[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
[Command]
Name = "SUPER"
Command = ~55$B, $F, $B, $F, x
time = 36
[Command]
Name = "SUPER"
Command = ~55$B, $F, $B, $F, y
time = 36
[Command]
Name = "SUPER"
Command = ~55$B, $F, $B, $F, z
time = 36
[Command]
Name = "waza1_light"
Command = ~55$B, $F, x
[Command]
Name = "waza1_middle"
Command = ~55$B, $F, y
[Command]
Name = "waza1_hard"
Command = ~55$B, $F, z
[Command]
Name = "waza2_light"
Command = ~55$D, $U, a
[Command]
Name = "waza2_middle"
Command = ~55$D, $U, b
[Command]
Name = "waza2_hard"
Command = ~55$D, $U, c

[Command]
Name = "waza1_light2"
Command = ~45$B, $F, x
[Command]
Name = "waza1_middle2"
Command = ~45$B, $F, y
[Command]
Name = "waza1_hard2"
Command = ~45$B, $F, z
[Command]
Name = "waza2_light2"
Command = ~45$D, $U, a
[Command]
Name = "waza2_middle2"
Command = ~45$D, $U, b
[Command]
Name = "waza2_hard2"
Command = ~45$D, $U, c

[Command]
Name = "waza1_light3"
Command = ~10$B, $F, x
[Command]
Name = "waza1_middle3"
Command = ~10$B, $F, y
[Command]
Name = "waza1_hard3"
Command = ~10$B, $F, z
[Command]
Name = "waza2_light3"
Command = ~10$D, $U, a
[Command]
Name = "waza2_middle3"
Command = ~10$D, $U, b
[Command]
Name = "waza2_hard3"
Command = ~10$D, $U, c

[Command]
Name = "o_waza1_fp"
Command = F, ~D, DF, x+y+z
Time = 20
[Command]
Name = "o_waza1_bp"
Command = B, ~D, DB, x+y+z
Time = 20
[Command]
Name = "o_waza1_fk"
Command = F, ~D, DF, a+b+c
Time = 20
[Command]
Name = "o_waza1_bk"
Command = B, ~D, DB, a+b+c
Time = 20

[Command]
Name = "FF"
Command = F, F
[Command]
Name = "BB"
Command = B, B

[Command]
Name = "a"
Command = a
Time = 1
[Command]
Name = "b"
Command = b
Time = 1
[Command]
Name = "c"
Command = c
Time = 1
[Command]
Name = "x"
Command = x
Time = 1
[Command]
Name = "y"
Command = y
Time = 1
[Command]
Name = "z"
Command = z
Time = 1

[Command]
Name = "start"
Command = s
Time = 1

[Command]
Name = "fwd"
Command = F
Time = 1
[Command]
Name = "back"
Command = B
Time = 1
[Command]
Name = "up" 
Command = U
Time = 1
[Command]
Name = "down"
Command = D
Time = 1

[Command]
Name = "holda"
Command = /$a
Time = 1
[Command]
Name = "holdb"
Command = /$b
Time = 1
[Command]
Name = "holdc"
Command = /$c
Time = 1

[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 = "recovery"
Command = a+b+c+x+y+z+s
Time = 0

[StateDef -1]
[State -1]
Type = null;ChangeState
TriggerAll = var(59)>0
Trigger1 = ctrl&&statetype=S
Value = 40
[State -1]
Type = ChangeState
Value = 2000
Triggerall = Command = "SUPER"
Triggerall = Power >= 1000
Trigger1 = StateType != A
Trigger1 = Ctrl
Trigger2 = Stateno = 200 && Movehit
Trigger3 = Stateno = 211 && Movehit
Trigger4 = Stateno = 300 && Movehit
Trigger5 = Stateno = 310 && Movehit
Trigger6 = Stateno = 320 && Movehit
Trigger7 = Stateno = 330 && Movehit
[State -1];サマーソルトキック
Type = ChangeState
TriggerAll = (StateType!=A||Var(13)) && (Ctrl||(Var(10)=2&&StateNo=1)||StateNo=40||(Time<2&&StateNo=[200,399])||Var(6)>0||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Trigger1 = (Command="waza2_light"||Command="waza2_middle"||Command="waza2_hard") && Var(10) = 0
Trigger2 = (Command="waza2_light2"||Command="waza2_middle2"||Command="waza2_hard2") && Var(10) = 1
Trigger3 = (Command="waza2_light3"||Command="waza2_middle3"||Command="waza2_hard3") && Var(12) = -2
Trigger4 = (Command="a"||Command="b"||Command="c") && Command = "holdup" && Var(10) = 2
Value = IFelse(Command="waza2_light"||Command="waza2_light2"||Command="waza2_light3"||Command="a", 1100, IFelse(Command="waza2_middle"||Command="waza2_middle2"||Command="waza2_middle3"||Command="b", 1101, 1102))

