger2 = P2BodyDist X = [-5,15]
trigger2 = Random <= Var(59) * Var(59) * 3

;5A
[State -1, 5A]
type = ChangeState
value = 201+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(50) != 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger1 = P2BodyDist X = [-5,100]
trigger1 = Random <= Var(59) * Var(59) * 10

;5A-A
[State -1, 5A-A]
type = ChangeState
value = 202+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(50) != 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2010) > 0
trigger1 = P2BodyDist X = [-5,110]
trigger1 = Random <= Var(59) * Var(59) * 10

;5B
[State -1, 5B]
type = ChangeState
value = 203+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(50) != 0 && MoveContact
trigger1 = StateNo = 202 && (AnimElemTime(14) > 0 && AnimElemTime(17) < 0)
trigger1 = P2BodyDist X = [-5,90]
trigger1 = Random <= Var(59) * Var(59) * 10

;5B
[State -1, 5B]
type = ChangeState
value = 203+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [233,235]
triggerall = EnemyNear(Var(55)),StateNo != [255,256]
triggerall = EnemyNear(Var(55)),StateNo != [720,721]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !InGuardDist
triggerall = NumHelper(6000) > 0
triggerall = Helper(6000),Var(13) != [2,3]
triggerall = Ctrl && StateNo != 52
triggerall = P2Dist X - (EnemyNear(Var(55)),Vel X * 12) >= 0
triggerall = !(Helper(6001),Var(21) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(21)))
triggerall = !(Helper(6001),Var(22) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(22)))
trigger1 = NumHelper(6001) > 0
trigger1 = !(Helper(6001),Var(19) > 0 && P2BodyDist X <= 80)
trigger1 = EnemyNear(Var(55)),StateType != A
trigger1 = P2BodyDist X = [-5,110 + (EnemyNear(Var(55)),Vel X * 8)]
trigger1 = Helper(6001),Var(8) >= 8 && Random <= Var(59) * Var(59) * 1 || (Random <= Var(59) * 1)
trigger2 = EnemyNear(Var(55)),StateType = A
trigger2 = EnemyNear(Var(55)),Vel Y != [-3,3]
trigger2 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 10) >= -120
trigger2 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 8) * Var(54)) = [-35,80]
trigger2 = Random <= Var(59) * Var(59) * 1

;2A
[State -1, 2A]
type = ChangeState
value = 208+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [233,235]
triggerall = EnemyNear(Var(55)),StateNo != [255,256]
triggerall = EnemyNear(Var(55)),StateNo != [720,721]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !InGuardDist
triggerall = !(Helper(6001),Var(21) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(21)))
triggerall = !(Helper(6001),Var(22) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(22)))
trigger1 = Ctrl
trigger1 = NumHelper(6000) > 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6000),Var(13) != [2,3]
trigger1 = Helper(6001),Var(8) >= 8
trigger1 = P2BodyDist X = [100,120 + (EnemyNear(Var(55)),Vel X * 8)]
trigger1 = Random <= Var(59) * 2

;中段攻撃
[State -1, B+C]
type = ChangeState
value = 205+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [233,235]
triggerall = EnemyNear(Var(55)),StateNo != [255,256]
triggerall = EnemyNear(Var(55)),StateNo != [720,721]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !InGuardDist
triggerall = !(Helper(6001),Var(21) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(21)))
triggerall = !(Helper(6001),Var(22) && (EnemyNear(Var(55)),StateNo = Helper(6001),Var(22)))
trigger1 = Ctrl
trigger1 = NumHelper(6000) > 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6000),Var(13) != [2,3]
trigger1 = Helper(6001),Var(8) >= 8
trigger1 = P2BodyDist X = [80,120]
trigger1 = Random <= Var(59) * 2

;JC
[State -1, JC]
type = ChangeState
value = 222+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = Vel Y >= -2.0
trigger1 = Pos Y <= -10 - (Vel Y * 5)
trigger1 = P2Dist X - (Vel X * 5) < 0
trigger1 = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(55)),Vel X * 5) = [-50,30]
trigger1 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(55)),Vel Y * 5) = [-50,60]
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 5)

;JB
[State -1, JB]
type = ChangeState
value = 221+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = P2Dist X - (Vel X * 10) >= 0
trigger1 = EnemyNear(Var(55)),StateType != L
trigger1 = Vel Y >= -2.0
trigger1 = Pos Y <= -40 - (Vel Y * 10)
trigger1 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(55)),Vel X * 10) = [-80,80]
trigger1 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(55)),Vel Y * 10) = [-70,70]
trigger1 = Random <= Var(59) * Var(59) * 5
trigger2 = EnemyNear(Var(55)),StateNo = 5120
trigger2 = EnemyNear(Var(55)),AnimTime = [-10,-5]
trigger2 = Vel Y >= -2.0
trigger2 = Pos Y <= -40 - (Vel Y * 10)
trigger2 = P2BodyDist X - (Vel X * 10) - (EnemyNear(Var(55)),Vel X * 10) = [-80,80]
trigger2 = P2BodyDist Y - (Vel Y * 10) + (EnemyNear(Var(55)),Vel Y * 10) = [-70,70]
trigger2 = Random >= 1000 - (Var(59) * (20 + (20 + (EnemyNear(Var(55)),AnimTime * 2))))
trigger3 = !InGuardDist
trigger3 = Helper(6001),Var(7) > 10 || Vel Y >= -3.0
trigger3 = EnemyNear(Var(55)),MoveType != A
trigger3 = EnemyNear(Var(55)),Vel X < 3.0
trigger3 = Vel X <= 0
trigger3 = Pos Y <= -40 - (Vel Y * 10)
trigger3 = P2BodyDist X = [-5,175]
trigger3 = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(53)),Vel Y * 5) = [-50,120]
trigger3 = Random >= 1000 - (Var(59) * Var(59) * 2)

