;--------------------CPU detection-----------------------

[command]
name = "AI1"
command = a, a
time = 0

[command]
name = "AI2"
command = a, a
time = 0

[command]
name = "AI3"
command = a, a
time = 0

[command]
name = "AI4"
command = a, a
time = 0

[command]
name = "AI5"
command = a, a
time = 0

[command]
name = "AI6"
command = a, a
time = 0

[command]
name = "AI7"
command = a, a
time = 0

[command]
name = "AI8"
command = a, a
time = 0

[command]
name = "AI9"
command = a, a
time = 0

[command]
name = "AI10"
command = a, a
time = 0

[command]
name = "AI11"
command = a, a
time = 0

[command]
name = "AI12"
command = a, a
time = 0

[command]
name = "AI13"
command = a, a
time = 0

[command]
name = "AI14"
command = a, a
time = 0

[command]
name = "AI15"
command = a, a
time = 0

[command]
name = "AI16"
command = a, a
time = 0

[command]
name = "AI17"
command = a, a
time = 0

[command]
name = "AI18"
command = a, a
time = 0

[command]
name = "AI19"
command = a, a
time = 0

[command]
name = "AI20"
command = a, a
time = 0

[command]
name = "AI21"
command = a, a
time = 0

[command]
name = "AI22"
command = a, a
time = 0

[command]
name = "AI23"
command = a, a
time = 0

[command]
name = "AI24"
command = a, a
time = 0

[command]
name = "AI25"
command = a, a
time = 0

[command]
name = "AI26"
command = a, a
time = 0

[command]
name = "AI27"
command = a, a
time = 0

[command]
name = "AI28"
command = a, a
time = 0

[command]
name = "AI29"
command = a, a
time = 0

[command]
name = "AI30"
command = a, a
time = 0

[command]
name = "AI31"
command = a, a
time = 0

[command]
name = "AI32"
command = a, a
time = 0

[command]
name = "AI33"
command = a, a
time = 0

[command]
name = "AI34"
command = a, a
time = 0

[command]
name = "AI35"
command = a, a
time = 0

[command]
name = "AI36"
command = a, a
time = 0

[command]
name = "AI37"
command = a, a
time = 0

[command]
name = "AI38"
command = a, a
time = 0

[command]
name = "AI39"
command = a, a
time = 0

[command]
name = "AI40"
command = a, a
time = 0

[command]
name = "AI41"
command = a, a
time = 0

[command]
name = "AI42"
command = a, a
time = 0

[command]
name = "AI43"
command = a, a
time = 0

[command]
name = "AI44"
command = a, a
time = 0

[command]
name = "AI45"
command = a, a
time = 0

-| Super Motions |--------------------------------------------------------


;----------------- VC

[Command]
name = "vc1"
command = ~D, DF, F, c+z

[Command]
name = "vc1"
command = ~D, DF, F, ~c+z

[Command]
name = "vc2"
command = ~D, DB, B, c+z

[Command]
name = "vc2"
command = ~D, DB, B, ~c+z

;----------------- QCB*2

[Command]
name = "QCB*2x"
command = ~D, DB, B, D, DB, B, x
time = 22

[Command]
name = "QCB*2y"
command = ~D, DB, B, D, DB, B, y
time = 22

[Command]
name = "QCB*2z"
command = ~D, DB, B, D, DB, B, z
time = 22

[Command]
name = "QCB*2x"
command = ~D, DB, B, D, DB, B, ~x
time = 22

[Command]
name = "QCB*2y"
command = ~D, DB, B, D, DB, B, ~y
time = 22

[Command]
name = "QCB*2z"
command = ~D, DB, B, D, DB, B, ~z
time = 22

[Command]
name = "QCB*2a"
command = ~D, DB, B, D, DB, a
time = 22

[Command]
name = "QCB*2b"
command = ~D, DB, B, D, DB, b
time = 22

[Command]
name = "QCB*2c"
command = ~D, DB, B, D, DB, c
time = 22

[Command]
name = "QCB*2a"
command = ~D, DB, B, D, DB, ~a
time = 22

[Command]
name = "QCB*2b"
command = ~D, DB, B, D, DB, ~b
time = 22

[Command]
name = "QCB*2c"
command = ~D, DB, B, D, DB, ~c
time = 22

;----------------- QCF*2

[Command]
name = "QCF*2x"
command = ~D, DF, F, D, DF, F, x
time = 22

[Command]
name = "QCF*2y"
command = ~D, DF, F, D, DF, F, y
time = 22

[Command]
name = "QCF*2z"
command = ~D, DF, F, D, DF, F, z
time = 22

[Command]
name = "QCF*2x"
command = ~D, DF, F, D, DF, F, ~x
time = 22

[Command]
name = "QCF*2y"
command = ~D, DF, F, D, DF, F, ~y
time = 22

[Command]
name = "QCF*2z"
command = ~D, DF, F, D, DF, F, ~z
time = 22

[Command]
name = "QCF*2a"
command = ~D, DF, F, D, DF, a
time = 22

[Command]
name = "QCF*2b"
command = ~D, DF, F, D, DF, b
time = 22

[Command]
name = "QCF*2c"
command = ~D, DF, F, D, DF, c
time = 22

[Command]
name = "QCF*2a"
command = ~D, DF, F, D, DF, ~a
time = 22

[Command]
name = "QCF*2b"
command = ~D, DF, F, D, DF, ~b
time = 22

[Command]
name = "QCF*2c"
command = ~D, DF, F, D, DF, ~c
time = 22

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

;--------------HCF

;[Command]
;name = "HCFa"
;command = ~B, DB, D, DF, F, a
;time = 22

;[Command]
;name = "HCFb"
;command = ~B, DB, D, DF, F, b
;time = 22

;[Command]
;name = "HCFc"
;command = ~B, DB, D, DF, F, c
;time = 22


;[Command]
;name = "HCFx"
;command = ~B, DB, D, DF, F, x
;time = 22

;[Command]
;name = "HCFy"
;command = ~B, DB, D, DF, F, y
;time = 22

;[Command]
;name = "HCFz"
;command = ~B, DB, D, DF, F, z
;time = 22


;----------------HCB

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

[Command]
name = "HCBy"
command = ~F, DF, D, DB, B, y
time = 20

[Command]
name = "HCBz"
command = ~F, DF, D, DB, B, z
time = 20

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

[Command]
name = "HCBy"
command = ~F, DF, D, DB, B, ~y
time = 20

[Command]
name = "HCBz"
command = ~F, DF, D, DB, B, ~z
time = 20

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

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

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


;-----------------DP

;[Command]
;name = "DPx"
;command = ~F, D, DF, x
;time = 16

;[Command]
;name = "DPy"
;command = ~F, D, DF, y
;time = 16

;[Command]
;name = "DPz"
;command = ~F, D, DF, z
;time = 16


[Command]
name = "DPa"
command = ~F, D, DF, a
time = 16

[Command]
name = "DPb"
command = ~F, D, DF, b
time = 16

[Command]
name = "DPc"
command = ~F, D, DF, c
time = 16

[Command]
name = "DPa"
command = ~F, D, DF, ~a
time = 16

[Command]
name = "DPb"
command = ~F, D, DF, ~b
time = 16

[Command]
name = "DPc"
command = ~F, D, DF, ~c
time = 16

[Command]
name = "DPabc"
command = ~F, D, DF, a+b
time = 16

[Command]
name = "DPabc"
command = ~F, D, DF, b+c
time = 16

[Command]
name = "DPabc"
command = ~F, D, DF, ~a+b
time = 16

[Command]
name = "DPabc"
command = ~F, D, DF, ~b+c
time = 16
;-----------------RDP