[State -1];ソニックブーム
Type = ChangeState
TriggerAll=!NumProjID(1)&&(StateType!=A||Var(13))&&(Ctrl||(Var(10)=2&&StateNo=1)||(Time<2&&StateNo=[200,399])||Var(6)>0||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0))&&((Var(10)=2&&Helper(3000),Var(10)=0)||Var(10)!=2)&&Var(30)!=1&&RoundState=2
Trigger1 = (Command="waza1_light"||Command="waza1_middle"||Command="waza1_hard") && Var(10) = 0
Trigger2 = (Command="waza1_light2"||Command="waza1_middle2"||Command="waza1_hard2") && Var(10) = 1
Trigger3 = (Command="waza1_light3"||Command="waza1_middle3"||Command="waza1_hard3") && Var(12) = -2
Trigger4 = (Command="x"||Command="y"||Command="z") && Command="holdfwd" && Var(10) = 2
Value = IFelse(Command="waza1_light"||Command="waza1_light2"||Command="waza1_light3"||Command="x", 1000, IFelse(Command="waza1_middle"||Command="waza1_middle2"||Command="waza1_middle3"||Command="y", 1001, 1002))

[State -1];投げ
Type = ChangeState
Trigger1 = ((StateNo=20&&(Command="y"||Command="z"))||(StateNo=50&&(Command="holdfwd"||Command="holddown"||Command="holdback")&&(Command="b"||Command="c"||Command="y"||Command="z")))&&P2BodyDist X<(38*Const(Size.XScale)) && Var(30) != 1 && RoundState = 2
Value = IFelse(StateNo=20,IFelse(Command="y", 500, 510),IFelse(Command="b",534,IFelse(Command="c",530,IFelse(Command="y",525,520))))

[State -1];アレンジ時特殊攻撃
Type = ChangeState
;Trigger1=(((Command="x"&&P2Dist X>(84*Const(Size.XScale)))||(Command="c"&&Command="holdfwd"))||(Command="c"&&P2Dist X<(85*Const(Size.XScale))))&&StateType=S&&(Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(10)=1&Var(30)!=1&RoundState=2
Trigger1=(((Command="x"&&P2Dist X>(84*Const(Size.XScale)))||(Command="c"&&Command="holdfwd"))||(Command="c"&&P2Dist X<(85*Const(Size.XScale))))&&StateType=S&&(Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(30)!=1&RoundState=2
Value = IFelse(Command="x",201,IFelse(Command="holdfwd",IFelse(P2Dist X<(85*Const(Size.XScale)),260,252),253))
[State -1]
Type = ChangeState
Trigger1=((Command="z"&&Command!="holdfwd"&&P2Dist X>(84*Const(Size.XScale)))||(Command="b"&&(Command="holdfwd"||Command="holdback")))&&StateType=S&&(Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(10)=1&Var(30)!=1&RoundState=2
;Trigger1=((Command="z"&&Command!="holdfwd"&&P2Dist X>(84*Const(Size.XScale)))||(Command="b"&&(Command="holdfwd"||Command="holdback")))&&StateType=S&&(Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(30)!=1&RoundState=2
Value = IFelse(Command="z",222,240)
[State -1]
Type = ChangeState
Trigger1=((Command="a"&&Command="holdback")||(Command="c"&&Command="holdback"))&&StateType=S&&(Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(10)=1&Var(30)!=1&RoundState=2
Value = IFelse(Command="a",242,251)

[State -1];特殊攻撃
Type = ChangeState
Trigger1 = (((Command="b"&&Var(10)=0)||(Command="a"&&Var(10)=1)||(Command="c"&&P2BodyDist X<(66*Const(Size.XScale))))) && (Command="holdfwd"||Command="holdback") && StateType = S && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(30)!=1&&RoundState=2
Value = IFelse(Command="a"||Command="b",270,260)

[State -1];待ちガイル用特殊攻撃
Type = ChangeState
Trigger1 = (Command="b"||Command="c") && (Command="holdfwd"||Command="holdback") && (StateNo=1||(Var(12)=-2&&MoveType=H&&HitShakeOver))&&Var(10)=2&&Var(30)!=1&&RoundState=2
Value = IFelse(Command="b",270,260)