;JC
[State -1, JC]
type = ChangeState
value = 222+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = P2BodyDist X - (Vel X * 5) - (EnemyNear(Var(55)),Vel X * 5) = [-50,30]
triggerall = P2BodyDist Y - (Vel Y * 5) + (EnemyNear(Var(55)),Vel Y * 5) = [-50,60]
trigger1 = EnemyNear(Var(55)),StateType != L
trigger1 = Vel Y >= -2.0
trigger1 = Pos Y <= -10 - (Vel Y * 5)
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 3)
trigger2 = EnemyNear(Var(55)),StateNo = 5120
trigger2 = EnemyNear(Var(55)),AnimTime = [-5,-3]
trigger2 = Vel Y >= -2.0
trigger2 = Pos Y <= -30 - (Vel Y * 5)
trigger2 = Random <= Var(59) * (20 + (15 + (EnemyNear(Var(55)),AnimTime * 3)))

;黄泉への翼（弱）
[State -1, 623+A]
type = ChangeState
value = 250+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl || StateNo = 100
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) >= 200
trigger1 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 5) * Var(54)) = [10,75]
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) = [-120,-50]
trigger1 = Random >= 1000 - (Var(59) * Var(59) * 2)
trigger2 = Ctrl || StateNo = 100
trigger2 = EnemyNear(Var(55)),MoveType = A
trigger2 = EnemyNear(Var(55)),StateType = A
trigger2 = EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP, AT
trigger2 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 5) * Var(54)) = [0,80]
trigger2 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) = [-100,-25]
trigger2 = Random >= 1000 - (Var(59) * Var(59) * 3)
trigger3 = Ctrl || StateNo = 100
trigger3 = Helper(6001),Var(15) < 10
trigger3 = EnemyNear(Var(55)),MoveType = A
trigger3 = EnemyNear(Var(55)),StateType != A
trigger3 = EnemyNear(Var(55)),HitDefAttr = SCA, AA, AP, AT
trigger3 = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 5) * Var(54)) = [-25,70]
trigger3 = Random >= 1000 - (Var(59) * Var(59) * 1)

;冥府への導き（弱）
[State -1, 214+A]
type = ChangeState
value = 260+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !InGuardDist
triggerall = NumHelper(6000) > 0
triggerall = Helper(6000),Var(13) != [2,3]
trigger1 = Ctrl
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(7) < 10 - Floor(Var(59) * 0.5) && !(Enemy,TeamMode = Simul) || EnemyNear(Var(55)),StateType != A
trigger1 = EnemyNear(Var(55)),Vel X <= 0
trigger1 = P2BodyDist X - (EnemyNear(Var(55)),Vel X * 10) = [110,130]
trigger1 = Helper(6001),Var(8) >= 10 && Random <= Var(59) * Var(59) * 1 || (Random <= Var(59) * 1)

;冥府への導き（強）
[State -1, 214+B]
type = ChangeState
value = 261+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !InGuardDist
triggerall = NumHelper(6000) > 0
triggerall = Helper(6000),Var(13) != [2,3]
trigger1 = Ctrl
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(7) < 10 - Floor(Var(59) * 0.5) && !(Enemy,TeamMode = Simul) || EnemyNear(Var(55)),StateType != A
trigger1 = EnemyNear(Var(55)),Vel X <= 0
trigger1 = P2BodyDist X - (EnemyNear(Var(55)),Vel X * 15) = [140,160]
trigger1 = Helper(6001),Var(8) >= 10 && Random <= Var(59) * 5

;地獄の劫火（弱）
[State -1, 236+A]
type = ChangeState
value = 240+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),Life <= 30
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X < 90
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0) && MoveGuarded = [1,3]
trigger2 = StateNo = 208 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0) && Var(50) != 0 && MoveGuarded = [1,3]
trigger3 = StateNo = 750 && Anim != 752 && AnimElemTime(2) >= 0 && Var(50) != 0

;追い討ち
[State -1, 3B]
type = ChangeState
value = 213+Var(40)
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType = L
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl || StateNo = 100 && Time > 5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 10) * Var(54)) = [0,75]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = EnemyNear(Var(55)),StateNo = 234
trigger1 = EnemyNear(Var(55)),StateTime >= 5
trigger2 = EnemyNear(Var(55)),StateNo = 88721
trigger2 = EnemyNear(Var(55)),StateTime <= 18 + (10 - Var(59))

