;-| KEZ |--------------------------------------------------------
;ɂ͒KEZLqĂAOuname =vɏ܂
;R}h͐΂Ɉ̂ɂĂB
;Jt[}͎p`Ƌp`ŋZo悤ɓÕR}h
;eƋɂȂĂ܂B
;utime=20vƏƂŁuR}h20t[ȓɓ́vƐݒł܂B

[Command]
name = "16chopa"
command = ~F, B, a
time = 20

[Command]
name = "150baku"
command = ~D, D, y+b
time = 20

[Command]
name = "150baku2"
command = ~D, D, x+a
time = 20

[Command]
name = "16chopb"
command = ~F, B, b
time = 20

[Command]
name = "16mona"
command = ~D, DF, F, D, DF, F, a
time = 20

[Command] 
name = "16monb"   ;Same name as above
command = ~D, DF, F, D, DF, F, b
time = 20

[Command]
name = "32mona"
command = ~D, DB, B, DB, D, DF, F, a
time = 20

[Command] 
name = "32monb"   ;Same name as above
command = ~D, DB, B, DB, D, DF, F, b
time = 20




[Command] 
name = "neckx"   ;Same name as above
command = ~D, DB, B, DB, D, DF, F, x
time = 20

[Command] 
name = "pile"   ;Same name as above
command = ~B, F, x+y
time = 20

[Command] 
name = "pup"   ;Same name as above
command = ~D, D, x+y
time = 20


[Command]
name = "matenrou"
command = ~F, D, DF, a+b

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

[Command]
name = "mawasi"
command = ~D, DF, F, a+b

[Command]
name = "usirogeri"
command = ~F, D, DF, a+b

[Command]
name = "kakato"
command = ~B, D, DB, a+b

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

[Command]
name = "exmetu_a"
command = ~D, DB, B, D, DB, B, a
time = 20

[Command]
name = "exmetu_b"
command = ~D, DB, B, D, DB, B, b
time = 20


;-| KEZ |------------------------------------------------------
[Command]
name = "QCF_x"
command = ~D, DF, F, x

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

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

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

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


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

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

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


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


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

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

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

[Command]
name = "kawadsux"
command = F, B, x

[Command]
name = "kawadsuy"
command = F, B, y

[Command]
name = "kawadsua"
command = B, F, a

[Command]
name = "kawadsub"
command = B, F, b

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

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

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

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

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

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

[Command]
name = "hammera"
command = F, B, a

[Command]
name = "hammerb"
command = F, B, b

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

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

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

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

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

[Command]
name = "DD_y"
command = D, D, y

[Command]
name = "yousai"
command = D, D, x+y

[Command]
name = "jabx"
command = B, F, x

[Command]
name = "jaby"
command = B, F, y

[Command]
name = "jaba"
command = B, F, a

[Command]
name = "jabb"
command = B, F, b

[Command]
name = "hookx"
command = F, B, x

[Command]
name = "hooky"
command = F, B, y

[Command]
name = "chopy"
command = F, F, y

[Command]
name = "stop"
command = ~D, D, x+y

;nCWvR}h
;ƉďAƌӖB
[Command]
name = "jump"    
command = ~D,$U
time = 10

;O
[Command]
name = "away-f"    
command = /F,c
time = 10





;
[Command]
name = "away-b"    
command = /B,c
time = 10

;Abp[
;OȂ`{aAƂӖ
[Command]
name = "upper"    
command = /DF,x
time = 10

;-| Q񉟂Z |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

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

;-| QER̓Z |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1

;-| ƃ{^ŏoZ |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| {^ݒiȂj|---------------------------------------------------------
[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

;-| ςȂݒiȂj-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1


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

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

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

[Command]
name = "holdx"
command = /$x
time = 1

[Command]
name = "holdy"
command = /$y
time = 1

[Command]
name = "holdz"
command = /$z
time = 1

[Command]
name = "holda"
command = /$a
time = 1

[Command]
name = "holdb"
command = /$b
time = 1

[Command]
name = "holdc"
command = /$c
time = 1

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


;===========================================================================
; ̋Lq͐΂ɏȂłB
[Statedef -1]

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

;---------------------------------------------------------------------------
;150L̃oN
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 13000
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = Life <= 275
triggerall = command = "150baku"
triggerall = var(50) >=600
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
;trigger2 = movecontact

;150L̃oN
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 13000
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = Life <= 275
triggerall = command = "150baku"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
;trigger2 = movecontact




;----------------------------------------------------------------------------
;16`bv
[State -1,saut rebond] 
type = ChangeState 
value = 3000 
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = power >= 3000
triggerall = StateType = A && ctrl && BackEdgeDist < 4 
trigger1 = Pos Y <= -65
trigger1 = command = "16chopa" 

;----------------------------------------------------------------------------
;16`bv
[State -1,saut rebond] 
type = ChangeState 
value = 3001 
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = power >= 3000
triggerall = StateType = A && ctrl && BackEdgeDist < 4 
trigger1 = Pos Y <= -65
trigger1 = command = "16chopb" 

;---------------------------------------------------------------------------
;pvEAbv
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3500
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(38) = 1
triggerall = command = "pup"
triggerall = var(50) <= 0
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
;---------------------------------------------------------------------------
;32~TC
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 2000
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "32mona"
triggerall = var(50) <= 0
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;32~TC
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 2002
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "32monb"
triggerall = var(50) <= 0
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250




;---------------------------------------------------------------------------
;lbNu[J[
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 2050
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "neckx"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250
;---------------------------------------------------------------------------
;pChCo[
[State -1, Kung Fu Throw]
type = ChangeState
value = 980
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "pile"
triggerall = power >= 1000
triggerall = stateno != 100
trigger1 = statetype != A
trigger1 = ctrl
;trigger1 = p2movetype != H
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250
;===========================================================================

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

;---------------------------------------------------------------------------
;WCAgEfr
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12600
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "devil"
triggerall = var(50) >=400
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12600
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "devil"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245





;---------------------------------------------------------------------------
;\̋l
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12500
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "bouran"
triggerall = var(50) >=200
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12500
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "bouran"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245