[State -1];立ちパンチ攻撃
Type = ChangeState
Trigger1 = (Command="x"||Command="y"||Command="z") && StateType = S && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x",200,IFelse(Command="y",210+(P2BodyDist X<(38*Const(Size.XScale))),220+(P2BodyDist X<(60*Const(Size.XScale)))))
[State -1];立ちキック攻撃
Type = ChangeState
Trigger1 = (Command="a"||Command="b"||Command="c") && StateType = S && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="a",230,IFelse(Command="b",240+(P2BodyDist X<(38*Const(Size.XScale))),250+(P2BodyDist X<(38*Const(Size.XScale)))))
[State -1];しゃがみ攻撃
Type = ChangeState
Trigger1 = (Command="x"||Command="y"||Command="z"||Command="a"||Command="b"||Command="c") && StateType = C && (Ctrl||(Var(10)=2&&StateNo=1)||(Var(12)=-2&&MoveType=H&&HitShakeOver)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x", 300, IFelse(Command="y", 310, IFelse(Command="z", 320, IFelse(Command="a", 330, IFelse(Command="b", 340, 350)))))
[State -1];空中パンチ攻撃
Type = ChangeState
Trigger1 = (Command="x"||Command="y"||Command="z") && StateType = A && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x",IFelse(Vel X=0,400,401),IFelse(Command="y",IFelse(Vel X=0,410,411),IFelse(Vel X=0,420,421)))
[State -1];空中キック攻撃
Type = ChangeState
Trigger1 = (Command="a"||Command="b"||Command="c") && StateType = A && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="a",IFelse(Vel X=0,430,431),IFelse(Command="b",IFelse(Vel X=0,440,441),450))
[State -1];同時押しスペシャル
Type = ChangeState
Trigger1 = Command = "a" && AnimElem = 2,>1 && (Command="x"||Command="y"||Command="z"||Command="holdup") && ((StateNo=230&&Command="holddown") || (Command!="holddown"&&StateNo=330)) && RoundState = 2
Value=IFelse(Command="holdup",40,IFelse(Command="holddown",IFelse(Command="x",300,IFelse(Command="y",310,320)),IFelse(Command="x",200,IFelse(P2Dist X<(85*Const(Size.XScale)),IFelse(Command="y",211,221),IFelse(Command="y",210,220)))))
[State -1];弱攻撃連打処理
Type = ChangeState
Trigger1 = (Command="x"&&((StateNo=[200,201])||StateNo=300)&&AnimElem=2,>=0) || (Command = "a" && ((StateNo=230||StateNo=330) && AnimElem = 3,>=0)) && RoundState = 2
Value = IFelse(Command="x", IFelse(Command="holddown", 300, IFelse(P2Dist X>(84*Const(Size.XScale)),201,200)), IFelse(Command="holddown", 330, 230))

;Trigger1 = (Command="x"&&((StateNo=[200,201])||StateNo=300)&&AnimElem=2,>=0) || (Command = "a" && ((StateNo=230||StateNo=330) && AnimElem = 3,>=0)) && RoundState = 2
;Value = IFelse(Command="x", IFelse(Command="holddown"||Var(10)=2, 300, IFelse(P2Dist X>(84*Const(Size.XScale))&&Var(10),201,200)), IFelse(Command="holddown"||Var(10)=2, 330, 230))

[State -2,V50 摩擦係数用]
type = VarSet
trigger1 = 1
var(50) = -(Facing)*(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Facing)
ignorehitpause = 1

[State -3,FV39 相手摩擦係数]
Type = VarSet
Trigger1 = 1
fvar(39) = IfElse(P2StateType=C,(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Const(movement.crouch.friction)),(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Const(movement.stand.friction)))
IgnoreHitPause = 1


;===開幕の行動=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,屈む]
Type = ChangeState
Triggerall = numhelper(30010)&&roundstate=2
Triggerall = helper(30010),var(8)!=[0,1]
Trigger1 = Var(59)>0&&var(55)>=60&&var(56)>=60
Trigger1 = helper(30010),Var(4)=2&&Ctrl&&StateNo=0&&time>=1
Value = 10
ctrl=0

[State -1,後ろにジャンプ]
Type = ChangeState
Triggerall = numhelper(30010)&&roundstate=2
Triggerall = helper(30010),var(8)!=[0,1]
Trigger1 = Var(59)>0&&var(55)>=60&&var(56)>=60
Trigger1 = helper(30010),Var(4)=3&&Ctrl&&(StateNo=0)
Value = 37

;===便利なサマソと投げ=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
TriggerAll = var(55)>=60&&StateType!=A&&(Ctrl||stateno=11&&!ctrl||(StateNo=[37,39])||(Time<2&&StateNo=[200,399])||Var(6)>0)
Triggerall = roundstate=2
Trigger1 = p2movetype=A&&p2bodydist X<100
Trigger1 = var(55):=0||1
Trigger2 = p2movetype!=H&&var(57)=4&&p2statetype=A&&p2bodydist X < 100
Trigger2 = var(55):=0||1
Trigger3 = helper(30010),Var(4)=2&&(p2movetype=A||(p2statetype=A&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H))&&stateno=11&&!ctrl
Trigger3 = var(55):=0||1;kaimaku no koudou
Value = 1100

[State -1,起き上がり投げ]
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010);38
Triggerall = helper(30010),Var(8)!=[0,1]
triggerall =!(p2statetype=A||p2statetype=L)&&(stateno=0||(stateno=[19,22])) &&(P2BodyDist X <(38*Const(Size.XScale))) &&RoundState = 2
;Trigger1 = random<var(59)*250-(var(59)=3)*300
Trigger1 = var(57)=4&&p2movetype!=H&&p2stateno<5000&&p2stateno!=[150,159]
Value = 500

;===当て投げ=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,当て投げ用歩き]
Type = ChangeState
Triggerall = var(59)>0
triggerall = numhelper(30010)&&stateno!=52&&stateno!=[23,24]
triggerall =!(p2statetype=A||p2statetype=L)&&stateno=0&&RoundState = 2
;Trigger1 = random<var(59)*250-(var(59)=3)*300
Trigger1 = helper(30010),var(56)=1
trigger1 = var(55):=0||1
Value = 23