;5C
[State -1, 5C]
type = ChangeState
value = 206+Var(40)
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType = L
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl || StateNo = 100 && Time > 5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 10) * Var(54)) = [-10,75]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = EnemyNear(Var(55)),StateNo = 234
trigger1 = EnemyNear(Var(55)),StateTime >= 15
trigger2 = EnemyNear(Var(55)),StateNo = 235
trigger2 = EnemyNear(Var(55)),StateTime <= 8 + (10 - Var(59))
trigger3 = EnemyNear(Var(55)),StateNo = 88721
trigger3 = EnemyNear(Var(55)),StateTime <= 28 + (10 - Var(59))

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

;ガード
[State -1, Guard]
type = ChangeState
value = 120
triggerall = Var(59) = [1,10]
triggerall = StateNo != [120,159]
triggerall = !(EnemyNear(Var(55)),HitDefAttr = SCA, NT, ST, HT)
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = InGuardDist
trigger2 = InGuardDist
trigger2 = EnemyNear(Var(55)),MoveType = A
trigger2 = EnemyNear(Var(55)),HitDefAttr = SCA, NA, SA, HA, NP, SP, HP
trigger2 = P2BodyDist X = [-5,80]
trigger3 = InGuardDist
trigger3 = Enemy,NumProj > 0 || P2BodyDist X = [-25,120]
trigger4 = InGuardDist
trigger4 = P2BodyDist X > 80 + (EnemyNear(Var(55)),Vel X * 5) || EnemyNear(Var(55)),Time > 50
trigger5 = Var(14) = 1
trigger5 = Facing*EnemyNear(Var(55)),Facing = -1
trigger6 = NumHelper(6000) > 0
trigger6 = Helper(6000),Var(13) = 2

;前転移動起き上がり
[State -1, Recover Fwd]
type = ChangeState
value = IfElse(FrontEdgeDist > 45, 5121, 5122)
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Time = [0,1]
triggerall = Anim = 5120 || Anim = 5121
trigger1 = BackEdgeDist < 60
trigger1 = P2bodydist X - (EnemyNear(Var(55)),Vel X * 5) != [40,200]
trigger1 = Random <= Var(59) * 60
trigger2 = BackEdgeDist < 60
trigger2 = P2bodydist X - (EnemyNear(Var(55)),Vel X * 5) != [80,160]
trigger2 = Random >= 1000 - (Var(59) * 20)
trigger3 = EnemyNear(Var(55)),MoveType = A
trigger3 = P2BodyDist X >= 120
trigger3 = Random <= Var(59) * 50
trigger4 = EnemyNear(Var(55)),MoveType = A
trigger4 = EnemyNear(Var(55)),StateTime > 20
trigger4 = EnemyNear(Var(55)),AnimTime < -10
trigger4 = P2bodydist X = [0,75]
trigger4 = Random >= 1000 - (Var(59) * 60)

;後転移動起き上がり
[State -1, Recover Back]
type = ChangeState
value = 5122
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = BackEdgeDist > 60 || EnemyNear(Var(55)),BackEdgeDist < 60
trigger1 = Time = [0,1]
trigger1 = Anim = 5120 || Anim = 5121
trigger1 = Random >= 1000 - (Var(59) * 60)

;ジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType = L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
trigger1 = Helper(6001),Var(25) <= 20
trigger1 = EnemyNear(Var(55)),StateNo = 5110
trigger1 = EnemyNear(Var(55)),Time >= EnemyNear(Var(58)),Const(data.liedown.time)-10
trigger1 = BackEdgeDist < 5 || Helper(6001),Var(11) > -5
trigger1 = P2BodyDist X = [-25,20]
trigger1 = Random <= Var(59) * Var(59) * 1
trigger2 = EnemyNear(Var(55)),StateNo = 5120
trigger2 = EnemyNear(Var(55)),AnimTime = [-35,-20]
trigger2 = BackEdgeDist < 5 || Helper(6001),Var(11) > -5
trigger2 = P2BodyDist X = [-25,20]
trigger2 = Random <= Var(59) * Var(59) * 1

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = StateNo != [100,101]
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A || EnemyNear(Var(55)),StateType = L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = P2BodyDist X >= 80
triggerall = Random >= 1000 - (Var(59) * Var(59) * 10)
trigger1 = EnemyNear(Var(55)),StateNo = 234
trigger2 = EnemyNear(Var(55)),StateNo = [77002,77003]
trigger3 = P2BodyDist X >= 150
trigger3 = EnemyNear(Var(55)),StateNo = [59203,59204]