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



;---------------------------------------------------------------------------
;16̔ьR
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12000
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "usirogeri"
triggerall = var(50) >=200
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12000
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "usirogeri"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245



;---------------------------------------------------------------------------
;16̃JJgƂ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12100
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "kakato"
triggerall = var(50) >=200
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245


;16̃JJgƂ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12100
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "kakato"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245

;---------------------------------------------------------------------------
;16̉􂵏R
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 12150
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "mawasi"
triggerall = var(50) >=200
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;16̉􂵏R
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 12150
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "mawasi"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;Us̗v
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12701
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = Life <= 550
triggerall = command = "yousai"
triggerall = var(50) > 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;WuA
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11500
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "jabx"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;WuA
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11510
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "jaby"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250


;---------------------------------------------------------------------------
;JE^[u[
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11560
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "hookx"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;JE^[u[
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11580
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "hooky"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

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


;---------------------------------------------------------------------------
;A}X݂̃ubWij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 10950
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "biteia"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;A}X݂̃ubWij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 10951
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "biteib"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250


;---------------------------------------------------------------------------
;V_[^bNij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11300
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "jkx"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

[State -1, guard cancel]
type = ChangeState
value = 11300
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "jkx"
triggerall = statetype != A
triggerall = (stateno = 150 || stateno = 151)
trigger1 = var(50) >=200
trigger1 = var(50) <=1000
trigger1 = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
trigger2 = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger2 = power >= 1000
trigger3 = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
trigger3 = var(50) <=0
trigger3 = power >= 1000
trigger3 =(anim = 10150 || anim = 10151)
trigger3 = numpartner





;---------------------------------------------------------------------------
;V_[^bNij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11310
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "jky"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250





;---------------------------------------------------------------------------
;{iIȃp`ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11600
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "QCF_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;{iIȃp`ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11610
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "QCF_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;{iIȃp`ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11620
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "dannen"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;{iIȃp`ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11630
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "danneny"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;ex̖ڒׂ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11106
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "exmetu_a"
triggerall = var(50) >=100
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11106
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "exmetu_a"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250


;---------------------------------------------------------------------------
;ex̖ڒׂ


[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11101
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "exmetu_b"
triggerall = var(50) >=100
triggerall = var(50) <=1000
triggerall = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11101
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "exmetu_b"
triggerall = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;̖ڒׂ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11105
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "metu_a"
triggerall = var(50) > 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250
;---------------------------------------------------------------------------
;̖ڒׂ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11100
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "metu_b"
triggerall = var(50) > 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250

;---------------------------------------------------------------------------
;KEԂ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11700
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "jaba"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250



;---------------------------------------------------------------------------
;KEԂ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11707
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "jabb"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movecontact
trigger2 = stateno != 10245
trigger2 = stateno != 10250



;---------------------------------------------------------------------------
;ւ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1400
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = Pos Y <= -38
trigger1 = vel x >= 0
triggerall = command = "QCB_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = StateType = A && ctrl && BackEdgeDist < 4 
trigger2 = ctrl

;---------------------------------------------------------------------------
;{fBA^bN
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1420
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = Pos Y <= -38
trigger1 = vel x >= 0
triggerall = command = "QCB_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = StateType = A && ctrl && BackEdgeDist < 4 
trigger2 = ctrl

;---------------------------------------------------------------------------
;16LbNij
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "16mona"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;16LbNij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "16monb"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;WsO]V|ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1200
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "jkx"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

[State -1, guard cancel]
type = ChangeState
value = 1200
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "jkx"
triggerall = power >= 1000
triggerall = var(50) <= 0
;triggerall != PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger1 = statetype != A
triggerall = (stateno = 150 || stateno = 151)
trigger1 =(anim = 150 || anim = 151)
;trigger1 =(anim != 10150 || anim != 10151)

;---------------------------------------------------------------------------
;WsO]V|ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1210
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "jky"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

[State -1, guard cancel]
type = ChangeState
value = 1210
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "jky"
triggerall = power >= 1000
triggerall = var(50) <= 0
;triggerall != PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger1 = statetype != A
trigger1 = (stateno = 150 || stateno = 151)
;trigger1 =(anim != 10150 || anim != 10151)

;---------------------------------------------------------------------------
;`bvRrl[Vij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1100
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "QCF_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;`bvRrl[Vij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1110
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "QCF_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;v싅fO
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1150
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(40) = 1
triggerall = var(50) <= 0
triggerall = command = "dannen"
triggerall=NumHelper(1160)<1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;v싅fO
[State -1, Light Kung Fu Palm]
type = null;ChangeState
value = 1151
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "dannen"
triggerall=NumHelper(1160)>=1
triggerall=NumHelper(1161)<1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact




;---------------------------------------------------------------------------
;Ăӂij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 950
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "biteia"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;Ăӂij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 949
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "biteib"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;ڂɂ͖ڂI
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(39) = 1;
triggerall = var(50) <= 0
triggerall = var(37) <= 0;gp
triggerall = command = "DD_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;^[Ƃ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1320
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "tower"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;WCAgXCO
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1300
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "swing"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;---------------------------------------------------------------------------
;͂ݔ]V|
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1350
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "karatake"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;===========================================================================
;---------------------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0 && roundstate = 2 && alive
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;obNXebvij
[State -1, Run Back]
type = ChangeState
value = 10105
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0 && roundstate = 2 && alive
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl



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


;---------------------------------------------------------------------------
;O
;ƂĂȒPȃXe[głB
;łĂȂƂ́uvłB
;ڍׂaway.cns

[State -1, Run Back]
type = ChangeState
value = 12200
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
trigger1 = command = "away-f"
trigger2 = command = "c"
triggerall = statetype != A
triggerall = ctrl
triggerall = command != "away-b"




[State -1, guard cancel]
type = ChangeState
value = 12200
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "away-f"
triggerall = statetype != A
triggerall = (stateno = 150 || stateno = 151)
trigger1 = var(50) >=100
;trigger1 = var(50) <=1000
trigger1 = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
trigger2 = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger2 = power >= 500
trigger3 = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
trigger3 = var(50) <=0
trigger3 = power >= 500
trigger3 =(anim = 10150 || anim = 10151)
trigger3 = numpartner