;[Command]
;name = "RDPx"
;command = ~B, D, DB, x
;time = 14

;[Command]
;name = "RDPy"
;command = ~B, D, DB, y
;time = 14

;[Command]
;name = "RDPz"
;command = ~B, D, DB, z
;time = 14


;[Command]
;name = "RDPa"
;command = ~B, D, DB, a
;time = 14

;[Command]
;name = "RDPb"
;command = ~B, D, DB, b
;time = 14

;[Command]
;name = "RDPc"
;command = ~B, D, DB, c
;time = 14


;------------------QCF

[Command]
name = "QCFa"
command = ~D, DF, F, a
time = 10

[Command]
name = "QCFb"
command = ~D, DF, F, b
time = 10

[Command]
name = "QCFc"
command = ~D, DF, F, c
time = 10

[Command]
name = "QCFa"
command = ~D, DF, F, ~a
time = 10

[Command]
name = "QCFb"
command = ~D, DF, F, ~b
time = 10

[Command]
name = "QCFc"
command = ~D, DF, F, ~c
time = 10

[Command]
name = "QCFx"
command = ~D, DF, F, x
time = 10

[Command]
name = "QCFy"
command = ~D, DF, F, y
time = 10

[Command]
name = "QCFz"
command = ~D, DF, F, z
time = 10

[Command]
name = "QCFx"
command = ~D, DF, F, ~x
time = 10

[Command]
name = "QCFy"
command = ~D, DF, F, ~y
time = 10

[Command]
name = "QCFz"
command = ~D, DF, F, ~z
time = 10

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

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

[Command]
name = "ASKz"
command = ~B, DB, F, z

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

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

[Command]
name = "ASKz"
command = ~B, DB, F, ~z

[Command]
name = "HC"
command = ~DB, D, DF, UF, x

[Command]
name = "HC"
command = ~DB, D, DF, UF, y

[Command]
name = "HC"
command = ~DB, D, DF, UF, z

[Command]
name = "HC"
command = ~DB, D, DF, UF, ~x

[Command]
name = "HC"
command = ~DB, D, DF, UF, ~y

[Command]
name = "HC"
command = ~DB, D, DF, UF, ~z

;------------------QCB

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

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

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

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

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

[Command]
name = "QCBz"
command = ~D, DB, B, z


;-------------------Throws

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

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

[Command]
name = "throw_c"
command = /F,c
time = 1

[Command]
name = "throw_c"
command = /B,c
time = 1

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

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

[Command]
name = "throw_z"
command = /F,z
time = 1

[Command]
name = "throw_z"
command = /B,z
time = 1

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

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

[Command]
name = "A_throw_b"
command = /$U,b
time = 1

[Command]
name = "A_throw_c"
command = /$F,c
time = 1

[Command]
name = "A_throw_c"
command = /$B,c
time = 1

[Command]
name = "A_throw_c"
command = /$U,c
time = 1

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

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

[Command]
name = "A_throw_y"
command = /$U,y
time = 1

[Command]
name = "A_throw_z"
command = /$F,z
time = 1

[Command]
name = "A_throw_z"
command = /$B,z
time = 1

[Command]
name = "A_throw_z"
command = /$U,z
time = 1

;------------------COUNTER

[Command]
name = "Counter_P"
command = /F, x+y

[Command]
name = "Counter_P"
command = /F, x+z

[Command]
name = "Counter_P"
command = /F, y+z

[Command]
name = "Counter_K"
command = /F, a+b

[Command]
name = "Counter_K"
command = /F, a+c

[Command]
name = "Counter_k"
command = /F, b+c




;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF";Required (do not remove)
command = F, F
time = 12

[Command]
name = "BB";Required (do not remove)
command = B, B
time = 12

;-| 2/3 Button Combination |-----------------------------------------------

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

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

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

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

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

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

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

[Command]
name = "helper1"
command = a+x
time = 1

[Command]
name = "helper2"
command = b+y
time = 1

[Command]
name = "helper3"
command = c+z
time = 1

;[Command]
;name = "helper4"
;command = b+x
;time = 1

;[Command]
;name = "helper5"
;command = a+y
;time = 1

;[Command]
;name = "helper6"
;command = b+c
;time = 1

;[Command]
;name = "helper7"
;command = y+z
;time = 1

[Command]
name = "helper8"
command = x+y+z
time = 1

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

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

;[Command]
;name = "ca"
;command = c+a
;time = 1

;-| Dir + Button |---------------------------------------------------------
;[Command]
;name = "fwd_a"
;command = /F,a
;time = 1

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

[Command]
name = "fwd_c"
command = /F,c
time = 1

;[Command]
;name = "downfwd_a"
;command = /DF,a
;time = 1

[Command]
name = "downfwd_c"
command = /DF,c
time = 1

;[Command]
;name = "downfwd_x"
;command = /DF,x
;time = 1

;[Command]
;name = "downfwd_y"
;command = /DF,y
;time = 1

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

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

;[Command]
;name = "back_c"
;command = /B,c
;time = 1

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

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

;[Command]
;name = "down_c"
;command = /$D,c
;time = 1

;[Command]
;name = "fwd_ab"
;command = /F, a+b
;time = 1

;[Command]
;name = "back_ab"
;command = /B, a+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 = "s"
command = s
time = 1

;-| Hold Button |-----------------------------------------------------------

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

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

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

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

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

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

[Command]
name = "hold_s"
command = /s
time = 1



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

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

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

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



; Don't remove the following line. It's required by the CMD standard.

[Statedef -1]

;===========================================================================
;プレイヤー用コマンド

;===========================================================================
;ヴァリアブルコンビネーション
;（スピンドライブスマッシャー＆クールハンティング／ディライトフルシャワー）
[State -1]
type = ChangeState
value = 3900
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = var(33) = 2
triggerall = partner,stateno < 2000
triggerall = Var(25) = 0
triggerall = command = "vc1"
triggerall = power >= 2000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;ヴァリアブルコンビネーション
;（リバースシャフトブレイカー＆ディライトフルシャワー）
[State -1]
type = ChangeState
value = 3910
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = var(33) = 2
triggerall = partner,stateno < 2000
triggerall = Var(25) = 0
triggerall = command = "vc2"
triggerall = power >= 2000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;チェイングレネード（空中）
[State -1]
type = ChangeState
value = 3260
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCB*2z"
triggerall = power >= 3000
trigger1 = Pos Y < -60
trigger1 = statetype = A && ctrl
trigger2 = (stateno = [600,640]) && time <= 6

[State -1]
type = ChangeState
value = 3250
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCB*2y" || command = "QCB*2z"
triggerall = power >= 2000
trigger1 = Pos Y < -60
trigger1 = statetype = A && ctrl
trigger2 = (stateno = [600,640]) && time <= 6

[State -1]
type = ChangeState
value = 3200
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCB*2x" || command = "QCB*2y" || command = "QCB*2z"
triggerall = power >= 1000
trigger1 = Pos Y < -60
trigger1 = statetype = A && ctrl
trigger2 = (stateno = [600,640]) && time <= 6