;バックステップ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [233,235]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = !InGuardDist
triggerall = Ctrl
triggerall = StateNo != 100
trigger1 = EnemyNear(Var(55)),StateType = L
trigger1 = PrevStateNo != [105,109]
trigger1 = P2BodyDist X = [-35,40]
trigger1 = NumHelper(6001) > 0
trigger1 = Random >= 1000 - (Var(59) * IfElse(P2BodyDist X <= 10, 10, IfElse(Helper(6001),Var(10) <= 75, 5, 1)))
trigger2 = EnemyNear(Var(55)),StateType = L
trigger2 = EnemyNear(Var(55)),StateNo = 5120
trigger2 = EnemyNear(Var(55)),AnimTime >= -4 || EnemyNear(Var(55)),AnimTime = [-28,-22]
trigger2 = PrevStateNo != [105,109]
trigger2 = P2BodyDist X = [-35,20]
trigger2 = Random >= 1000 - (Var(59) * (25 - (EnemyNear(Var(55)),AnimTime * 5)))
trigger3 = EnemyNear(Var(55)),MoveType != A
trigger3 = EnemyNear(Var(55)),StateType != L
trigger3 = EnemyNear(Var(55)),PrevStateNo != [5100,5299]
trigger3 = BackEdgeDist >= 50
trigger3 = P2BodyDist X = [120,200]
trigger3 = Random >= 1000 - (Var(59) * 2)
trigger4 = PrevStateNo = 5120
trigger4 = StateNo != [5121,5122]
trigger4 = Facing*EnemyNear(Var(55)),Facing = -1
trigger4 = P2BodyDist X = [-35,50]
trigger4 = Random >= 1000 - (Var(59) * 10)

;ジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [233,235]
triggerall = EnemyNear(Var(55)),StateNo != [255,256]
triggerall = EnemyNear(Var(55)),StateNo != [59200,59204]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
trigger1 = EnemyNear(Var(55)),MoveType != H
trigger1 = EnemyNear(Var(55)),HitDefAttr = SCA, AT
trigger1 = EnemyNear(Var(55)),Time >= 30 || (!Time && Var(59) >= 7) || Var(59) >= 9
trigger1 = EnemyNear(Var(55)),Time >= 50 || (PrevStateNo = [5000,5270]) || (PrevStateNo = [120,159]) || Var(59) >= 10
trigger1 = Random <= Var(59) * Var(59) * 3
trigger2 = EnemyNear(Var(55)),BackEdgeDist > 5 || P2BodyDist X >= 75
trigger2 = P2BodyDist X = [70,120]
trigger2 = EnemyNear(Var(55)),StateNo = 5110
trigger2 = EnemyNear(Var(55)),Time = [10,30]
trigger2 = Random <= Var(59) * IfElse(EnemyNear(Var(55)),BackEdgeDist > 5, Var(59) * 1, 1)
trigger3 = P2BodyDist X = [55,85]
trigger3 = EnemyNear(Var(55)),StateNo = 5120
trigger3 = EnemyNear(Var(55)),AnimTime = [-25,-15]
trigger3 = Random <= Var(59) * IfElse(EnemyNear(Var(55)),BackEdgeDist > 5, 10, 2)
trigger4 = !InGuardDist
trigger4 = EnemyNear(Var(55)),StateType != L
trigger4 = EnemyNear(Var(55)),StateNo != [120,159]
trigger4 = PrevStateNo != 5120
trigger4 = P2BodyDist X = [80,140 + ((StateNo = 100) * 50)]
trigger4 = Random <= Var(59) * Var(59) * 1
trigger5 = !InGuardDist
trigger5 = EnemyNear(Var(55)),StateType != L
trigger5 = EnemyNear(Var(55)),PrevStateNo = [120,159]
trigger5 = P2BodyDist X = [75,160]
trigger5 = Random <= Var(59) * Var(59) * 1

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = StateNo != [100,101]
triggerall = EnemyNear(Var(55)),MoveType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
trigger1 = !InGuardDist
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(8) = [0,1]
trigger1 = EnemyNear(Var(55)),StateType != A
trigger1 = P2BodyDist X >= 120
trigger1 = Random >= 1000 - (Var(59) * 2)
trigger2 = !EnemyNear(Var(55)),Ctrl
trigger2 = NumHelper(6001) > 0
trigger2 = Helper(6001),Var(18) >= 20 + (Helper(6001),Var(8))
trigger2 = P2BodyDist X >= 100
trigger2 = Random >= 1000 - (Var(59) * 8)
trigger3 = EnemyNear(Var(55)),StateType != A
trigger3 = (EnemyNear(Var(55)),StateNo = [120,159]) || (EnemyNear(Var(55)),PrevStateNo = [120,159])
trigger3 = P2BodyDist X = [75,150];100,150
trigger3 = Random >= 1000 - (Var(59) * 5)

;バックステップ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo != 721
triggerall = EnemyNear(Var(55)),StateNo != 59100
triggerall = EnemyNear(Var(55)),StateNo != 59204
triggerall = EnemyNear(Var(55)),StateNo != 88210
triggerall = EnemyNear(Var(55)),StateNo != [233,235]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Ctrl
triggerall = StateNo != 100
triggerall = PrevStateNo != [105,109]
trigger1 = EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),AnimTime <= -35
trigger1 = Helper(6001),Var(15) < 45
trigger1 = P2BodyDist X = [-5,75]
trigger1 = Random <= Helper(6001),Var(15) * Var(59) * 2
trigger2 = PrevStateNo = 206 || PrevStateNo = 213
trigger2 = !(EnemyNear(Var(55)),StateType = L || EnemyNear(Var(55)),StateNo = 5120)
trigger2 = P2BodyDist X = [-5,20]
trigger2 = Random <= Var(59) * Var(59) * 8