;---------------------------------------------------------------------------
;
;ƂĂȒPȃXe[głB
;łĂȂƂ́uvłB
;ڍׂaway.cns

[State -1, Run Back]
type = ChangeState
value = 12250
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "away-b"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
;trigger2 = movecontact


[State -1, guard cancel]
type = ChangeState
value = 12250
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "away-b"
triggerall = statetype != A
triggerall = (stateno = 150 || stateno = 151)
trigger1 = var(50) >=100
;trigger1 = var(50) <=1000
trigger1= PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
trigger2 = PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger2 = power >= 500
trigger3 = PalNo = 1 || PalNo = 2 || PalNo =3|| PalNo = 4 || PalNo = 5 || PalNo =6
trigger3 = var(50) <=0
trigger3 = power >= 500
trigger3 =(anim = 10150 || anim = 10151)
trigger3 = numpartner


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

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

[State -1, escape]
type = ChangeState
value = 2300
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
;triggerall != PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger1 = command = "away-f"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = command = "c"
trigger2 = statetype != A
trigger2 = ctrl
triggerall = command != "away-b"

[State -1, guard cancel]
type = ChangeState
value = 2300
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "away-f"
triggerall = power >= 500
triggerall = var(50) <= 0
;triggerall != PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger1 = statetype != A
triggerall = (stateno = 150 || stateno = 151)
trigger1 =(anim = 150 || anim = 151)
;trigger1 =(anim != 10150 || anim != 10151)

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

[State -1, escape]
type = ChangeState
value = 2350
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
;triggerall != PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
triggerall = command = "away-b"
trigger1 = statetype != A
trigger1 = ctrl

[State -1, guard cancel]
type = ChangeState
value = 2350
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "away-b"
triggerall = power >= 500
triggerall = var(50) <= 0
;triggerall != PalNo = 7 || PalNo = 8 || PalNo =9|| PalNo = 10 || PalNo = 11 || PalNo =12
trigger1 = statetype != A
triggerall = (stateno = 150 || stateno = 151)
trigger1 =(anim = 150 || anim = 151)
;trigger1 =(anim != 10150 || anim != 10151)



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




;---------------------------------------------------------------------------
;݃ubN
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 2500
triggerall = var(59) = 0 && roundstate = 2 && alive
trigger1 = command = "z"
trigger2 = command = "holdz"
triggerall = statetype != A
triggerall = ctrl






;---------------------------------------------------------------------------
;͒×Ƃ
[State -1, Kung Fu Throw]
type = ChangeState
value = 900
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "kawadsua"
triggerall = stateno != 100
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250

;͒×Ƃ
[State -1, Kung Fu Throw]
type = ChangeState
value = 900
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "kawadsub"
triggerall = stateno != 100
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger2 = stateno != 250


;---------------------------------------------------------------------------
;n}[X[a
[State -1, Kung Fu Throw]
type = ChangeState
value = 851
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 25
trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;n}[X[b
[State -1, Kung Fu Throw]
type = ChangeState
value = 850
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdback"
trigger1 = p2bodydist X < 25
trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;WCAgG{[iEʏ퓊j
[State -1, Kung Fu Throw]
type = ChangeState
value = 10800
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
;Triggerall = numtarget(2500) = 0
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 25
trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 25
trigger2 = (p2statetype = S) || (p2statetype = C)
;trigger2 = p2movetype != H



;---------------------------------------------------------------------------
;₵̎
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 25
trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 25
trigger2 = (p2statetype = S) || (p2statetype = C)
;trigger2 = p2movetype != H


;===========================================================================
;---------------------------------------------------------------------------
;Abp[ij
[State -1, Stand Light Punch]
type = ChangeState
value = 10250
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "upper"
trigger1 = statetype != A
trigger1 = ctrl



;---------------------------------------------------------------------------
;p`ij
[State -1, Stand Light Punch]
type = ChangeState
value = 10200
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 10200
trigger2 = time > 6
;---------------------------------------------------------------------------
;p`ij
[State -1, Stand Light Punch]
type = ChangeState
value = 10210
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = P2bodydist X > 40
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;p`ijߋ
[State -1, Stand Light Punch]
type = ChangeState
value = 10211
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = P2bodydist X <= 40
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;LbNij
[State -1, Stand Light Kick]
type = ChangeState
value = 10230
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "a"
triggerall = var(50) > 0
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;LbNij
[State -1, Standing Strong Kick]
type = ChangeState
value = 10245
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "b"
triggerall = var(50) > 0
triggerall = command != "holddown"
trigger1 = P2bodydist X > 40
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
;LbNijߋ
[State -1, Stand Light Punch]
type = ChangeState
value = 10240
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = P2bodydist X <= 40
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Ⴊݎp`ij
[State -1, Crouching Light Punch]
type = ChangeState
value = 10400
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 10400
trigger2 = time > 6

;---------------------------------------------------------------------------
;Ⴊ݋p`ij
[State -1, Crouching Strong Punch]
type = ChangeState
value = 10410
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;ႪݎLbNij
[State -1, Crouching Light Kick]
type = ChangeState
value = 10430
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl



;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 10440
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 10600
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl


;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 10610
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 10630
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 10640
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;ZE]V|
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = command = "upper"
triggerall = numtarget(850) = 0
trigger1 = statetype != A
trigger1 = ctrl



;---------------------------------------------------------------------------
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl




;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 400) || (stateno = 430)
;trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl


;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0 && roundstate = 2 && alive
triggerall = numtarget(850) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl


;===================================================================================================================
;===================================================================================================================
;AI
;===================================================================================================================
;===================================================================================================================
;AȊΐ푊F
[State -1]
Type = Varset
Trigger1 = 1
var(51) = enemynear(0),ID