;===========================================================================
;チェイングレネード（地上）
[State -1]
type = ChangeState
value = 3360
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCB*2z"
triggerall = power >= 3000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 3350
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCB*2y" || command = "QCB*2z"
triggerall = power >= 2000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 3300
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCB*2x" || command = "QCB*2y" || command = "QCB*2z"
triggerall = power >= 1000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;スピンドライブスマッシャー（レベル３）
[State -1]
type = ChangeState
value = 3020
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "QCF*2c"
triggerall = power >= 3000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;スピンドライブスマッシャー（レベル２）
[State -1]
type = ChangeState
value = 3010
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "QCF*2b" || command = "QCF*2c"
triggerall = power >= 2000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;スピンドライブスマッシャー
[State -1]
type = ChangeState
value = 3000
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "QCF*2a" || command = "QCF*2b" || command = "QCF*2c"
triggerall = power >= 1000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;リバースシャフトブレイカー（レベル３）
[State -1]
type = ChangeState
value = 3720
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "QCB*2c"
triggerall = power >= 3000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;リバースシャフトブレイカー（レベル２）
[State -1]
type = ChangeState
value = 3710
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "QCB*2b" || command = "QCB*2c"
triggerall = power >= 2000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;===========================================================================
;リバースシャフトブレイカー
[State -1]
type = ChangeState
value = 3700
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "QCB*2a" || command = "QCB*2b" || command = "QCB*2c"
triggerall = power >= 1000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;========================================================================================
;ライアットスマッシャー
[State -1]
type = ChangeState
value = 3160
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCF*2z"
triggerall = power >= 3000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 3150
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCF*2y" || command = "QCF*2z"
triggerall = power >= 2000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 3100
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(26) = 0
triggerall = command = "QCF*2x" || command = "QCF*2y" || command = "QCF*2z"
triggerall = power >= 1000
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;========================================================================================
;ガンスパイクトルーパーズ・ロックマン
[State -1]
type = ChangeState
value = 11000
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = var(33) != 5
triggerall = command = "helper1"
triggerall = var(8) = 0
triggerall = var(27) > 0
triggerall = RoundState = 2
triggerall = numhelper(10100) = 0
triggerall = numhelper(11100) = 0
triggerall = numhelper(12100) = 0
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;ガンスパイクトルーパーズ・ナッシュ
[State -1]
type = ChangeState
value = 10000
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = var(33) != 4
triggerall = command = "helper2"
triggerall = var(7) = 0
triggerall = var(27) > 0
triggerall = RoundState = 2
triggerall = numhelper(10100) = 0
triggerall = numhelper(11100) = 0
triggerall = numhelper(12100) = 0
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;ガンスパイクトルーパーズ・バレッタ
[State -1]
type = ChangeState
value = 12000
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = var(33) != 2
triggerall = var(33) != 3
triggerall = command = "helper3"
triggerall = var(9) = 0
triggerall = var(27) > 0
triggerall = RoundState = 2
triggerall = numhelper(10100) = 0
triggerall = numhelper(11100) = 0
triggerall = numhelper(12100) = 0
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

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

;キャノンスパイク
[State -1]
type = ChangeState
value = 1000
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "DPa"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1010
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "DPb"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1015
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "DPc"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;---------------------------------------------------------------------------
;フーリガンコンビネーション
[State -1]
type = ChangeState
value = 1300
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "HC"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6
trigger3 = stateno = 40

;フーリガンコンビネーション（簡易コマンド）
[State -1]
type = ChangeState
value = 1300
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 1
triggerall = command = "QCFx" || command = "QCFy" || command = "QCFz"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6
trigger3 = stateno = 40

;---------------------------------------------------------------------------
;スパイラルアロー
[State -1]
type = ChangeState
value = 1020
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "QCFa"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1030
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "QCFb"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1035
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "QCFc"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;---------------------------------------------------------------------------
;アクセルスピンナックル（通常コマンド）
[State -1]
type = ChangeState
value = 1040
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 0
triggerall = command = "ASKx"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1050
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 0
triggerall = command = "ASKy"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1060
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 0
triggerall = command = "ASKz"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;---------------------------------------------------------------------------
;アクセルスピンナックル（簡易コマンド）
[State -1]
type = ChangeState
value = 1040
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 1
triggerall = command = "QCBx"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1050
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 1
triggerall = command = "QCBy"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1060
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(31) = 1
triggerall = command = "QCBz"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;---------------------------------------------------------------------------
;キャノンリベンジ（封印中）
[State -1]
type = ChangeState
value = 1260
triggerall = 0
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "HCBz"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1250
triggerall = 0
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "HCBy"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

[State -1]
type = ChangeState
value = 1200
triggerall = 0
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "HCBx"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6

;==================================================================================
;ガードキャンセル（パンチ）
[State -1]
type = ChangeState
value = 500 ;1052
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "Counter_P"
trigger1 = stateno = [150,153]
trigger1 = time >= 1

;ガードキャンセル（キック）
[State -1]
type = ChangeState
value = 510;1000
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "Counter_K"
trigger1 = stateno = [150,153]
trigger1 = time >= 1

;---------------------------------------------------------------------------
;キック投げ
[State -1,44]
type = ChangeState
value = 910
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype != A
triggerall = p2bodydist X <= ceil(18 - 10 * (var(22) = 0) * const(size.xscale))
triggerall = command = "throw_b"
triggerall = Numtarget = 0
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = P2MoveType != H
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

[State -1,44]
type = ChangeState
value = 914
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype != A
triggerall = p2bodydist X <= ceil(18 - 10 * (var(22) = 0) * const(size.xscale))
triggerall = command = "throw_c"
triggerall = Numtarget = 0
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = P2MoveType != H
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

;パンチ投げ
[State -1,45]
type = ChangeState
value = 900
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype != A
triggerall = p2bodydist X <= ceil(22 - 10 * (var(22) = 0) * const(size.xscale))
triggerall = command = "throw_y"
triggerall = Numtarget = 0
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

[State -1,45]
type = ChangeState
value = 902
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype != A
triggerall = p2bodydist X <= ceil(22 - 10 * (var(22) = 0) * const(size.xscale))
triggerall = command = "throw_z"
triggerall = Numtarget = 0
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

;空中投げ（キック）
;Air_Throw1 
[State -1]
type = ChangeState
value = 920
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype = A
triggerall = p2bodydist X <= ceil(40 * const(size.xscale))
triggerall = p2bodydist Y >  ceil(-20 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(50 * const(size.yscale))
triggerall = pos Y < -40
triggerall = command = "A_throw_b" && playerID(var(35)),statetype = A
triggerall = Numtarget = 0
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

[State -1]
type = ChangeState
value = 924
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype = A
triggerall = p2bodydist X <= ceil(40 * const(size.xscale))
triggerall = p2bodydist Y >  ceil(-20 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(50 * const(size.yscale))
triggerall = pos Y < -40
triggerall = command = "A_throw_c" && playerID(var(35)),statetype = A
triggerall = Numtarget = 0
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

;空中投げ（パンチ）
;Air_Throw2
[State -1]
type = ChangeState
value = 930
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype = A
triggerall = p2bodydist X <= ceil(60 * const(size.xscale))
triggerall = p2bodydist Y >  ceil(-70 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(10 * const(size.yscale))
triggerall = pos Y < -60
triggerall = command = "A_throw_y" && playerID(var(35)),statetype = A
triggerall = Numtarget = 0
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

[State -1]
type = ChangeState
value = 931
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = statetype = A
triggerall = p2bodydist X <= ceil(60 * const(size.xscale))
triggerall = p2bodydist Y >  ceil(-70 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(10 * const(size.yscale))
triggerall = pos Y < -60
triggerall = command = "A_throw_z" && playerID(var(35)),statetype = A
triggerall = Numtarget = 0
trigger1 = P2StateNo != [150,155]
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;遠距離立ち小パンチ
[State -1] 
type = ChangeState 
value = 200 
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = ceil(P2bodydist X > 15 * const(size.xscale))
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = stateno = 200 && time <= 6
trigger3 = stateno = 202 && time <= 6
trigger4 = stateno = 203 && time <= 6
trigger5 = stateno = 210 && time <= 6
trigger6 = stateno = 212 && time <= 6
trigger7 = stateno = 400 && time <= 6
trigger8 = stateno = 410 && time <= 6