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != H
triggerall = EnemyNear(Var(55)),StateType != C
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(17) = 0
triggerall = EnemyNear(Var(55)),Vel Y >= 0
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 6) * Var(54)) = [-35,75]
triggerall = P2BodyDist Y + (EnemyNear(Var(55)),Vel Y * 6) = [-30,90]
triggerall = IfElse(EnemyNear(Var(55)),StateType = A, EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 6) < -20, 1)
triggerall = Ctrl || StateNo = 100
triggerall = Random <= Floor(Var(58) * 0.1)
trigger1 = InGuardDist
trigger1 = EnemyNear(Var(55)),MoveType = A
trigger1 = EnemyNear(Var(55)),StateType != C
trigger1 = EnemyNear(Var(55)),StateTime > 20
trigger1 = EnemyNear(Var(55)),AnimTime <= -8
trigger2 = EnemyNear(Var(55)),Ctrl
trigger3 = EnemyNear(Var(55)),PrevStateNo = 5120

;立ち必殺技弾き
[State -1, 6D]
type = ChangeState
value = 701
triggerall = Var(59) = [1,10]
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SA, NA, SA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(17) = 0
triggerall = EnemyNear(Var(55)),Vel Y >= 0
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 6) * Var(54)) = [-25,75 - (Var(58) * 0.1) - (Var(59) * 2)]
triggerall = P2BodyDist Y + (EnemyNear(Var(55)),Vel Y * 6) = [-30,90]
triggerall = IfElse(EnemyNear(Var(55)),StateType = A, EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 6) < 0, 1)
trigger1 = StateType != A
trigger1 = Ctrl || StateNo = 100
trigger1 = Random <= Var(58) * Var(59)

;屈み必殺技弾き
[State -1, 3D]
type = ChangeState
value = 703
triggerall = Var(59) = [1,10]
triggerall = EnemyNear(Var(55)),MoveType = A
triggerall = EnemyNear(Var(55)),HitDefAttr = SC, NA, SA
triggerall = EnemyNear(Var(55)),MoveContact = 0
triggerall = Enemy,NumProj = 0
triggerall = StateNo != [700,711]
triggerall = PrevStateNo != [700,711]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = InGuardDist
triggerall = NumHelper(6001) > 0
triggerall = Helper(6001),Var(17) = 0
triggerall = EnemyNear(Var(55)),Vel Y >= 0
triggerall = P2Dist X >= -5
triggerall = P2BodyDist X + ((EnemyNear(Var(55)),Vel X * 4) * Var(54)) = [-25,70 - (Var(58) * 0.1) - (Var(59) * 2)]
triggerall = P2BodyDist Y = [-30,90]
trigger1 = StateType != A
trigger1 = Ctrl || StateNo = 100
trigger1 = Random <= Var(58) * Var(59)

;===========================================================================
;力コンボ

;負の裁き
[State -1, 41236+AB]
type = ChangeState
value = 510
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType = A
triggerall = NumTarget(253) > 0
triggerall = Target(253),StateType = A
triggerall = Target(253),StateType != L
triggerall = Target(253),StateNo = 77004 || Var(56) = 1
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Pos Y <= -30
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = MoveContact && Var(50) = 0
trigger1 = StateNo = 251 && (AnimElemTime(8) >= 0)
trigger1 = P2Dist X >= 0
trigger1 = Vel Y > 4.75 - (Helper(6001),Var(8) * 0.1)
trigger1 = P2BodyDist X < 95 || Target(253),BackEdgeDist <= 10
trigger1 = P2BodyDist Y + (Target(253),Vel Y * 15) >= -150
trigger1 = Random <= Var(59) * Var(59) * 10

;負の裁き
[State -1, 41236+AB]
type = ChangeState
value = 510
triggerall = Var(59) = [1,10]
triggerall = Var(40) = 0
triggerall = StateType = A
triggerall = NumTarget(250) > 0
triggerall = Target(250),StateType = A
triggerall = Target(250),StateType != L
triggerall = Target(250),StateNo = 77004 || Var(56) = 1
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Pos Y <= -30
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = NumTarget(250) > 0
trigger1 = MoveContact && Var(50) = 0
trigger1 = StateNo = 250 && (AnimElemTime(8) >= 0)
trigger1 = P2Dist X >= 0
trigger1 = Vel Y > 0 - (Helper(6001),Var(8) * 0.1)
trigger1 = P2BodyDist X < 95 || Target(250),BackEdgeDist <= 10
trigger1 = P2BodyDist Y + (Target(250),Vel Y * 15) >= -120
trigger1 = Random <= Var(59) * Var(59) * 10

;5B
[State -1, 5B]
type = ChangeState
value = 203+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = StateNo = 52 || NumTarget(220) > 0
trigger1 = EnemyNear(Var(55)),GetHitVar(HitTime) > 12
trigger1 = P2BodyDist X = [-15,100]
trigger1 = Random <= Var(59) * Var(59) * 10