[State -1,当て投げ]
Type = ChangeState
Triggerall = var(59)>0
triggerall = numhelper(30010)
triggerall =!(p2statetype=A||p2statetype=L)&& (stateno=[23,24]) &&(P2BodyDist X <(27*Const(Size.XScale))) &&RoundState = 2
Trigger1 = p2movetype!=H&&p2stateno<5000&&p2stateno!=[150,159]
Value = 500
;===ジャンプ出始め潰し=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,横入れ中キック];特殊攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = !inguarddist&&var(57)!=4&&numhelper(30010)&&p2movetype!=H&&p2stateno<5000
Trigger1 = P2BodyDist X < 115 && StateType = S && Ctrl&& RoundState=2
Trigger1 = (p2stateno=[35,45])&&vel Y <=0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),time<10
Trigger1 = var(57):=12||1
Trigger1 = var(55):=0||1
Value = 270

;===便利なソニック=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,ソニックブーム];ソニックブーム
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = numhelper(30010)
TriggerAll=!NumProjID(1)&&var(56)>=60&&StateType!=A&&(((stateno=9||stateno=11)&&!ctrl)||Ctrl)&&RoundState=2
Trigger1 = p2stateno = [5110,5120]
Trigger1 = var(53)>0&&var(53)-var(54)-1<=((p2bodydist X-70)/3+11)
Trigger1 = var(57):=10||1
Trigger1 = var(56):=0||1
Trigger2 = p2stateno=5120
Trigger2 = var(53)=0
Trigger2 = -enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime-1<=((p2bodydist X-70)/3+11)
Trigger2 = var(57):=10||1
Trigger2 = var(56):=0||1
Trigger3 = helper(30010),Var(4)=2&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X<0&&stateno=11&&!ctrl
Trigger3 = var(56):=0||1
Value = 1000

;===タメ持続移動=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,ソニック近づき用(普通)];特殊攻撃
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll = StateType = S && Ctrl&& RoundState=2;&&ceil(p2bodydist X+enemynear(!(EnemyNear,Alive||NumEnemy=1)),BackEdgeBodyDist)>110
Triggerall = !inguarddist&&numhelper(30010)
Triggerall = helper(30010),Var(5)!=1
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = random < 1000-950*(helper(30010),var(11)>0)*(enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H)*(helper(30010),var(2)>100)
Trigger1 = P2BodyDist X>110 && NumProjID(1)
Trigger1 = var(55):=0||1
Trigger2 = p2bodydist X>=200&&((p2stateno=[502,503])||(p2stateno=[512,513])||p2statetype=L)
Trigger2 = var(55):=0||1
Trigger3 = var(57)=14
Trigger3 = var(57):=13||1
Trigger3 = var(55):=0||1
Value = 270

[State -1,ソニック近づき用(摩擦)];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=5
Triggerall = !inguarddist&&StateType = S && Ctrl
Triggerall = helper(30010),Var(5)!=1
Triggerall = ceil(p2bodydist X+enemynear(!(EnemyNear,Alive||NumEnemy=1)),BackEdgeBodyDist)>110
Triggerall = helper(30010),var(2)<100
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 6
Trigger1 = P2BodyDist X!=[-110,110]
Trigger1 = var(55):=0||1
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear,GetHitVar(HitShakeTime) <= 6
Trigger2 = (P2BodyDist X+(EnemyNear,GetHitVar(xvel)*(1-fvar(39)**(6 - EnemyNear,GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))!=[-110,110]
Trigger2 = var(55):=0||1
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(6-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))!=[-110,110]
Trigger3 = var(55):=0||1
Value = 270

;===起き攻めコンボ 端X121~145=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0


[State -1,ソニックブーム強];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;||(Time<2&&0&&StateNo=[200,399])
Triggerall = !(P2StateType = A || P2StateType = L)&& roundstate=2
TriggerAll=!NumProjID(1)&&var(56)>=60&&StateType!=A&&StateNo=221&&movecontact=(0,3]
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(2)<100
Trigger1 = stateno=221 && movehit
Trigger1 = var(57):=3
Trigger1 = var(56):=0||1
Trigger2 = helper(30010),var(7)=1;ga-doyou
Trigger2 = var(56):=0||1
Value = 1002

[State -1,近距離立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;AnimElem=2,>1
Triggerall = !(P2StateType = A || P2StateType = L)&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=3;&&var(56)>=55
Triggerall = P2BodyDist X<(60*Const(Size.XScale))&&StateType=S&&Ctrl
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(2)<100
Triggerall = helper(30010),var(56)!=1
Triggerall = var(57)!=3 &&p2movetype=H
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 4
Trigger1 = P2BodyDist X=[-60,60]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(4 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-60,60]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(4-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-60,60]
Value = 221

[State -1,ガードされた時の近距離立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;AnimElem=2,>1
Triggerall = P2BodyDist X<(60*Const(Size.XScale))&&StateType=S&&Ctrl
Triggerall = numhelper(30010)&&var(57)!=3 &&p2stateno=[150,159]
Triggerall = helper(30010),var(2)<100&& roundstate=2
Triggerall = helper(30010),var(56)!=1
Trigger1 = helper(30010),var(7)=1&&var(56)>54
Value = 221