;近距離立ち小パンチ
[State -1] 
type = ChangeState 
value = 202
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = stateno = 200 && time <= 6
trigger3 = stateno = 202 && time <= 6
trigger4 = stateno = 203 && time <= 6
trigger5 = stateno = 210 && time <= 6
trigger6 = stateno = 212 && time <= 6
trigger7 = stateno = 400 && time <= 6
trigger8 = stateno = 410 && time <= 6

;遠距離立ち中パンチ
[State -1] 
type = ChangeState 
value = 240
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X > ceil(32 * const(size.xscale))
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;近距離立ち中パンチ
[State -1] 
type = ChangeState 
value = 203
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;遠距離立ち大パンチ
[State -1] 
type = ChangeState 
value = 204
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2bodydist X > ceil(20 * const(size.xscale))
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;近距離立ち大パンチ
[State -1] 
type = ChangeState 
value = 201
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;---------------------------------------------------------------------------
;プリティヒップパウンダー
[State -1] 
type = ChangeState 
value = 250 + (stateno = 100)
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "fwd_c"
triggerall = command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;近距離立ち小キック
[State -1]
type = ChangeState
value =  212
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "a" && command != "holddown"
triggerall = P2bodydist X <= ceil(14 * const(size.xscale))
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = stateno = 200 && time <= 6
trigger3 = stateno = 202 && time <= 6
trigger4 = stateno = 203 && time <= 6
trigger5 = stateno = 210 && time <= 6
trigger6 = stateno = 212 && time <= 6
trigger7 = stateno = 400 && time <= 6
trigger8 = stateno = 410 && time <= 6

;遠距離立ち小キック
[State -1]
type = ChangeState
value =  210
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "a" && command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = stateno = 200 && time <= 6
trigger3 = stateno = 202 && time <= 6
trigger4 = stateno = 203 && time <= 6
trigger5 = stateno = 210 && time <= 6
trigger6 = stateno = 212 && time <= 6
trigger7 = stateno = 400 && time <= 6
trigger8 = stateno = 410 && time <= 6

;遠距離立ち中キック
[State -1] 
type = ChangeState 
value = 213
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2bodydist X > ceil(24 * const(size.xscale))
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;近距離立ち中キック
[State -1] 
type = ChangeState 
value = 220
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;遠距離立ち大キック
[State -1] 
type = ChangeState 
value = 211
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2bodydist X > ceil(25 * const(size.xscale))
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;近距離立ち大キック
[State -1] 
type = ChangeState 
value = 214
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;---------------------------------------------------------------------------
;しゃがみ小パンチ
[State -1]
type = ChangeState
value = 400
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "x" && command = "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = stateno = 200 && time <= 6
trigger3 = stateno = 202 && time <= 6
trigger4 = stateno = 203 && time <= 6
trigger5 = stateno = 210 && time <= 6
trigger6 = stateno = 212 && time <= 6
trigger7 = stateno = 400 && time <= 6
trigger8 = stateno = 410 && time <= 6

;しゃがみ中パンチ
[State -1]
type = ChangeState
value = 401
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "y" && command = "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;しゃがみ大パンチ
[State -1]
type = ChangeState
value = 405
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "z" && command = "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;---------------------------------------------------------------------------
;しゃがみ小キック
[State -1]
type = ChangeState
value = 410
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "a" && command = "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195
trigger2 = stateno = 200 && animelem=4,<0
trigger3 = stateno = 202 && animelem=4,<0
trigger4 = stateno = 203 && animelem=4,<0
trigger5 = stateno = 210 && animelem=4,<0
trigger6 = stateno = 212 && animelem=4,<0
trigger7 = stateno = 400 && animelem=3,<0
trigger8 = stateno = 410 && animelem=3,<0

;しゃがみ中キック
[State -1]
type = ChangeState
value = 420
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "b" && command = "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;レイザーエッジスライサー（特殊入力技。封印中）
[State -1]
type = ChangeState
value = 415
triggerall = 0
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "downfwd_c"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;しゃがみ大キック
[State -1]
type = ChangeState
value = 411
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "c" && command = "holddown"
trigger1 = (statetype != A && ctrl) || stateno = 100 || stateno = 195

;---------------------------------------------------------------------------
;ジャンプ小パンチ
[State -1]
type = ChangeState
value = 600
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "x" && statetype = A
trigger1 = ctrl

;ジャンプ中パンチ
[State -1]
type = ChangeState
value = 620
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "y" && statetype = A
trigger1 = ctrl

;ジャンプ大パンチ
[State -1]
type = ChangeState
value = 601
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "z" && statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;ジャンプ小キック
[State -1]
type = ChangeState
value = 610
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "a" && statetype = A
trigger1 = ctrl

;キャノンストライク
[State -1]
type = ChangeState
value = 1100
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "b" && command = "holddown"
trigger1 = statetype = A && ctrl
trigger1 = Pos Y < -80
trigger1 = Vel X > 0

;ジャンプ中キック
[State -1]
type = ChangeState
value = 640
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "b"
trigger1 = statetype = A && ctrl

;ジャンプ大キック
[State -1]
type = ChangeState
value = 611
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = command = "c" && statetype = A
trigger1 = ctrl

;パーソナルアクション
[State -1]
type = ChangeState
value = 195
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(25) = 0
triggerall = command = "s"
trigger1 = statetype != A && ctrl

;ダッシュ
[State -1]
type = ChangeState
value = 100
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(28) = 0
triggerall = command = "FF"
trigger1 = statetype != A && ctrl

;バックステップ
[State -1]
type = ChangeState
value = 105
triggerall = RoundState = 2
triggerall = Var(20) != 3
triggerall = Var(28) = 0
triggerall = command = "BB"
trigger1 = statetype != A && ctrl






;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AI

;---------------------------------------------------------------------------
;-------------------------------------------------------------
;対プリニーアサギ
;アサギwithニャーン（仮）を出されると全力で駆け寄って凝視
;全ての行動に優先
;ダッシュ不可設定でもお構いなし
;アサギがやり続けた場合タイムアップ勝ちされる
[State -1,AI Cat]
type = ChangeState
triggerall = Var(20) = 3
triggerall = RoundState = 2
trigger1 = statetype = S || statetype = C
trigger1 = ctrl = 1 || stateno = 195
trigger1 = p2name = "p_asagi" && p2stateno = 1700
value = 103

;-------------------------------------------------------------
;バレッタとのタッグ用
;ヴァリアブルコンビネーション
;（スピンドライブスマッシャー＆クールハンティング／ディライトフルシャワー）
[State -1,AI VC1]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) = 2
triggerall = numpartner = 1
triggerall = partner,stateno < 2000
triggerall = var(25) = 0
triggerall = RoundState = 2
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2bodydist X < ceil((130 + 30 * (power >= 2000) + 100 * (power >= 3000)) * const(size.xscale))
triggerall = p2bodydist Y = [-20, 30]
triggerall = playerID(var(35)),stateno != [5040,5210]
trigger1 = ctrl = 1 || stateno = 195 || (stateno = 52 && prevstateno = 5040)
trigger1 = P2stateno >= 200 || playerID(var(35)),movetype = A || partner,movehit
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6 && movehit
value = 3900

;-------------------------------------------------------------
;バレッタとのタッグ用
;ヴァリアブルコンビネーション
;（リバースシャフトブレイカー＆ディライトフルシャワー）
[State -1,AI VC2]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) = 2
triggerall = numpartner = 1
triggerall = partner,stateno < 2000
triggerall = var(25) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = power >= 2000
triggerall = playerID(var(35)),statetype = A && playerID(var(35)),vel X >= 0 && playerID(var(35)),vel Y >= 0
triggerall = playerID(var(35)),stateno != [5040,5210]
triggerall = p2bodydist X < ceil(40 * const(size.xscale)) && p2bodydist Y > ceil(-60 * const(size.yscale)) || p2bodydist X < ceil(30 * const(size.xscale)) && p2bodydist Y > ceil(-90 * const(size.yscale))
trigger1 = ctrl = 1 || stateno = 195 || (stateno = 52 && prevstateno = 5040)
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6 && movehit
value = 3910