;4A
[State -1, 4A]
type = ChangeState
value = 200+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = StateNo != 52 || NumTarget(220) = 0
trigger1 = P2BodyDist X = [-5,65]
trigger1 = Random <= Var(59) * Var(59) * 10
trigger2 = Ctrl
trigger2 = StateNo = 52 || NumTarget(220) > 0
trigger2 = EnemyNear(Var(55)),GetHitVar(HitTime) <= 12
trigger2 = P2BodyDist X = [-5,65]
trigger2 = Random <= Var(59) * Var(59) * 10

;愚者の嘆き／黄泉への翼（強）／地獄の劫火（強）
[State -1, 63214+X or 623+B or 236+B]
type = ChangeState
value = IfElse(P2BodyDist X < 30, 236+Var(40), IfElse((Power >= 1000 || Var(16) != 0) && P2BodyDist X <= 75, 251+Var(40), 241+Var(40)))
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(50) = 0 && MoveHit
trigger1 = StateNo = 203 && (AnimElemTime(5) >= 0 && AnimElemTime(10) < 0)
trigger1 = P2BodyDist X = [-5,140]
trigger1 = Random <= Var(59) * Var(59) * 10

;愚者の嘆き／黄泉への翼（強）
[State -1, 63214+X or 623+B]
type = ChangeState
value = IfElse(P2BodyDist X < 30, 236+Var(40), 251+Var(40))
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = P2BodyDist X = [-5,75]
trigger1 = StateNo = 224 && (Power >= 1000 || Var(16) != 0) && Time >= 12
trigger1 = Random <= Var(59) * Var(59) * 10

;黄泉への翼（強）
[State -1, 623+B]
type = ChangeState
value = 251+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,75]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0) && MoveContact && P2BodyDist X = [IfElse((Power >= 1000 || Var(16) != 0),35,45),75]
trigger2 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && IfElse(Var(50) = 0, MoveHit, MoveContact) && NumTarget(2010) > 0
trigger3 = StateNo = 202 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && IfElse(Var(50) = 0, MoveHit, MoveContact) && NumTarget(2020) > 0
trigger4 = StateNo = 208 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0) && IfElse(Var(50) = 0, MoveHit, MoveContact)
trigger5 = StateNo = 224 && (Power >= 1000 || Var(16) != 0) && Time >= 12

;黄泉への翼（強）
[State -1, 623+B]
type = ChangeState
value = 251+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Var(16) != 0
triggerall = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
triggerall = P2BodyDist X = [-5,75]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 203 && (AnimElemTime(5) >= 0 && AnimElemTime(10) < 0)
trigger2 = StateNo = 206 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger3 = StateNo = 207 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger4 = StateNo = 209 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0)

;地獄の劫火（弱）
[State -1, 236+A]
type = ChangeState
value = 240+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0) && MoveContact && P2BodyDist X >= 45
trigger2 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && IfElse(Var(50) = 0, MoveHit, MoveContact) && NumTarget(2010) > 0
trigger3 = StateNo = 202 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && IfElse(Var(50) = 0, MoveHit, MoveContact) && NumTarget(2020) > 0
trigger4 = StateNo = 208 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0) && IfElse(Var(50) = 0, MoveHit, MoveContact)

;地獄の劫火（強）
[State -1, 236+B]
type = ChangeState
value = 241+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
triggerall = P2BodyDist X = [-5,75]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 203 && (AnimElemTime(5) >= 0 && AnimElemTime(10) < 0)
trigger2 = StateNo = 206 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger3 = StateNo = 207 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger4 = StateNo = 209 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0)

;地獄の劫火（弱）
[State -1, 236+A]
type = ChangeState
value = 240+Var(40)
triggerall = Var(59) = [1,10]
triggerall = StateType != A
triggerall = NumTarget(205) > 0
triggerall = Target(205),StateType = A
triggerall = Target(205),StateType != L
triggerall = Target(205),StateNo = 77001
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) <= 150
trigger1 = Random <= Var(59) * Var(59) * 10

;黄泉への翼（強）
[State -1, 623+B]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 1
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger1 = P2BodyDist X = [IfElse((Power >= 1000 || Var(16) != 0),35,45),75]
trigger1 = Random <= Var(59) * Var(59) * 10
var(6) = 251
ignorehitpause = 1

;===========================================================================
;技コンボ

;負の連鎖
[State -1, 22+AB]
type = ChangeState
value = 1000
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = Var(50) = 1
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 && Var(16) != 0
triggerall = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 203 && (AnimElemTime(5) >= 0 && AnimElemTime(10) < 0)
trigger2 = StateNo = 206 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger3 = StateNo = 207 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger4 = StateNo = 209 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0)

;地獄の劫火（強）
[State -1, 236+B]
type = ChangeState
value = 241+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType = C || EnemyNear(Var(55)),Const(size.head.pos.y) >= -80 || EnemyNear(Var(55)),Life <= 700
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,150]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = Ctrl
trigger1 = Var(40) != 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) <= 500 || EnemyNear(Var(55)),Const(size.head.pos.y) >= -80
trigger2 = Var(41) > 0
trigger2 = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
trigger2 = StateNo = 1241 && (AnimElemTime(9) >= 0 && AnimElemTime(15) < 0)