[State -1,ガードされた時屈む];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;AnimElem=2,>1
Triggerall = StateType=S&&Ctrl
Triggerall = numhelper(30010)&&var(57)!=3 &&p2stateno=[150,159]
Triggerall = helper(30010),var(2)<100&& roundstate=2
Triggerall = helper(30010),var(56)!=1
Trigger1 = helper(30010),var(7)=2;nihatumega-do
Value = 10
ctrl=0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -1]
Type = null;ChangeState
Trigger1 = 0

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=5
Triggerall = StateType!=A&&var(55)>=60&&Ctrl
Triggerall = numhelper(30010)
Triggerall = 60-var(56)>3&&prevstateno=1002
Triggerall = helper(30010),var(2)<100
Triggerall = helper(30010),var(3) = 1
Trigger1 = stateno!=221
Trigger1 = var(57):=0||1
Trigger1 = var(55):=0||1
Value = 1100
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -1]
Type = null;ChangeState
Trigger1 = 0

[State -1,歩き]
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
triggerall = RoundState = 2 && statetype = S && ctrl && stateno != 52&&stateno!=[19,22]
Triggerall = helper(30010),Var(5)!=1
Trigger1 = helper(30010),var(3) = 2
Trigger2 = var(57)=[5,6] ;masatusonic ;tadanosonic
Trigger3 = (helper(30010),var(58)=[60,66])&&var(57)=7
value = 21

[State -1,屈み弱K];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;StateNo=230||StateNo=330)&&1 && AnimElem = 3,>=0
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=6
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(3)=2||helper(30010),var(58)=[60,66]
Trigger1 = StateType=C&&Ctrl&&P2BodyDist X=[-90+(var(57)=1)*20,90-(var(57)=1)*25]
Value = 330

[State -1,立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0         ;&&AnimElem=2,>1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(3)=2||helper(30010),var(58)=[60,66]
Trigger1= AnimElem=2,>3&&StateNo=330&&P2Dist X>=(85*Const(Size.XScale))
Trigger1 = var(57):=0||1
Value = 220

;===MODE:待ちガイル=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,立ちあがる　さがる用]
Type = ChangeState
Triggerall = Var(59)>0
Triggerall = numhelper(30010)&&!ctrl&&stateno=11&&time>=1
Trigger1 = helper(30010),Var(6)>20&&BackEdgeBodyDist>0
Trigger1 = helper(30010),Var(5)=1&&helper(30010),var(3)!=3
Trigger1 = helper(30010),Var(58)=0
Trigger1 = (p2statetype=L||(p2bodydist X<120&&p2stateno=[120,159]))
trigger1 = var(57):=11||1
trigger1 = var(55):=0||1
Value = 12
ctrl=0

[State -1,後退]
Type = ChangeState
Triggerall = Var(59)>0
Triggerall = numhelper(30010)&&statetype!=A&&stateno!=52&&stateno!=[19,22]
Trigger1 = (StateNo=12&&!ctrl||ctrl&&var(57)=7)&&helper(30010),Var(5)=1
Trigger1 = var(55):=0||1
Value = 19;18

[State -1,屈む]
Type = ChangeState
Triggerall = Var(59)>0
Triggerall = numhelper(30010)&&roundstate=2&&!inguarddist
Trigger1 = helper(30010),Var(8)!=[0,1];huraing bousi
Trigger1 = helper(30010),Var(5)=1&&((statetype!=A&&Ctrl)||StateNo=0)
Trigger1 = !(stateno=12||stateno=19)&&stateno!=[37,40]
Value = 10
ctrl=0

[State -1,ソニックブーム];ソニックブーム
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll=!inguarddist&&!NumProjID(1)&&var(56)>=60&&StateType!=A&&numhelper(30010)&&roundstate=2
TriggerAll=(Ctrl||(!ctrl&&stateno=[7,9])||(Time<2&&StateNo=300)||stateno=19||stateno=11)
Trigger1 = p2bodydist X > 60
Trigger1 = p2statetype!=L&&helper(30010),Var(5)=1&&RoundState=2&&!(p2statetype=A&&p2stateno>=5000)
Trigger1 = var(56):=0||1
Value = 1002

[State -1,牽制用屈弱P];ソニックブーム
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll=!inguarddist&&StateType!=A&&RoundState=2&&numhelper(30010)
triggerall=(StateNo=300&&AnimElem=2,>=3)||(stateno=11&&!ctrl)||(stateno=7&&!ctrl)||(Ctrl&&statetype=C)||(stateno=9&&!ctrl&&var(49)=1);xxxxxx
Triggerall = helper(30010),Var(5)=1
Trigger1 = p2bodydist X > 100
Value = 302

[State -1,屈弱P];ソニックブーム
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll=!inguarddist&&StateType!=A&&RoundState=2&&numhelper(30010)
triggerall=(StateNo=300&&AnimElem=2,>=3)||(stateno=11&&!ctrl)||(Ctrl&&statetype=C)||(stateno=7&&!ctrl)
Triggerall = helper(30010),Var(5)=1
Trigger1 = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = p2bodydist X < 50 &&p2stateno<5000&&var(58)!=1
Trigger2 = ((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger2 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-4&&p2movetype!=H&&(p2bodydist X =[50,100])
Trigger2 = var(58):=1
Trigger3 = ((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger3 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-4&&p2movetype!=H&&(p2bodydist X =[50,100])
Trigger3 = var(58):=1
Value = 300