;-------------------------------------------------------------
;バレッタとのタッグ用
;バレッタがパートナーを回復させるリンゴを出したら取りに行く
[State -1,AI with BBH]
type = ChangeState
value = 20
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) = 2
triggerall = numpartner = 1
triggerall = Var(25) = 0
triggerall = statetype != A && ctrl
trigger1 = partner,stateno = [3500,3501]

;-------------------------------------------------------------
;バレッタとのタッグ用
;バレッタの爆発人形が爆破モーションに入った時、動けるようなら離脱する
;「trigger1 = partner,(helper(3301),stateno=3305)」という記述は駄目らしい。断念
;
;[State -1,AI with BBH]
;type = ChangeState
;value = 105 - 65 * (Var(28)=1)
;triggerall = Var(20) = 3
;triggerall = var(36) = 0
;triggerall = var(33) = 2
;triggerall = numpartner = 1
;triggerall = RoundState = 2
;triggerall = statetype != A && ctrl
;trigger1 = partner,(helper(3301),stateno=3305)

;-------------------------------------------------------------
;バレッタとのタッグ用
;バレッタは挑発伝説を見たら挑発し返すので、バレッタに合わせて挑発する。ダンではなくバレッタに合わせる
;「相手がダンである」「相手にパートナーがいない」ことを確認する
[State -1,AI with BBH]
type = ChangeState
value = 195
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) = 2
triggerall = numpartner = 1
triggerall = RoundState = 2
triggerall = Var(25) = 0
triggerall = statetype != A && ctrl
triggerall = p2name = "Dan Hibiki" || p4name =  "Dan Hibiki" || p2name = "cvsdan" || p4name =  "cvsdan"
triggerall = enemy,numpartner = 0 ;|| enemy(1),numpartner = 0 
trigger1 = partner,stateno = [195,199]
trigger2 = partner,stateno = [7300,7303]

;-------------------------------------------------------------
;リバースシャフトブレイカー
;１ゲージあれば使用、全力で行く
[State -1,AI RSB]
type = ChangeState
triggerall = var(33) != 2
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(25) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = Random >= 900 || (playerID(var(35)),HitDefAttr = SCA, AT)
triggerall = power >= 1000
triggerall = playerID(var(35)),statetype = A && playerID(var(35)),vel X > 0 && playerID(var(35)),vel Y > 0
triggerall = playerID(var(35)),stateno != [5040,5210]
triggerall = p2bodydist X < ceil(40 * const(size.xscale)) && p2bodydist Y > ceil(-60 * const(size.yscale)) || p2bodydist X < ceil(30 * const(size.xscale)) && p2bodydist Y > ceil(-90 * const(size.yscale))
trigger1 = ctrl = 1 || stateno = 195 || (stateno = 52 && prevstateno = 5040)
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6 && movehit
value = 3700 + 10 * (power >= 2000) + 10 * (power >= 3000)

;-------------------------------------------------------------
;スピンドライブで相手の攻撃にカウンター
;２ゲージあれば使用、全力で行く
[State -1,AI SDS]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = Random >= 900 || (playerID(var(35)),HitDefAttr = SCA, AT)
triggerall = power >= 2000
triggerall = statetype != A
triggerall = p2bodydist X <= ceil(130 + 30 * (power >= 2000) + 100 * (power >= 3000) * const(size.xscale))
triggerall = p2bodydist X >= 0
triggerall = p2bodydist Y >= ceil(-20 * const(size.yscale))
triggerall = p2bodydist Y <= 0
triggerall = P2movetype = A
trigger1 = ctrl = 1 || stateno = 195 || (stateno = 52 && prevstateno = 5040)
trigger2 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6 && movehit
value = 3000 + 10 * (power >= 2000) + 10 * (power >= 3000)

;-------------------------------------------------------------
;フランケンシュタイナー
[State -1,AI throw]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = StateType != A
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = RoundState = 2
triggerall = Random >= 600
triggerall = p2bodydist X <= ceil(18 - 10 * (var(22) = 0) * const(size.xscale))
triggerall = P2movetype != H
triggerall = Numtarget = 0
trigger1 = ctrl = 1 || stateno = 195
trigger1 = prevstateno != 5120
value = 910

;-------------------------------------------------------------
;フーリガンスープレックス
[State -1,AI throw]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = StateType != A
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = RoundState = 2
triggerall = Random >= 600
triggerall = p2bodydist X <= ceil(22 - 10 * (var(22) = 0) * const(size.xscale))
triggerall = P2movetype != H
triggerall = Numtarget = 0
trigger1 = ctrl = 1 || stateno = 195
trigger1 = prevstateno != 5120
value = 902

;-------------------------------------------------------------
;キャノンスパイクでカウンター
[State -1,AI taiku]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = P2stateno >= 40
triggerall = RoundState = 2
triggerall = Random >= 970 || (playerID(var(35)),HitDefAttr = SCA, AT) || (stateno = 5120 && animtime = 0)
triggerall = statetype != A
triggerall = playerID(var(35)),movetype != H
triggerall = playerID(var(35)),stateno != [5000,5210]
triggerall = p2bodydist X <= ceil(60 * const(size.xscale))
triggerall = p2bodydist X >= 0
triggerall = p2bodydist Y > ceil(-90 * const(size.yscale))
triggerall = p2bodydist Y <= 0
trigger1 = ctrl = 1 || stateno = 195 || (stateno = 52 && prevstateno = 5040) || (stateno = 5120 && animtime = 0)
value = 1000 + 15 * ((playerID(var(35)),stateno != [120,155]) && (random > 400))

;基本技対空。しゃがみ大Ｐ
[State -1,AI taiku2]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(35)),statetype = A
triggerall = playerID(var(35)),movetype = I
triggerall = ctrl = 1 || stateno = 195
trigger1 = p2bodydist X >= ceil(70 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(150 * const(size.xscale))
trigger1 = p2bodydist Y >= ceil(-140 * const(size.yscale))
trigger1 = p2bodydist Y <= ceil(-100 * const(size.yscale))
trigger1 = playerID(var(35)),vel X > 0 && playerID(var(35)),vel Y > 0
trigger1 = Random >= 500
trigger2 = p2bodydist X >= ceil(30 * const(size.xscale))
trigger2 = p2bodydist X <= ceil(70 * const(size.xscale))
trigger2 = p2bodydist Y >= ceil(-120 * const(size.yscale))
trigger2 = p2bodydist Y <= ceil(-100 * const(size.yscale))
trigger2 = playerID(var(35)),vel X = 0 && playerID(var(35)),vel Y > 0
trigger2 = Random >= 500
trigger3 = p2bodydist X >= ceil(60 * const(size.xscale))
trigger3 = p2bodydist X <= ceil(70 * const(size.xscale))
value = 405

;基本技対空。近距離立ち中Ｐ
[State -1,AI taiku3]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(35)),statetype = A
triggerall = playerID(var(35)),movetype = I
triggerall = ctrl = 1 || stateno = 195
triggerall = p2bodydist X >= ceil(20 * const(size.xscale))
triggerall = p2bodydist X <= ceil(32 * const(size.xscale))
trigger1 = p2bodydist Y >= ceil(-140 * const(size.yscale))
trigger1 = p2bodydist Y <= ceil(-50 * const(size.yscale))
trigger1 = playerID(var(35)),vel X > 0 && playerID(var(35)),vel Y > 0
trigger1 = Random >= 900
trigger2 = p2bodydist Y >= ceil(-120 * const(size.yscale))
trigger2 = p2bodydist Y <= ceil(-50 * const(size.yscale))
trigger2 = playerID(var(35)),vel X = 0 && playerID(var(35)),vel Y > 0
trigger2 = Random >= 900
trigger3 = p2bodydist Y >= ceil(-70 * const(size.yscale))
trigger3 = p2bodydist Y <= ceil(-10 * const(size.yscale))
trigger3 = playerID(var(35)),vel X >= 0 && playerID(var(35)),vel Y < 0
trigger3 = Random >= 900
value = 203