;6B
[State -1, 6B]
type = ChangeState
value = 204+var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = P2BodyDist X = [-5,150]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = Ctrl
trigger1 = Var(40) != 0
trigger2 = Var(41) >= 30
trigger2 = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
trigger2 = StateNo = 1204 && (AnimElemTime(10) >= 0 && AnimElemTime(16) < 0)

;キャンセルジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(41) < 30
trigger1 = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
trigger1 = StateNo = 1204 && (AnimElemTime(10) >= 0 && AnimElemTime(16) < 0)
trigger1 = Random <= Var(59) * Var(59) * 10

;JC
[State -1, JC]
type = null;ChangeState
value = 222+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = Var(40) != 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = Random <= Var(59) * Var(59) * 10

;JB
[State -1, JB]
type = ChangeState
value = 221+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = Ctrl
trigger2 = StateNo = 1221 && MoveContact
trigger3 = StateNo = 1222 && MoveContact

;愚者の嘆き
[State -1, 63214+X]
type = ChangeState
value = 236+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
trigger1 = StateNo = 1241 && (AnimElemTime(9) >= 0 && AnimElemTime(15) < 0)
trigger1 = P2BodyDist X = [-5,30]
trigger1 = Random <= Var(59) * Var(59) * 10

;4A
[State -1, 4A]
type = ChangeState
value = 200+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = P2BodyDist X = [-5,50]
trigger1 = Random <= Var(59) * Var(59) * 10

;5B
[State -1, 5B]
type = ChangeState
value = 203+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = P2BodyDist X = [50,100]
trigger1 = Random <= Var(59) * Var(59) * 10

;5A
[State -1, 5A]
type = ChangeState
value = 201+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(50) != 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger1 = P2BodyDist X = [-5,80]
trigger1 = Random <= Var(59) * Var(59) * 10

;5A-A
[State -1, 5A-A]
type = ChangeState
value = 202+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(50) != 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2010) > 0
trigger1 = P2BodyDist X = [-5,65]
trigger1 = Random <= Var(59) * Var(59) * 10

;5B
[State -1, 5B]
type = ChangeState
value = 203+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Var(50) != 0 && MoveContact
triggerall = P2BodyDist X = [-15,95]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2010) > 0
trigger2 = StateNo = 202 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2020) > 0

;2B
[State -1, 2B]
type = ChangeState
value = 209+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Var(50) != 0 && MoveContact
triggerall = P2BodyDist X = [90,105]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2010) > 0
trigger2 = StateNo = 202 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2020) > 0

;地獄の劫火（弱）
[State -1, 236+A]
type = ChangeState
value = 240+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
triggerall = P2BodyDist X = [100,150]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 201 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2010) > 0
trigger2 = StateNo = 202 && (AnimElemTime(14) >= 0 && AnimElemTime(17) < 0) && NumTarget(2020) > 0

;地獄の劫火（強）
[State -1, 236+B]
type = ChangeState
value = 241+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 2
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType != I
triggerall = EnemyNear(Var(55)),StateType != A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = MoveContact && (Var(50) = 0 && MoveHit || Var(50) != 0)
triggerall = P2BodyDist X = [-5,150]
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 203 && (AnimElemTime(5) >= 0 && AnimElemTime(10) < 0)
trigger2 = StateNo = 206 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger3 = StateNo = 207 && (AnimElemTime(12) > 0 && AnimElemTime(15) < 0)
trigger4 = StateNo = 209 && (AnimElemTime(5) >= 0 && AnimElemTime(9) < 0)

;===========================================================================
;愚者の嘆きコンボ

;紺碧の猛禽
[State -1, 21416+B]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(50) = 0
triggerall = Var(40) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 && Var(16) != 0
trigger1 = NumTarget(230) > 0
trigger1 = Target(230),MoveType = H
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) >= 420 || Helper(6001),Var(10) > 85 && Target(230),Life <= 500
trigger1 = StateNo = 237+Var(40) && (AnimElemTime(8) >= 0 && AnimElemTime(8) < 13)
trigger1 = Random <= Var(59) * Var(59) * 10
var(6) = 520
ignorehitpause = 1

;愚者の嘆き
[State -1, 63214+C]
type = VarSet
triggerall = Var(59) = [7,10]
triggerall = Var(56) = 3
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Var(6) != 520
trigger1 = NumTarget(230) > 0
trigger1 = Target(230),MoveType = H
trigger1 = StateNo = 237+Var(40) && (AnimElemTime(8) >= 0 && AnimElemTime(8) < 13)
trigger1 = Random <= Var(59) * Var(59) * 10
var(6) = IfElse(StateNo=1000,1236,236+Var(40))
ignorehitpause = 1

;負の裁き
[State -1, 41236+AB]
type = Null;VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(50) = 1
triggerall = Var(40) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = NumTarget(223) > 0
trigger1 = Target(223),MoveType = H
trigger1 = Target(230),StateType = A
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) <= 85
trigger1 = StateNo = 223+Var(40) && MoveContact
trigger1 = Random <= Var(59) * Var(59) * 10
var(6) = 510
ignorehitpause = 1