[State -1];t߂ɂ𖳎ׂ
Type = Varset
Triggerall = numenemy = 2
Trigger1 = EnemyNear(0),alive = 0                     ;ł
Trigger2 = EnemyNear(0),movetype = H                  ;炢ԂŁAK̂ȊOBZ󂯂Ă\
Trigger2 = EnemyNear(0),stateno != [120,152]
Trigger2 = EnemyNear(0),stateno != [5000,5110]
Trigger3 = EnemyNear(0),movetype = A                  ;UԂŁAK̂ȊOBZ𓖂ĂĂ\
Trigger3 = EnemyNear(0),numtarget
Trigger3 = stateno != [120,152]
Trigger3 = stateno != [5000,5110]
Trigger3 = NumPartner
Trigger3 = Partner,stateno != [120,152]
Trigger3 = Partner,stateno != [5000,5110]
var(51) = enemynear(1),ID

[State -1];ă`FbN
Type = Varset
Triggerall = numenemy = 2
Trigger1 = EnemyNear(1),alive = 0                     ;ł
Trigger2 = EnemyNear(1),movetype = H                  ;炢ԂŁAK̂ȊOBZ󂯂Ă\
Trigger2 = EnemyNear(1),stateno != [120,152]
Trigger2 = EnemyNear(1),stateno != [5000,5110]
Trigger3 = EnemyNear(1),movetype = A                  ;UԂŁAK̂ȊOBZ𓖂ĂĂ\
Trigger3 = EnemyNear(1),numtarget
Trigger3 = stateno != [120,152]
Trigger3 = stateno != [5000,5110]
Trigger3 = NumPartner
Trigger3 = Partner,stateno != [120,152]
Trigger3 = Partner,stateno != [5000,5110]
var(51) = enemynear(0),ID


;===================================================================================================================
;y\EWCAgnꃂ[hz
;===================================================================================================================

;===================================================================================================================
;Q[WZ
;===================================================================================================================


;---------------------------------------------------------------------------
;pvEAbv

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3500
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(38) = 1
triggerall = var(50) <= 0
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = playerID(var(51)),statetype = L
trigger1 = roundsexisted >= 1 || TeamMode = turns  ;2Ehڈȍ~A`[Ŏgp

;----------------------------------------------------------------------------
;16`bv

[State -1,saut rebond] 
type = ChangeState 
value = 3000 + (p2bodydist x > 130)
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = power >= 3000
triggerall = StateType = A && ctrl && BackEdgeDist < 4 
triggerall = Pos Y <= -65
trigger1 = p2bodydist x = [100,250]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C || playerID(var(51)),stateno = 5120

;---------------------------------------------------------------------------
;32~TC

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 2000 + 2*((p2bodydist x > 120)&&(numtarget(850) = 0))
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = power >= 2000
triggerall = statetype != A
triggerall = ctrl || (stateno = 100)
trigger1 = p2bodydist x = [30,230]
trigger1 = p2bodydist x > 80 || FrontEdgeDist < 150
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = (playerID(var(51)),movetype = A && playerID(var(51)),animtime > 15)
trigger2 = p2bodydist x = [20,200]
trigger2 = p2bodydist y = [-100,-20]
trigger2 = playerID(var(51)),statetype = A
trigger2 = playerID(var(51)),movetype = A
trigger3 = p2bodydist x = [30,230]
trigger3 = numtarget(850) >= 1
trigger3 = Facing != target(850),Facing
trigger3 = target(850),life >= 250

;---------------------------------------------------------------------------
;lbNu[J[hbv
;[vɂӂ
;KOłȂ甭
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 2050
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = power >= 1000
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = statetype != A
trigger1 = (ctrl || stateno=100) && (numtarget(850) >= 1)
trigger1 = p2bodydist x = [10,200]
trigger1 = Facing != target(850),Facing
trigger1 = target(850),life < 250

;---------------------------------------------------------------------------
;16LbN
;ʁA[vɂӂAŌZ𓖂Ă̘AZ


[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1010 -10*(numtarget(850))
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = power >= 1000
;triggerall = (power >= 3000) || playerID(var(51)),life < 220 ;ł邱ƂȂ32̂߂ɃQ[Ŵ3Q[W܂ł͉䖝
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != A
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = 0                                         ;ʂɏô͂܂̂Ƃ땕
trigger1 = statetype != A
trigger1 = (ctrl || stateno=100) && (numtarget(850) = 0)
trigger1 = power >= 1250 && var(59) >= 7
trigger1 = p2bodydist x = [50,150]
trigger1 = random < 5*(var(59))
trigger2 = statetype != A
trigger2 = (ctrl || stateno=100) && (numtarget(850) >= 1)
trigger2 = p2bodydist x = [50,150]
trigger2 = Facing != target(850),Facing
trigger3 = (stateno = 210) || (stateno = 240) || (stateno = 410)
trigger3 = movehit && !movereversed
trigger3 = numtarget >= 1

[State 1000];16
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = stateno = 1000 || stateno = 1010
triggerall = Power >= 250
triggerall = movecontact
triggerall = movehit = 0
triggerall = movereversed = 0
triggerall = moveguarded >= 1
triggerall = p2bodydist x = [00,80]
trigger1 = playerID(var(51)),life < 100    ;KOłȏꍇ
trigger2 = roundsexisted >= 1 || TeamMode = turns  ;2Ehڈȍ~A`[Ŏgp
value = 1020

;===================================================================================================================
;hE֌W
;===================================================================================================================

;---------------------------------------------------------------------------
;^[Ƃ
;΋󓊂
;肪Uł͖

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1320
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = (p2bodydist x = [00,70]) || (p2bodydist x = [00,100]) && (playerID(var(51)),vel x > 0)
triggerall = playerID(var(51)),statetype = A
triggerall = playerID(var(51)),movetype = I
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 100)
trigger1 = p2bodydist y = [-140,-30]
trigger1 = random < 10*(var(59))

;---------------------------------------------------------------------------
;WsO]V|
;G΋AK[hLZi16̂1Q[ŴŁA2Q[Wgpj
;iZȂ̂łႪ݋LbNK[hꂽLZŏoăK[hɍs