;-------------------------------------------------------------
;スピンドライブを連続技で
;３ゲージあれば使用、全力で行く
[State -1,AI SDS]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) != 2
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = playerID(var(35)),statetype != L
triggerall = p2bodydist X < ceil(50 + 30 * (power >= 2000) + 100 * (power >= 3000) * const(size.xscale))
triggerall = p2bodydist X >= 0
triggerall = p2bodydist Y >= ceil(-20 * const(size.yscale))
triggerall = p2bodydist Y <= 0
triggerall = power >= 3000
trigger1 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6 && movehit
value = 3000 + 10 * (power >= 2000) + 10 * (power >= 3000)

;-------------------------------------------------------------
;ライアットスマッシャー
;相手が遠距離で攻撃をしたか飛び道具が存在、もしくは気絶アニメーションの場合
;２ゲージあれば使用、全力で行く
[State -1,AI RS]
type = ChangeState
triggerall = var(26) = 0
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) != 2
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = p2bodydist X >= ceil(120 * const(size.xscale))
triggerall = P2MoveType != H || playerID(var(35)),anim = 5300
triggerall = power >= 2000
triggerall = ctrl = 1 || stateno = 195
trigger1 = (p2bodydist Y >= -80 && playerID(var(35)),statetype = A)
trigger2 = enemy,numproj >= 1
trigger3 = numenemy = 2
trigger3 = enemy(1),numproj >= 1
trigger4 = enemy,anim = 5300
trigger5 = numenemy = 2
trigger5 = enemy(1),anim = 5300
value = 3100 + 50 * (power >= 2000) + 10 * (power >= 3000)

;-------------------------------------------------------------
;チェイングレネード（空中）
;２．５ゲージあれば使用、ゲージが残るように使う。
[State -1,AI AirChainGrenade]
type = ChangeState
triggerall = var(26) = 0
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) != 2
triggerall = StateType = A
triggerall = RoundState = 2
triggerall = power >= 2500
triggerall = FrontEdgeBodyDist > 200
triggerall = Pos Y < ceil(-60 * const(size.yscale))
trigger1 = ctrl = 1
value = 3200 + 50 * (power >= 3000)

;チェイングレネード（地上）
;２．５ゲージあれば使用、ゲージが残るように使う。
[State -1,AI ChainGrenade]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(33) != 2
triggerall = var(26) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = power >= 2500
triggerall = ctrl = 1 || stateno = 195
trigger1 = playerID(var(35)),statetype = L 
trigger2 = var(10) = 1
value = 3300 + 50 * (power >= 3000)

;-------------------------------------------------------------
;フーリガンコンビーネーション（ハメ）
[State -1,AI Hooligan]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = numenemy >= 1
triggerall = playerID(var(35)),const(size.head.pos.y) < -70
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = p2bodydist X >= ceil(30 * const(size.xscale))
triggerall = p2bodydist X <= ceil(220 * const(size.xscale))
triggerall = movecontact >= 1
triggerall = random > 550 + 350 * (movehit>=1)
trigger1 = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6
value = 1300

;キャノンスパイクを連続技で
[State -1,AI CannonSpike]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = p2bodydist X <= ceil(30 * const(size.xscale))
triggerall = p2bodydist X >= ceil(-20 * const(size.xscale))
triggerall = movehit >= 1
triggerall = playerID(var(35)),statetype != L
triggerall = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6
triggerall = stateno != 401
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger2 = p2bodydist Y >= ceil(-100 * const(size.yscale))
trigger2 = p2bodydist Y <= ceil(-5 * const(size.yscale))
trigger2 = numpartner
value = 1010 + 5 * (random > 300)

;スパイラルアローを連続技で
[State -1,AI Spiral]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = p2bodydist X <= ceil(90 * const(size.xscale))
triggerall = p2bodydist X >= ceil(60 * const(size.xscale)) || movehit >= 1
triggerall = p2bodydist Y = 0
triggerall = movecontact >= 1
triggerall = playerID(var(35)),statetype != L
triggerall = ((stateno = [200,240]) || (stateno = [400,420])) && time <= 6 ;&& movehit
triggerall = stateno != 401
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
value = 1035 - 15 * (moveguarded>=1)

;飛び道具に対してアクセルスピンナックル
[State -1,AI ASK]
type = ChangeState
value = 1040 + 10 * (p2bodydist X > 120) + 10 * (p2bodydist X > 200)
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist X <= 220 ;ceil(220 * const(size.xscale))
triggerall = playerID(var(35)),time > 6
triggerall = playerID(var(35)),animtime < (-30 - 2 * (p2bodydist X > 120) - 3 * (p2bodydist X > 200))
triggerall = random > 650
trigger1 = enemy,numproj >= 1
trigger2 = numenemy = 2
trigger2 = enemy(1),numproj >= 1

;ハメ
[State -1,AI Hame]
type = ChangeState
value = 21
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = statetype != A
triggerall = p2bodydist X < ceil(70 * const(size.xscale))
trigger1 = random > 850
trigger1 = ctrl = 1
trigger2 = p2bodydist X > ceil(50 * const(size.xscale))
trigger2 = Stateno = 410
trigger2 = moveguarded && random > 700
trigger2 = var(22) = 1

;しゃがみガード
[State -1,AI CrouchGuard]
type = ChangeState
triggerall = Var(20) = 3
triggerall = StateType != A
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = playerID(var(35)),movetype = A
triggerall = RoundState = 2
trigger1 = ctrl = 1 || stateno = 195
trigger2 = stateno = [120,149]
value = 131

;立ちガード
[State -1,AI Guard]
type = ChangeState
triggerall = Var(20) = 3
triggerall = StateType != A
triggerall = playerID(var(35)),statetype = A
triggerall = playerID(var(35)),movetype = A
triggerall = RoundState = 2
trigger1 = ctrl = 1 || stateno = 195
trigger2 = stateno = [120,149]
value = 130

;ジャンプ
[State -1,AI Jump]
type = ChangeState
value = 40
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = playerID(var(35)),stateno != [5100,5290]
trigger1 = playerID(var(35)),movetype != H
trigger1 = p2bodydist X >= ceil(60 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(100 * const(size.xscale))
trigger1 = random > 750

;ナッシュ
[State -1,AI Nash]
type = ChangeState
triggerall = life < (var(27) * 100)
triggerall = var(33) != 4
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = numhelper(10100) = 0
triggerall = numhelper(11100) = 0
triggerall = numhelper(12100) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = ctrl = 1 || stateno = 195
triggerall = var(7) = 0
triggerall = var(27) > 1
triggerall = random > 500
triggerall = BackEdgeBodyDist < 30
trigger1 = playerID(var(35)),statetype = A
trigger1 = playerID(var(35)),movetype != H
trigger1 = p2bodydist X >= ceil(100 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(160 * const(size.xscale))
trigger1 = p2bodydist Y >= ceil(-100 * const(size.yscale))
trigger1 = p2bodydist Y <= ceil(-50 * const(size.yscale))
trigger1 = playerID(var(35)),vel Y < 0
trigger1 = playerID(var(35)),vel X >= 0
trigger1 = p2Stateno != [5000,5210]
value = 10000