[State -1,屈弱K];ソニックブーム
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll=!inguarddist&&var(56)<60&&StateType!=A&&RoundState=2&&numhelper(30010)
triggerall=(StateNo=300&&AnimElem=2,>=1)||(stateno=11&&!ctrl)||(stateno=7&&!ctrl)||(Ctrl&&statetype=C)||(StateNo=330&&AnimElem=3,>=1)
Triggerall = helper(30010),Var(5)=1
Trigger1 = p2movetype!=H&&(p2bodydist X =[50,100]);&& prevstateno!=330&&stateno!=330
Trigger1 = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger2 = ((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger2 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-7&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H&&(p2bodydist X =[50,100])
Trigger2 = var(58):=1
Trigger3 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype=H&&!(enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype=A||enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype=L)&&p2bodydist X <90
Value = 330

[State -1,立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0         ;&&AnimElem=2,>1
Triggerall = numhelper(30010)
Triggerall = helper(30010),Var(5)=1
Triggerall = !(P2StateType = A || P2StateType = L)&& roundstate=2
Triggerall = AnimElem=2,>3&&StateNo=330&&P2Dist X>=(85*Const(Size.XScale))
Trigger1 = stateno=330&&movehit>0&&p2stateno=[5000,5200]
Value = 220

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
TriggerAll = var(55)>=60&&StateType!=A&&(Ctrl||stateno=11&&!ctrl||(stateno=7&&!ctrl)||(StateNo=[37,39])||(Time<2&&StateNo=[200,399])||Var(6)>0)
Triggerall = roundstate=2&&numhelper(30010)
Triggerall = helper(30010),Var(5)=1
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = p2statetype=A&&p2bodydist X<100&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H
Trigger1 = var(55):=0||1
Value = 1100

[State -1,立ちあがる];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
TriggerAll = var(55)<60&&StateType!=A&&((stateno=11&&!ctrl&&time>=1)||(stateno=7&&!ctrl)||(ctrl&&time>=1&&stateno=[120,159]))
Triggerall = roundstate=2&&numhelper(30010)
Triggerall = helper(30010),Var(5)=1
Triggerall = helper(30010),Var(58)=0
Trigger1 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype=A&&p2bodydist X<=80&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X>0
Trigger1 = var(55):=0||1
Trigger1 = var(57):=8||1
Value = 12

[State -1,ジャンプ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
TriggerAll = StateType!=A&&roundstate=2&&numhelper(30010)
Triggerall = helper(30010),Var(5)=1
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = stateno=12&&var(57)=8
Trigger1 = var(57):=0||1
Value = 37+(helper(30010),var(6)<40)

;===MODE分岐 真から壁コン=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,屈む]
Type = ChangeState
Triggerall = Var(59)>0
Triggerall = numhelper(30010)&&roundstate=2&&!inguarddist&&((statetype!=A&&Ctrl)||StateNo=0)
Triggerall = helper(30010),Var(4)=5&&stateno!=[37,40]
Trigger1 = stateno=19&&p2bodydist X=[125,145]
Value = 10
ctrl=0

;===MODE:真待ちガイル=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,後退]
Type = ChangeState
Triggerall = Var(59)>0
Triggerall = numhelper(30010)&&statetype!=A&&stateno!=52&&stateno!=[19,22]
Trigger1 = (StateNo=12&&!ctrl||ctrl)&&helper(30010),Var(5)=2&&prevstateno!=1000
Trigger1 = var(57)!=8  ;jannpu jama sinaiyouni
Trigger1 = var(55):=0||1
Value = 19

[State -1,屈む]
Type = ChangeState
Triggerall = Var(59)>0
Triggerall = numhelper(30010)&&roundstate=2&&!inguarddist&&((statetype!=A&&Ctrl)||StateNo=0)
Triggerall = helper(30010),Var(5)=2&&helper(30010),Var(8)!=[0,1]
Triggerall = helper(30010),Var(4)!=5&&stateno!=[37,40]
Trigger1 = ((facing=-1&&screenpos X=[145,155])||(facing=1&&screenpos X=[165,175]))
Trigger2 = (screenpos X>155&&facing=-1)||(screenpos X<165&&facing=1)
Trigger2 = var(57):=9||1
Value = 10
ctrl=0

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)&&roundstate=2
TriggerAll = var(55)>=60&&StateType!=A&&(Ctrl||stateno=11&&!ctrl||(Time<2&&StateNo=[200,399]))
Trigger1 = helper(30010),Var(5)=2&&helper(30010),Var(4)!=5
Trigger1 = (p2movetype=A||(p2movetype!=A&&p2statetype=A&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H))&&p2bodydist X<120
Trigger1 = var(55):=0||1
Trigger2 = helper(30010),Var(5)=2&&helper(30010),Var(4)!=5
Trigger2 = (ProjHitTime(1)>=1)&&p2stateno>=5000&&p2bodydist X<120&&p2statetype!=L&&p2statetype!=A
Trigger2 = var(55):=0||1
Value = 1100