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1200 + 10*(p2bodydist x > 60)
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = p2bodydist x = [00,100]
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = playerID(var(51)),statetype = A
trigger1 = playerID(var(51)),movetype = A || playerID(var(51)),movetype = H
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 100)
trigger1 = p2bodydist y = [-140,-30]
trigger1 = random < 10*(var(59))
trigger2 = 0
trigger2 = power >= 2000
trigger2 = power <  3000
trigger2 = (stateno = 150 || stateno = 151)
trigger2 = (anim = 150 || anim = 151)
trigger2 = time > 0
trigger2 = random < 10*(var(59))
trigger3 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger3 = playerID(var(51)),movetype != H
trigger3 = statetype != A
trigger3 = ctrl || (stateno = 100)
trigger3 = random < 5*(var(59))
trigger4 = stateno = 440
trigger4 = moveguarded

;---------------------------------------------------------------------------
;ZE]V|
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = numtarget(850) = 0
triggerall = p2bodydist x = [00,60]
triggerall = playerID(var(51)),statetype = A
triggerall = playerID(var(51)),movetype = I
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist y = [-140,-30]
trigger1 = random < 10*(var(59))

;---------------------------------------------------------------------------
;݃ubN

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 2500
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist x = [00,120]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = playerID(var(51)),movetype = A
trigger1 = random < 40*(var(59))
trigger1 = (playerID(var(51)),HitDefAttr = SC, AT) || (playerID(var(51)),stateno = [800,999])
trigger2 = var(59) >= 10
trigger2 = p2bodydist x = [00,30]
trigger2 = playerID(var(51)),stateno = 5120
trigger2 = playerID(var(51)),animtime < 3
trigger2 = roundsexisted >= 1 || TeamMode = turns  ;2Ehڈȍ~A`[Ŏgp
trigger2 = life < ceil(playerID(var(51)),life * 0.8) || life < ceil(lifemax * 0.4) || power >= 3000

;---------------------------------------------------------------------------
;ڂɂ͖ڂI
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(39) = 1;
triggerall = var(50) <= 0
triggerall = var(37) <= 0;gp
triggerall = p2bodydist x = [00,100]
triggerall = p2bodydist y = [-140,-30]
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C || playerID(var(51)),statetype = A
triggerall = playerID(var(51)),movetype = A
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random < 5*(var(59))

;---------------------------------------------------------------------------
;
;K[hLZł͕

[State -1, escape]
type = ChangeState
value = 2300
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = playerID(var(51)),numproj > 0
triggerall = p2bodydist x = [80,300]
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random < 5*(var(59))
trigger2 = 0
trigger2 = power >= 500
trigger2 = power = [2000,2999]
trigger2 = (stateno = 150 || stateno = 151)
trigger2 = (anim = 150 || anim = 151)
trigger2 = random < 5*(var(59))

;---------------------------------------------------------------------------
;Ⴊ݃K[h
[State -1,AI CrouchGuard]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = StateType != A
triggerall = playerID(var(51)),StateType = S || playerID(var(51)),StateType = C
triggerall = playerID(var(51)),movetype = A
triggerall = random < 150*(var(59))
trigger1 = ctrl = 1
trigger2 = stateno = [120,149]
value = 131

;K[h
[State -1,AI Guard]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = StateType != A
triggerall = playerID(var(51)),StateType = A
triggerall = playerID(var(51)),movetype = A
triggerall = random < 150*(var(59))
trigger1 = ctrl = 1
trigger2 = stateno = [120,149]
value = 130

;---------------------------------------------------------------------------
;_bVɓGUĂj[g
[State -1, ]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = stateno = 100
triggerall = numtarget(850) = 0
trigger1 = p2bodydist x = [0,40]
trigger2 = inguarddist
trigger3 = playerID(var(51)),numproj > 0
trigger4 = 0
trigger4 = playerID(var(51)),ctrl
trigger4 = Facing = playerID(var(51)),Facing
trigger4 = frontedgebodydist > 50
value = 0
ctrl = 1

;===================================================================================================================
;Z
;===================================================================================================================

;---------------------------------------------------------------------------
;pChCo[
;1Q[WgpBQ[W鎞ɁB
;肪炢ԂAubLǑBQ[WgċU肷邱Ƃ̂ŁAm肳B

[State -1, Kung Fu Throw]
type = ChangeState
value = 980
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = power >= 1000
triggerall = (power >= 3000) || playerID(var(51)),life < 220 ;ł邱ƂȂ32̂߂ɃQ[Ŵ3Q[W܂ł͉䖝
triggerall = stateno != 100
triggerall = p2bodydist x = [00,35]
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),MoveType = H || numtarget(2500) >= 1
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random < 100*(var(59))
trigger2 = stateno=100
trigger2 = (numtarget(850) >= 1)
trigger2 = Facing != target(850),Facing

;---------------------------------------------------------------------------
;͒×Ƃ
;肪Uł͖
;̈ʒu֌Wɂ߂ĈAꎞ󂷂

[State -1, Kung Fu Throw]
type = ChangeState
value = 900
triggerall = 0
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = stateno != 100
triggerall = p2bodydist x = [00,35]
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),MoveType = H || playerID(var(51)),MoveType = I
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random < 80*(var(59))

;---------------------------------------------------------------------------
;n}[X[
;Lɓ
;ɃQ[WZŒǌ̂ŃQ[W鎞

[State -1, Kung Fu Throw]
type = ChangeState
value = 850 + (frontedgebodydist >= backedgebodydist)
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = Power >= 1000
triggerall = numtarget(850) = 0
triggerall = playerID(var(51)),MoveType = I
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = p2bodydist X < 25
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = random < 30*(var(59))

;---------------------------------------------------------------------------
;Ăӂ

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 950
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = stateno != 100
triggerall = p2bodydist x = [00,45]
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),MoveType != H || numtarget(2500) >= 1 && Power >= 3000
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = (random < 50*(var(59))) || Power >= 3000

;ǌE₵̎
;{1Q[Wŏo邪Aꂾ̒ǌ1Q[W͂ȂBWCAgRu܂ňڍsłȂg
[State -1, Strong Kung Fu Palm]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = numtarget
triggerall = Power >= 1000
triggerall = Power >= 3000
triggerall = stateno = 951
trigger1 = AnimElemtime(14) > 35 && AnimElemtime(14) < 40
value = 961