;ロックマン
[State -1,AI Rockman]
type = ChangeState
triggerall = life < (var(27) * 100)
triggerall = var(33) != 5
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = numhelper(10100) = 0
triggerall = numhelper(11100) = 0
triggerall = numhelper(12100) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = ctrl = 1 || stateno = 195
triggerall = var(8) = 0
triggerall = var(27) > 1
triggerall = random > 200
trigger1 = p2bodydist X > ceil(150 * const(size.xscale))
trigger1 = playerID(var(35)),statetype != A
trigger2 = p2bodydist X >= ceil(40 * const(size.xscale))
trigger2 = p2bodydist X <= ceil(70 * const(size.xscale))
trigger2 = playerID(var(35)),statetype != A
value = 11000

;バレッタ
[State -1,AI Bulleta]
type = ChangeState
triggerall = life < (var(27) * 100)
triggerall = var(33) != 2
triggerall = var(33) != 3
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = numhelper(10100) = 0
triggerall = numhelper(11100) = 0
triggerall = numhelper(12100) = 0
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = ctrl = 1 || stateno = 195
triggerall = var(9) = 0
triggerall = var(27) > 1
triggerall = random > 200
trigger1 = p2bodydist X >= ceil(70 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(150 * const(size.xscale))
trigger1 = playerID(var(35)),statetype != A
trigger2 = playerID(var(35)),statetype = L
value = 12000

;フーリガンコンビネーション（差し合い）
[State -1,AI Chijyo10]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = P2stateno != [5000,5210]
triggerall = P2movetype != H
triggerall = statetype != A
triggerall = p2bodydist X = [40, 220]
triggerall = random > 950
triggerall = numenemy >= 1
trigger1 = playerID(var(35)),const(size.head.pos.y) < -70
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger2 = playerID(var(35)),statetype = A
value = 1300

;プリティヒップパウンダー
[State -1,AI Chijyo6]
type = ChangeState
;triggerall = var(25) = 0
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(35)),statetype = C
trigger1 = p2bodydist X = [35,80]
trigger1 = ctrl = 1 || stateno = 195
trigger1 = random > 400
trigger2 = p2bodydist X = [80,125]
trigger2 = stateno = 100
trigger2 = time > 8
value = 250 + (stateno = 100)

;レイザーエッジスライサー（現在は封印）
[State -1,AI ChijyoX]
type = ChangeState
triggerall = 0
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = p2bodydist X >= ceil(90 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(120 * const(size.xscale))
trigger1 = random > 850
value = 415

;中足払い／立ち中キック
[State -1,AI Chijyo1]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = p2bodydist X >= ceil(50 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(85 * const(size.xscale))
trigger2 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger2 = p2bodydist X >= ceil(21 * const(size.xscale))
trigger2 = p2bodydist X <= ceil(90 * const(size.xscale))
trigger2 = playerID(var(35)),movetype = H
value = 420 - 207 * (random >= 750 && playerID(var(35)),statetype = S && playerID(var(35)),movetype != H)

;近距離立ち大Ｐ／しゃがみ中Ｐ
[State -1,AI Chijyo10]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = p2bodydist X <= ceil(20 * const(size.xscale))
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
value = 201 + 200 * (random > 500)

;遠距離立ち大Ｐ
[State -1,AI Chijyo4]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = p2bodydist X >= ceil(21 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(50 * const(size.xscale))
trigger1 = playerID(var(35)),statetype = S
trigger2 = p2bodydist X <= ceil(80 * const(size.xscale))
trigger2 = p2bodydist Y >= ceil(-60 * const(size.yscale))
trigger2 = p2bodydist Y <= ceil(-5 * const(size.yscale))
trigger2 = numpartner
trigger2 = playerID(var(35)),movetype = H
value = 204

;しゃがみ中Ｐ／中足払い
[State -1,AI Chijyo2]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1 || stateno = 195
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = p2bodydist X >= ceil(30 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(60 * const(size.xscale))
value = 401 + 19 * (P2movetype = H)

;近距離立ち中Ｐ
[State -1,AI Chijyo3]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl = 1 || stateno = 195
trigger1 = p2bodydist X >= ceil(21 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(30 * const(size.xscale))
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger2 = p2bodydist X >= ceil(-5 * const(size.xscale))
trigger2 = p2bodydist X <= ceil(20 * const(size.xscale))
trigger2 = p2bodydist Y >= ceil(-70 * const(size.yscale))
trigger2 = p2bodydist Y <= ceil(-5 * const(size.yscale))
trigger2 = numpartner
trigger2 = playerID(var(35)),movetype = H
value = 203

;小足払い
[State -1,AI Chijyo4]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = p2bodydist X <= ceil(20 * const(size.xscale))
trigger1 = ctrl = 1 || stateno = 195
trigger2 = stateno = 410
trigger2 = time = 5
trigger2 = p2bodydist X <= ceil(25 * const(size.xscale))
value = 410

;スパイラルアロー
[State -1,AI Chijyo8]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 195
trigger1 = p2bodydist X >= ceil(80 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(120 * const(size.xscale))
trigger1 = random > 950
value = 1020

;スパイラルアロー
[State -1,AI Chijyo9]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
triggerall = statetype != A
trigger1 = ctrl = 1 || stateno = 195
trigger1 = p2bodydist X >= ceil(120 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(170 * const(size.xscale))
trigger1 = random > 950
value = 1030

;ガードキャンセル（パンチ）
:ゲージ１．５本あれば使用
[State -1,AICounter]
type = ChangeState
triggerall = Var(20) = 3
triggerall = RoundState = 2
triggerall = var(25) = 0
triggerall = power >= 1500
triggerall = statetype != A
triggerall = stateno = [150,153]
triggerall = time >= 6
trigger1 = playerID(var(35)),statetype = A || playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = p2bodydist X <= ceil(80 * const(size.xscale))
trigger1 = p2bodydist X >= 0
trigger1 = p2bodydist Y >= ceil(-20 * const(size.yscale))
trigger1 = p2bodydist Y <= 0
trigger1 = random > 550
value = 500

;ガードキャンセル（キック）
:ゲージ１．５本あれば使用
[State -1,AICounter]
type = ChangeState
triggerall = Var(20) = 3
triggerall = RoundState = 2
triggerall = var(25) = 0
triggerall = power >= 1500
triggerall = statetype != A
triggerall = stateno = [150,153]
triggerall = time >= 6
trigger1 = playerID(var(35)),statetype = S || playerID(var(35)),statetype = C
trigger1 = p2bodydist X >= ceil(200 * const(size.xscale))
trigger1 = random > 550
value = 510

;挑発（相手が一人）
[State -1,AI PA 1]
type = ChangeState
value = 195
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(25) = 0
triggerall = stateno != 195 && prevstateno != 195
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = numenemy = 1
triggerall = playerID(var(35)),movetype = H
triggerall = playerID(var(35)),hitfall = 1
triggerall = playerID(var(35)),stateno = [5030,5150]
triggerall = playerID(var(35)),numproj = 0
trigger1 = RoundState = 2
trigger1 = p2bodydist X > ceil(60 * const(size.xscale)) || p2bodydist X > ceil(30 * const(size.xscale)) && p2bodydist Y < ceil(-20 * const(size.yscale))
trigger1 = stateno = [0,20]
trigger1 = random > 700
trigger1 = life > playerID(var(35)),life || life > 300 || playerID(var(35)),power < 1000
trigger2 = numpartner = 1
trigger2 = RoundState = 3
trigger2 = partner,stateno = 195