[State -1,ジャンプ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
TriggerAll = StateType!=A&&roundstate=2&&numhelper(30010)
TriggerAll = var(55)<60&&StateType!=A&&((stateno=11&&!ctrl)||(ctrl&&stateno=[120,159]))
Triggerall = helper(30010),Var(5)=2
Trigger1 = (p2stateno<5000||p2movetype!=H)&&p2statetype=A&&p2bodydist X<=80&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X>0
Trigger1 = var(55):=0||1
Value = 38

;===摩擦攻撃=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

;===コンボ１（７割）=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,屈む];記述用
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[1,33]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=3
Triggerall = !(P2StateType=A||P2StateType=L)&&stateno=52&&time=2&&p2movetype=H
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 4
Trigger1 = P2BodyDist X=[-50,50]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger2 = ceil(P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(4 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-50,50]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger3 =ceil(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(4-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-50,50]
Value = 10
ctrl=1

[State -1,屈み弱P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[1,33]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=2
Trigger1 = StateType=C&&Ctrl
Value = 300

[State -1,屈み弱K];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;StateNo=230||StateNo=330)&&1 && AnimElem = 3,>=0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[1,33]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=6
Triggerall =(StateNo=300&&AnimElem=2,>=1) || (StateNo=330&& AnimElem = 3,>=1)
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 7
Trigger1 = P2BodyDist X=[-90,90-25*(var(57)=1)-15*(helper(30010),var(2)<40)-20*(facing=-1)]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 7
Trigger2 = (P2BodyDist X+(EnemyNear(var(46)),GetHitVar(xvel)*(1-fvar(39)**(7 - EnemyNear(var(46)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-90,90-25*(var(57)=1)-15*(helper(30010),var(2)<40)-20*(facing=-1)]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 7
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(7-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-90,90-25*(var(57)=1)-15*(helper(30010),var(2)<40)-20*(facing=-1)]
Value = 330

[State -1,立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0         ;&&AnimElem=2,>1
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[1,33]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=9
Triggerall= AnimElem=2,>3&&StateNo=330&&P2Dist X>=(85*Const(Size.XScale))
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 10
Trigger1 = P2BodyDist X=[-110,110]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 10
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(10 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-110,110]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 10
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(10-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-110,110]
Value = 220
;===コンボ3つ サマソ〆=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,屈む];記述用
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[33,66]
Triggerall = p2movetype=H&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=3
Triggerall = !(P2StateType=A||P2StateType=L)&&stateno=52&&time=2
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 4
Trigger1 = P2BodyDist X=[-54,54]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(4 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-55,55]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(4-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-55,55]
Value = 10
ctrl=1

[State -1,屈み中P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = var(57)!=7
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[33,66]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=2
Trigger1 = statetype=C&&ctrl
Value = 310

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[33,66]
Triggerall = !(P2StateType=A||P2StateType=L)&& roundstate=2
Triggerall = StateType!=A && var(55)>=60&&(ctrl||var(6)>0)
Trigger1 = stateno=310&&movehit>0&&helper(30010),var(58)=[33,40]
Trigger1 = var(55):=0||1
Trigger2 = prevstateno=1000&&helper(30010),var(58)=[40,50]
Trigger2 = var(55):=0||1
Value = 1100

[State -1,ソニックブーム];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;||(Time<2&&0&&StateNo=[200,399])
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[33,66]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2
TriggerAll = !NumProjID(1)&&var(56)>=60&&StateType!=A&&Var(6)>0
Trigger1 = stateno=310 && movehit
Trigger1 = var(57):=7||1
Trigger1 = var(56):=0||1
Value = 1000

[State -1,立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0         ;&&AnimElem=2,>1
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[50,60]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2
Triggerall = (P2BodyDist X>(60*Const(Size.XScale))&&StateType = S && Ctrl)
Trigger1 = prevstateno=1000
Value = 220

;===コンボ３,４=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,近距離立強K];tobikomiyou (StateNo=[200,201])||
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[66,100]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=5
Triggerall = P2BodyDist X<(38*Const(Size.XScale))&&StateType = S &&Ctrl
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 6
Trigger1 = P2BodyDist X=[-55,55]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(6 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-55,55]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(6-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-55,55]
Value = 251
[State -1,立強K];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[66,90]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=5
Triggerall = P2BodyDist X>(38*Const(Size.XScale))&&StateType=S&&Ctrl
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 6
Trigger1 = P2BodyDist X=[-69,65]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(6 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-69,65]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(6-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-69,65]
Value = 250
[State -1,屈む];tobikomiyou
Type = ChangeState
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[66,100]
Triggerall = var(59)>0
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2
Trigger1 = StateType=S&&Ctrl&&stateno!=52
Value = 10
[State -1,屈み弱K];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;StateNo=230||StateNo=330)&&1 && AnimElem = 3,>=0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[66,100]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2
Trigger1 = StateType=C&&Ctrl&&P2BodyDist X=[-90,90]
Value = 330
[State -1,立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0         ;&&AnimElem=2,>1
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=[66,100]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=9
Trigger1= AnimElem=2,>3&&StateNo=330&&P2Dist X>=(85*Const(Size.XScale))
Value = 220