;ǌEWCAgRu
[State -1, Strong Kung Fu Palm]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = Power >= 2000
triggerall = stateno = 960
trigger1 = AnimElemtime(9) > 18 && AnimElemtime(9) < 21
value = 968

;---------------------------------------------------------------------------
;₵̎
;ʏ퓊

[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),MoveType = H || playerID(var(51)),MoveType = I
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = p2bodydist X < 25
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = random < 100*(var(59))

;---------------------------------------------------------------------------
;WCAgXCO
;ôxԍLBP

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1300
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) <= 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = playerID(var(51)),hitfall = 0
trigger1 = p2bodydist x = [100,120]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = playerID(var(51)),movetype = I || playerID(var(51)),movetype = A
trigger1 = playerID(var(51)),StateNo != [140,155]
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 100) && (numtarget(850) = 0)
trigger1 = random < 5*(var(59))
trigger2 = playerID(var(51)),hitfall = 0
trigger2 = p2bodydist x = [30,120]
trigger2 = (playerID(var(51)),statetype = C) && (playerID(var(51)),movetype = A)
trigger2 = playerID(var(51)),StateNo != [140,155]
trigger2 = statetype != A
trigger2 = ctrl || (stateno = 100) && (numtarget(850) = 0)
trigger2 = random < 20*(var(59)) || (stateno = 100)
trigger2 = life < ceil(playerID(var(51)),life * 0.8) || life < ceil(lifemax * 0.4) || power >= 3000
trigger3 = stateno = 440
trigger3 = movehit

;===================================================================================================================
;n̗
;===================================================================================================================
;---------------------------------------------------------------------------
;v싅fO
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1150
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(40) = 1
triggerall = var(50) <= 0
triggerall = NumHelper(1160) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = playerID(var(51)),statetype = L

;---------------------------------------------------------------------------
;͂ݔ]V|
;Q[WƂ̒nAZ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1350
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = statetype != A
triggerall = stateno = 100
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = numtarget(850) >= 1
trigger1 = Facing != target(850),Facing
trigger1 = p2bodydist x = [35,130]
trigger2 = numtarget(850) = 0
trigger2 = playerID(var(51)),movetype != H
trigger2 = p2bodydist x = [120,125]
trigger2 = random < 5*(var(59))

;---------------------------------------------------------------------------
;`bvRrl[V
;Q[WƂ̒nAZ
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1110
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [35,120]
trigger1 = random < 10*(var(59))
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movehit && !movereversed
trigger2 = numtarget >= 1
trigger2 = stateno != 250
trigger2 = stateno != 440
trigger3 = stateno = 100
trigger3 = p2bodydist x = [35,130]
trigger3 = random < 5*(var(59))

;---------------------------------------------------------------------------
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = statetype != A
triggerall = ctrl
trigger1 = playerID(var(51)),statetype = L
trigger1 = prevstateno != 195
trigger1 = life > 300
trigger1 = life > ceil(playerID(var(51)),life * 1.2)
trigger1 = p2bodydist x = [100,250]
trigger1 = random < 10

;---------------------------------------------------------------------------
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = statetype = S
triggerall = ctrl
triggerall = backedgedist >= 60
trigger1 = playerID(var(51)),statetype = L || (playerID(var(51)),hitfall && playerID(var(51)),pos y >= -20)
trigger1 = playerID(var(51)),stateno != 5120
;trigger1 = p2bodydist x = [00,40]
;trigger1 = !(playerID(var(51)),statetype = A)
trigger1 = !(playerID(var(51)),movetype = A)
trigger1 = !(playerID(var(51)),numproj > 0)

;---------------------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = statetype = S
triggerall = ctrl
triggerall = !(playerID(var(51)),statetype = A)
triggerall = !(playerID(var(51)),movetype = A)
triggerall = !(playerID(var(51)),movetype = H)
triggerall = !(playerID(var(51)),numproj > 0)
trigger1 = p2bodydist x = [35,150]
trigger1 = random < 50*(var(59))
trigger2 = p2bodydist x > 150
trigger3 = numtarget(850) >= 1

;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = numtarget(850) = 0
triggerall = playerID(var(51)),statetype = S
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [00,35]
trigger1 = random < 50*(var(59))

;---------------------------------------------------------------------------
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = numtarget(850) = 0
triggerall = playerID(var(51)),statetype = S
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [00,60]
trigger1 = random < 50*(var(59))

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = numtarget(850) = 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != H
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [00,80]
trigger1 = random < 20*(var(59))

;---------------------------------------------------------------------------
;OWv
[State -1, Jump F]
type = ChangeState
value = 41
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = numtarget(850) = 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != H
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = p2bodydist x = [60,130]
trigger1 = random < 2*(var(59))

;---------------------------------------------------------------------------
;Wv
;16`bvo߂̍s
[State -1, Jump B]
type = ChangeState
value = 42
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = power >= 3000
triggerall = BackEdgeDist < 60
triggerall = numtarget(850) = 0
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = p2bodydist x = [80,250]
trigger1 = playerID(var(51)),stateno = 5120
trigger2 = p2bodydist x >= 140

;===================================================================================================================
;󒆂̗
;===================================================================================================================
;---------------------------------------------------------------------------
;{fBA^bN
;傫̂ŗ]Tꍇ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1420
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = Pos Y <= -38
trigger1 = vel x >= 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = (p2bodydist x = [60,180]) || frontedgebodydist < 180
trigger1 = random < 2*(var(59))
trigger1 = life > 300
trigger1 = life > ceil(playerID(var(51)),life * 1.2)

;---------------------------------------------------------------------------
;ւ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1400
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = Pos Y <= -38
trigger1 = vel x >= 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = (p2bodydist x = [50,120]) || frontedgebodydist < 120
trigger1 = random < 10*(var(59))

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) <= 0
triggerall = numtarget(850) = 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = p2bodydist x = [00,80]
trigger1 = vel y > 0
trigger1 = pos y > -110
trigger1 = random < 10*(var(59))
trigger2 = playerID(var(51)),statetype = A
trigger2 = p2bodydist x = [00,80]
trigger2 = p2bodydist y = [-50,50]