;挑発（相手が一人、バレッタが相手を捕獲）
[State -1,AI PA BBH]
type = ChangeState
value = 195
triggerall = Var(20) = 3
triggerall = var(25) = 0
triggerall = stateno != 195 && prevstateno != 195
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = numenemy = 1
triggerall = playerID(var(35)),movetype = H
triggerall = playerID(var(35)),numproj = 0
trigger1 = numhelper(12100) = 1
trigger1 = helper(12100),numtarget(12100)
trigger1 = helper(12100),stateno = 12120 ;捕獲終了
trigger1 = helper(12100),time = [30,32]

;挑発（相手が二人）
[State -1,AI PA 2]
type = ChangeState
value = 195
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = var(25) = 0
triggerall = stateno != 195 && prevstateno != 195
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = numenemy = 2
triggerall = enemy,movetype = H
triggerall = enemy,hitfall = 1
triggerall = enemy,stateno = [5030,5150]
triggerall = enemy,numproj = 0
triggerall = enemy(1),movetype = H
triggerall = enemy(1),hitfall = 1
triggerall = enemy(1),stateno = [5030,5150]
triggerall = enemy(1),numproj = 0
trigger1 = RoundState = 2
trigger1 = p2bodydist X > ceil(150 * const(size.xscale))
trigger2 = RoundState = 3
trigger2 = numpartner = 1
trigger2 = partner,stateno = 195

;前進、ダッシュ
[State -1,AIWalk]
type = ChangeState
value = 20 + 80 * (Var(28) = 0 && stateno != 20 && prevstateno != 20 && (p2bodydist X > 150 || playerID(var(35)),statetype = L))
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(35)),movetype != A
triggerall = p2bodydist X > ceil(50 - 30 * (playerID(var(35)),movetype = H) * const(size.xscale))
triggerall = ctrl = 1
trigger1 = numenemy = 1
trigger1 = enemy,numproj = 0
trigger2 = numenemy = 2
trigger2 = enemy,numproj = 0
trigger2 = enemy(1),numproj = 0

;小足払い連打を相手の起きあがりに重ねる。高確率でやめる
[State -1,AI Okizeme1]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = statetype != A
triggerall = playerID(var(35)),stateno = 5120 & playerID(var(35)),animtime < -20
triggerall = p2bodydist X <= ceil(20 * const(size.xscale))
trigger1 = ctrl = 1
trigger2 = stateno = 410 && time = 5
trigger2 = random < 950
value = 410

;バックステップ（相手の起きあがりに、３０％の確率）
[State -1,AI Okizeme2]
type = ChangeState
value = 105
triggerall = Var(28) = 0
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(35)),stateno = 5120 & playerID(var(35)),animtime = -5
trigger1 = random < 300

;ヒップアタックを相手の起きあがりに重ねる
[State -1,AI Okizeme3]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(35)),stateno = 5120 & playerID(var(35)),animtime = -8
trigger1 = p2bodydist X <= ceil(85 * const(size.xscale))
trigger1 = random < 200
value = 250

;中足払い／立ち大Ｐを相手の起きあがりに重ねる
[State -1,AI Okizeme4]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(35)),stateno = 5120 & playerID(var(35)),animtime = -5
trigger1 = p2bodydist X <= ceil(85 * const(size.xscale))
trigger1 = random < 750
value = 420 - 219 * (random >= 650 && p2bodydist X <= 20)

;キャノンスパイクを相手の起きあがりに重ねる
[State -1,AI Okizeme5]
type = ChangeState
triggerall = Var(20) = 3
triggerall = var(36) = 0
triggerall = ctrl = 1
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(35)),stateno = 5120 & playerID(var(35)),animtime = -2
trigger1 = p2bodydist X <= ceil(85 * const(size.xscale))
trigger1 = random < 800
value = 1000

;ジャンプ技
[State -1,AI Air0]
type = ChangeState
triggerall = Var(20) = 3
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = pos Y < -70
triggerall = playerID(var(35)),stateno != [5050,5210]
triggerall = p2bodydist X >= 0
triggerall = p2bodydist X <= ceil(60 * const(size.xscale))
triggerall = p2bodydist Y >= ceil(-70 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(10 * const(size.yscale))
triggerall = playerID(var(35)),statetype = A
trigger1 = ctrl
value = 930

[State -1,AI Air1]
type = ChangeState
triggerall = Var(20) = 3
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = pos Y < -70
triggerall = playerID(var(35)),stateno != [5050,5210]
triggerall = p2bodydist X >= 0
triggerall = p2bodydist X <= ceil(40 * const(size.xscale))
triggerall = p2bodydist Y >= ceil(-20 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(50 * const(size.yscale))
triggerall = playerID(var(35)),statetype = A
trigger1 = ctrl
value = 924

;キャノンストライク。相手の後方に回った時に利用可能
[State -1,AI Air2]
type = ChangeState
triggerall = Var(20) = 3
triggerall = StateType = A
triggerall = RoundState = 2
triggerall = var(25) = 0
triggerall = ctrl = 1
triggerall = Pos Y < -80
trigger1 = P2movetype != A
trigger1 = p2bodydist X >= ceil(-80 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(40 * const(size.xscale))
trigger1 = p2bodydist Y >= ceil(30 * const(size.yscale))
trigger1 = p2bodydist Y <= ceil(85 * const(size.yscale))
trigger1 = random > 800
value = 1100

[State -1,AI Air3]
type = ChangeState
triggerall = Var(20) = 3
triggerall = StateType = A
triggerall = RoundState = 2
triggerall = ctrl = 1
triggerall = playerID(var(35)),stateno != [5050,5210]
trigger1 = p2bodydist X >= ceil(-10 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(50 * const(size.xscale))
trigger1 = p2bodydist Y >= ceil(20 * const(size.yscale))
trigger1 = p2bodydist Y <= ceil(80 * const(size.yscale))
trigger1 = vel Y > 0
trigger2 = playerID(var(35)),pos Y < -30
value = 620

[State -1,AI Air4]
type = ChangeState
triggerall = Var(20) = 3
triggerall = StateType = A
triggerall = RoundState = 2
triggerall = ctrl = 1
triggerall = playerID(var(35)),stateno != [5050,5210]
triggerall = p2bodydist X >= ceil(30 * const(size.xscale))
triggerall = p2bodydist X <= ceil(110 * const(size.xscale))
triggerall = p2bodydist Y >= ceil(10 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(50 * const(size.yscale))
trigger1 = vel Y > 0
trigger2 = playerID(var(35)),pos Y < -30
value = 611

[State -1,AI Air5]
type = ChangeState
triggerall = Var(20) = 3
triggerall = StateType = A
triggerall = RoundState = 2
triggerall = ctrl = 1
triggerall = playerID(var(35)),stateno != [5050,5210]
triggerall = p2bodydist X >= ceil(-50 * const(size.xscale))
triggerall = p2bodydist X <= ceil(55 * const(size.xscale))
triggerall = p2bodydist Y >= ceil(10 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(70 * const(size.yscale))
trigger1 = vel Y > 0
trigger2 = playerID(var(35)),pos Y < -30
value = 601

[State -1,AI Air6]
type = null;ChangeState
triggerall = Var(20) = 3
triggerall = StateType = A
triggerall = RoundState = 2
triggerall = ctrl = 1
triggerall = playerID(var(35)),stateno != [5050,5210]
triggerall = p2bodydist X >= ceil(30 * const(size.xscale))
triggerall = p2bodydist X <= ceil(55 * const(size.xscale))
triggerall = p2bodydist Y >= ceil(-70 * const(size.yscale))
triggerall = p2bodydist Y <= ceil(-10 * const(size.yscale))
trigger1 = vel Y > 0
trigger2 = playerID(var(35)),pos Y < -30
value = 640


;-----------------------------------------------------------------------------
[State -1, AI]
type = Varset
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
;trigger51 = 1
v = 20
value = 3