;負の裁き
[State -1, 41236+AB]
type = ChangeState
value = 510
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(50) = 1
triggerall = Var(40) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Pos Y <= -30
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = Ctrl
trigger1 = NumTarget(230) > 0
trigger1 = Target(230),MoveType = H
trigger1 = Target(230),StateType = A
trigger1 = Target(230),StateType != L
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) <= 85
trigger1 = P2Dist X >= 0
trigger1 = P2BodyDist Y = [-100,100]
trigger1 = Random <= Var(59) * Var(59) * 10

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = [9,10]
triggerall = Var(56) = 3
triggerall = !(Enemy,TeamMode = Simul)
triggerall = StateType != A
triggerall = StateNo != [100,101]
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateNo = 233
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = Power >= 800 || Var(16) != 0
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) >= 100
trigger1 = P2BodyDist X > 80
trigger1 = Random <= Var(59) * Var(59) * 10

;ジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = [7,10]
triggerall = Var(56) = 3
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo = 233
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) <= 85
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) < -30
trigger1 = Random <= Var(59) * Var(59) * 10

;焦脚・降炎
[State -1, J2C]
type = ChangeState
value = 223+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo = 233
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = !(Var(50) = 1 && (Power >= 1000 || Var(16) != 0))
trigger1 = P2BodyDist Y = [-100,100]
trigger1 = Random <= Var(59) * Var(59) * 10

;紺碧の猛禽
[State -1, 21416+B]
type = ChangeState
value = 520
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(50) = 0
triggerall = Var(40) = 0
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo = 77004
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 && Var(16) != 0
trigger1 = StateNo = 224
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) <= 100
trigger1 = EnemyNear(Var(55)),Vel Y <= -10.0
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 10) <= -130
trigger1 = Random <= Var(59) * Var(59) * 10

;黄泉への翼（強）
[State -1, 623+B]
type = ChangeState
value = 251+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo = 233 || EnemyNear(Var(55)),StateNo = 77004 || EnemyNear(Var(55)),StateNo = 88523
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Random <= Var(59) * Var(59) * 10
trigger1 = StateNo = 100
trigger1 = P2BodyDist X = [-5,45]
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) >= -30
trigger2 = Ctrl
trigger2 = NumHelper(6001) > 0
trigger2 = Helper(6001),Var(10) <= 100 || (EnemyNear(Var(55)),BackEdgeDist <= 5 && P2BodyDist X = [-5,80])
trigger2 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 5) >= -30

;地獄の劫火（弱）
[State -1, 236+A]
type = ChangeState
value = 240+Var(40)
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = StateType != A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = EnemyNear(Var(55)),StateNo = 233 || EnemyNear(Var(55)),StateNo = 77004
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Ctrl
trigger1 = P2BodyDist X > 80 || (EnemyNear(Var(55)),BackEdgeDist <= 5 && P2BodyDist X = [75,150])
trigger1 = EnemyNear(Var(55)),Pos Y + (EnemyNear(Var(55)),Vel Y * 10) >= -150
trigger1 = Random <= Var(59) * Var(59) * 10

;冥府への導き（弱）
[State -1, 214+A]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(6) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = NumTarget(230) > 0
trigger1 = Target(230),MoveType = H
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) = [90,150]
trigger1 = StateNo = 237+Var(40) && (AnimElemTime(8) >= 0 && AnimElemTime(8) < 13)
trigger1 = Random <= Var(59) * Var(59) * 10
var(6) = IfElse(StateNo=1000,1260,260+Var(40))
ignorehitpause = 1

;冥府への導き（強）
[State -1, 214+B]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(6) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = NumTarget(230) > 0
trigger1 = Target(230),MoveType = H
trigger1 = NumHelper(6001) > 0
trigger1 = Helper(6001),Var(10) >= 150
trigger1 = StateNo = 237+Var(40) && (AnimElemTime(8) >= 0 && AnimElemTime(8) < 13)
trigger1 = Random <= Var(59) * Var(59) * 10
var(6) = IfElse(StateNo=1000,1261,261+Var(40))
ignorehitpause = 1

;負の裁き
[State -1, 41236+AB]
type = ChangeState
value = 510
triggerall = Var(59) = [1,10]
triggerall = Var(56) = 3
triggerall = Var(40) = 0
triggerall = StateType = A
triggerall = EnemyNear(Var(55)),MoveType = H
triggerall = EnemyNear(Var(55)),StateType = A
triggerall = EnemyNear(Var(55)),StateType != L
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Pos Y <= -30
triggerall = Power >= 1000 || Var(16) != 0
trigger1 = P2Dist X >= 0
trigger1 = Vel Y > 4.75 - (Helper(6001),Var(8) * 0.1)
trigger1 = MoveContact && Var(50) = 0
trigger1 = NumTarget(253) > 0
trigger1 = StateNo = 251 && (AnimElemTime(8) >= 0)
trigger1 = Random <= Var(59) * Var(59) * 10

;---------------------------------------------------------------------------
;A.I.デバッグ
[State -1, AI]
type = VarSet
triggerall = 0;1
trigger1 = movecontact
trigger1 = stateno=200||stateno=221||stateno=223||stateno=237||stateno=710
trigger2 = p2stateno=59200||helper(6001),var(25)>0&&enemy,stateno=234
v = 59
value = 10