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


;===================================================================================================================
;yE}EglH[hz
;===================================================================================================================

;===================================================================================================================
;Q[WZ
;===================================================================================================================

;---------------------------------------------------------------------------
;150L̃oN
;ZB\ȏ󋵂Ȃ

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 13000
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = Life <= 275
triggerall = statetype != A
triggerall = ctrl
triggerall = (PalNo = [1,6]) && (var(50) = [600,1000]) || (PalNo = [7,12]) && (power >= 3000)
trigger1 = p2bodydist x = [0,55]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C

;---------------------------------------------------------------------------
;WCAgEfr
;GːiZB̍Uɍ킹ĎĝƁAAZBɂȂ̂ŁA̋Ẑ߂ɃQ[W

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12600
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = (PalNo = [1,6]) && (var(50) = [400,1000]) || (PalNo = [7,12]) && (power >= 2000)
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x = [0,120]
trigger1 = p2bodydist y = [-60,0]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C || playerID(var(51)),statetype = A
trigger1 = playerID(var(51)),movetype = A
trigger1 = random < 10*(var(59))
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movehit && !movereversed
trigger2 = stateno != 10245
trigger2 = stateno != 10440

;---------------------------------------------------------------------------
;\̋l
;ːiZBG͂ȂBAZŎgBgȂQ[W

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12500
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 5
;triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 1000)
triggerall = (PalNo = [1,6]) && (var(50) = [200,399])
trigger1 = p2bodydist x = [0,120]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger1 = movehit && !movereversed
trigger1 = stateno != 10245
trigger1 = stateno != 10440

;---------------------------------------------------------------------------
;16̔ьR
;iZBô͒xG

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12000
triggerall = var(59) >= 1 && roundstate = 2 && alive
;triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 1000)
triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 3000)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist x = [0,120]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = playerID(var(51)),movetype = I
trigger1 = random < 10*(var(59))
trigger2 = playerID(var(51)),stateno = 5120
trigger2 = random < 30*(var(59))

;---------------------------------------------------------------------------
;16̃JJgƂ
;iZBô͒x

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12100
triggerall = var(59) >= 1 && roundstate = 2 && alive
;triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 1000)
triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 3000)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2bodydist x = [0,100]
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = playerID(var(51)),movetype = I
trigger1 = random < 10*(var(59))
trigger2 = playerID(var(51)),stateno = 5120
trigger2 = random < 30*(var(59))

;---------------------------------------------------------------------------
;16̉􂵏R
;΋

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 12150
triggerall = var(59) >= 1 && roundstate = 2 && alive
;triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 1000)
triggerall = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 3000)
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist x = [50,80]
trigger1 = p2bodydist y = [-110,-20]
trigger1 = playerID(var(51)),vel x = 0
trigger1 = random < 10*(var(59))
trigger2 = p2bodydist x = [50,120]
trigger2 = p2bodydist y = [-110,-20]
trigger2 = playerID(var(51)),vel x > 0
trigger2 = random < 10*(var(59))

;---------------------------------------------------------------------------
;Us̗v
;gǂ낪悭Ȃ̂ŕۗBN̋܂ʂɍlȂƂȂ

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 12701
triggerall = 0
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = Life <= 550
triggerall = var(50) > 0
trigger1 = statetype != A
trigger1 = ctrl

;===================================================================================================================
;hE֌W
;===================================================================================================================
;---------------------------------------------------------------------------
;JE^[u[
;^Ⴊ݂ɑ΂A[}[Z

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11560 +20*(playerID(var(51)),statetype=C)
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 5
triggerall = var(50) > 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = playerID(var(51)),movetype = A
trigger1 = p2bodydist x = [00,80]
trigger1 = random < 30*(var(59))

;---------------------------------------------------------------------------
;V_[^bNij
;GԂ̂ːiZBɂȂ
;K[hLZ͖{1Q[WŎg邪A2Q[W

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11300
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C || playerID(var(51)),statetype = A
triggerall = p2bodydist x = [00,120]
triggerall = p2bodydist y = [-100,0]
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = playerID(var(51)),movetype = A
trigger1 = random < 10*(var(59))
trigger2 = (stateno = 150 || stateno = 151)
trigger2 = time > 0
trigger2 = (PalNo = [1,6]) && (var(50) = [200,1000]) || (PalNo = [7,12]) && (power >= 3000)
trigger2 = random < 10*(var(59))
trigger3 = stateno = 100
trigger3 = playerID(var(51)),movetype = A || (p2bodydist x < 70)
trigger3 = random < 10*(var(59))

;---------------------------------------------------------------------------
;V_[^bNij
;ːiZBGł͂Ȃѓ
;˂łƂ悭̂ŒP̂ł͎gȂ

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11310
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = p2bodydist x >= 40
triggerall = statetype != A
triggerall = ctrl
trigger1 = 0
trigger1 = random < 10*(var(59))
trigger2 = enemy,numproj >= 1
trigger2 = random < 100*(var(59))
trigger3 = numenemy = 2
trigger3 = enemy(1),numproj >= 1
trigger3 = random < 100*(var(59))

;---------------------------------------------------------------------------
;WuAŁij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11510
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = p2bodydist x = [00,60]
triggerall = p2bodydist y = [-120,-30]
triggerall = playerID(var(51)),statetype = A
triggerall = statetype != A
triggerall = ctrl
trigger1 = playerID(var(51)),movetype = I
trigger1 = random < 5*(var(59))

;---------------------------------------------------------------------------
;Abp[ij
[State -1, Stand Light Punch]
type = ChangeState
value = 10250
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = p2bodydist x = [00,60]
triggerall = playerID(var(51)),statetype = A
triggerall = playerID(var(51)),movetype = I
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist y = [-140,-30]
trigger1 = random < 5*(var(59))

;---------------------------------------------------------------------------
;Ⴊ݃K[h
[State -1,AI CrouchGuard]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = StateType != A
triggerall = playerID(var(51)),StateType = S || playerID(var(51)),StateType = C
triggerall = playerID(var(51)),movetype = A
triggerall = random < 150*(var(59))
trigger1 = ctrl = 1
trigger2 = stateno = [120,149]
value = 131

;K[h
[State -1,AI Guard]
type = ChangeState
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = StateType != A
triggerall = playerID(var(51)),StateType = A
triggerall = playerID(var(51)),movetype = A
triggerall = random < 150*(var(59))
trigger1 = ctrl = 1
trigger2 = stateno = [120,149]
value = 130

;===================================================================================================================
;Z
;===================================================================================================================

;---------------------------------------------------------------------------
;A}X݂̃ubWij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 10950
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 7
triggerall = var(50) > 0
triggerall = stateno != 100
triggerall = p2bodydist x < 50
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random < 40*(var(59))

;---------------------------------------------------------------------------
;WCAgG{[iEʏ퓊j
[State -1, Kung Fu Throw]
type = ChangeState
value = 10800
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),MoveType = H || playerID(var(51)),MoveType = I
triggerall = playerID(var(51)),StateNo != [140,155]
triggerall = playerID(var(51)),hitfall = 0
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = p2bodydist X < 25
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = random < 100*(var(59))

;===================================================================================================================
;n̗
;===================================================================================================================
;---------------------------------------------------------------------------
;KEԂ
;uJn̊PvƂ`ɂ̂ňx

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11700
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = var(52) = 0
triggerall = statetype != A
triggerall = ctrl
triggerall = roundsexisted != 0 ;2Ehڈȍ~
trigger1 = life >= ceil(lifemax*0.9)
trigger1 = playerID(var(51)),life >= playerID(var(51)),ceil(lifemax*0.9)
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger2 = TeamMode = Turns

;---------------------------------------------------------------------------
;{iIȃp`ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11620 + 10*(p2bodydist x > 50)
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = A
triggerall = playerID(var(51)),MoveType = H
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x = [0,120]
trigger1 = p2bodydist y = [-50,-10]

;---------------------------------------------------------------------------
;{iIȃp`ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 11600 + 10*(p2bodydist x > 50)
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = !(playerID(var(51)),stateno = 5120)
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x = [35,120]
trigger1 = random < 10*(var(59))
trigger2 = (stateno = [10200,10299]) || (stateno = [10400,10499])
trigger2 = movehit && !movereversed
trigger2 = stateno != 10245
trigger2 = stateno != 10250
trigger2 = stateno != 10440

;---------------------------------------------------------------------------
;̖ڒׂ
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11105
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C || playerID(var(51)),stateno = 5120
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x = [85,160]
trigger1 = random < 5*(var(59))

;---------------------------------------------------------------------------
;ex̖ڒׂ
;gĂ2Q[Wc悤ɁA3Q[WɂȂgȂƂȕ

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11106
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(59) >= 5
triggerall = (PalNo = [1,6]) && (var(50) = [100,1000]) || (PalNo = [7,12]) && (power = [2500,2999])
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C || playerID(var(51)),stateno = 5120
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist x = [85,160]
trigger1 = random < 5*(var(59))

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 10440
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != H
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [00,105]
trigger1 = random < 10*(var(59))

;---------------------------------------------------------------------------
;ႪݎLbNij
[State -1, Crouching Light Kick]
type = ChangeState
value = 10430
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != H
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [00,90]
trigger1 = random < 20*(var(59))

;---------------------------------------------------------------------------
;Ⴊݎp`ij
[State -1, Crouching Light Punch]
type = ChangeState
value = 10400
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != H
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = p2bodydist x = [00,70]
trigger1 = random < 20*(var(59))

;---------------------------------------------------------------------------
;obNXebvij
[State -1, Run Back]
type = ChangeState
value = 10105
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = statetype = S
triggerall = ctrl
triggerall = backedgedist >= 60
trigger1 = playerID(var(51)),statetype = L || (playerID(var(51)),hitfall && playerID(var(51)),pos y >= -20)
trigger1 = playerID(var(51)),stateno != 5120
trigger1 = p2bodydist x = [00,40]
trigger1 = !(playerID(var(51)),statetype = A)
trigger1 = !(playerID(var(51)),movetype = A)
trigger1 = !(playerID(var(51)),numproj > 0)

;---------------------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = statetype = S
triggerall = ctrl
triggerall = !(playerID(var(51)),statetype = A)
triggerall = !(playerID(var(51)),movetype = A)
triggerall = !(playerID(var(51)),movetype = H)
triggerall = !(playerID(var(51)),numproj > 0)
trigger1 = p2bodydist x >= 60
trigger1 = random < 5*(var(59))

;---------------------------------------------------------------------------
;OWv
[State -1, Jump F]
type = ChangeState
value = 41
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
triggerall = playerID(var(51)),movetype != H
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = p2bodydist x = [60,130]
trigger1 = random < 2*(var(59))

;===================================================================================================================
;󒆂̗
;===================================================================================================================

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 10640
triggerall = var(59) >= 1 && roundstate = 2 && alive
triggerall = var(50) > 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = playerID(var(51)),statetype = S || playerID(var(51)),statetype = C
trigger1 = p2bodydist x < 110
trigger1 = vel y > 0
trigger1 = pos y > -130
trigger1 = random < 10*(var(59))
trigger2 = playerID(var(51)),statetype = A
trigger2 = p2bodydist x < 100
trigger2 = p2bodydist y = [-50,50]


;===================================================================================================================
;AIN
;===================================================================================================================
;-----------------------------------------------------------------------------
[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 = 0  ;1ŏAIN
var(59) = 10   ;AIx1`10

;===================================================================================================================
;Cg
;===================================================================================================================
;-----------------------------------------------------------------------------
[State -1, Intro 1]
type = Varset
trigger1 = 1
var(57) = 1
;@oCgŃUEO[gE[uɂȂ鉉ogǂ
;@0FgȂ@1F_Ŏg@2FCĝݎgBȊO͎gȂ@3FKO[gE[uɂȂ

[State -1, Intro 2]
type = Varset
trigger1 = 1
var(58) = 2
;@oCgŃUEO[gE[uɂȂ鉉ogꍇAo͒ǂ
;@0FZ@1F@2F_