;===立コンボ=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,困ったときの立弱P];tobikomiyou (StateNo=[200,201])||
Type = ChangeState
Triggerall = var(59)>0
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)=[2,5]
Triggerall = StateType=S&&Ctrl
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(56)!=1
Triggerall = helper(30010),Var(5)!=2
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 3
Trigger1 = P2BodyDist X=[-55,55]
Trigger1 = var(57):=16||1
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger2 = ceil(P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(3 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-55,55]
Trigger2 = var(57):=16||1
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger3 =ceil(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(3-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-55,55]
Trigger3 = var(57):=16||1
Value = 200

[State -1,困ったときの立中P];tobikomiyou (StateNo=[200,201])||
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel)=0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=2-2*(prevstateno=211)
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)<=5
Triggerall = P2BodyDist X>(38*Const(Size.XScale))
Triggerall = StateType = S && Ctrl&& RoundState = 2
Trigger1 = 0;EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 3-4*(prevstateno=211&&facing=1)
Trigger1 = P2BodyDist X=[-55,53]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger2 = ceil(P2BodyDist X+(EnemyNear(var(46)),GetHitVar(xvel)*(1-fvar(39)**(3 - EnemyNear(var(46)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-55,53+20*(prevstateno=211&&facing=1)-14*(prevstateno=211&&facing=-1)]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger3 = ceil(P2BodyDist X-((EnemyNear(var(46)),Vel X)*(1-fvar(39)**(3-EnemyNear(var(46)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-55,53+20*(prevstateno=211&&facing=1)-14*(prevstateno=211&&facing=-1)]
Value = 210

[State -1,屈み弱K];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0;StateNo=230||StateNo=330)&&1 && AnimElem = 3,>=0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=6
Triggerall =(  (( ( (StateNo=[200,201])||StateNo=300)&&AnimElem=2,>=1) || ((StateNo=230||StateNo=330)&&1 && AnimElem = 3,>=1))||(StateType=C&&Ctrl))
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 7
Trigger1 = P2BodyDist X=[-90,90-25*(var(57)=1)-15*(helper(30010),var(2)<40)-20*(facing=-1)]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 7
Trigger2 = (P2BodyDist X+(EnemyNear(var(46)),GetHitVar(xvel)*(1-fvar(39)**(7 - EnemyNear(var(46)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-90,90-25*(var(57)=1)-15*(helper(30010),var(2)<40)-20*(facing=-1)]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 7
Trigger3 =(P2BodyDist X-((EnemyNear(var(46)),Vel X)*(1-fvar(39)**(7-EnemyNear(var(46)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-90,90-25*(var(57)=1)-15*(helper(30010),var(2)<40)-20*(facing=-1)]
Value = 330

[State -1,立強P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0         ;&&AnimElem=2,>1
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = var(57)!=6 ;sonic
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=9
Triggerall = (AnimElem=2,>3&&(StateNo=230||StateNo=330&&1)&&P2Dist X>=(85*Const(Size.XScale)))||(P2BodyDist X>(60*Const(Size.XScale))&&StateType = S && Ctrl)
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 10
Trigger1 = P2BodyDist X=[-110,110]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 10
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(10 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-110,110]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 10
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(10-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-110,110]
Value = 220

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=5
Triggerall = StateType!=A && var(55)>=60&&(Ctrl||(StateNo=[37,39])||(Time<2&&StateNo=[200,399])||Var(6)>0||(stateno=310&&movehit=(0,3]))&&Var(10)=0
Trigger1 =stateno=330&&movehit>0
Trigger1 = var(55):=0||1
Value = 1100

[State -1,近距離立強P];tobikomiyou
Type = ChangeState
Triggerall = 0;var(59)>0;AnimElem=2,>1
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=3;&&var(56)>=55
Triggerall=(AnimElem=2,>2&&(StateNo=230||StateNo=330&&0)&&P2Dist X<(85*Const(Size.XScale)))||(P2BodyDist X<(60*Const(Size.XScale))&&StateType=S&&Ctrl)
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 4
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) < 6
Trigger1 = P2BodyDist X=[-60,60]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(4 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-60,60]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 4
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(4-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-60,60]
Value = 221

[State -1,ソニックブーム];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=[1,2]
Triggerall = helper(30010),var(56)!=1&&p2stateno=[120,159]
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
TriggerAll = !NumProjID(1)&&var(56)>=60&&StateType!=A&&RoundState=2
Trigger1 = ((StateNo=[200,211])||StateNo=221||StateNo=[300,310])&&moveguarded=(0,3]
Trigger1 = var(57):=5
Trigger1 = var(56):=0||1
Value = 1002

[State -1,立弱P];tobikomiyou (StateNo=[200,201])||
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = 0;helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=2
Triggerall =((AnimElem=2,>1&&(StateNo=230||StateNo=330&&0))||(StateType=S&&Ctrl)||(((StateNo=300&&0)&&movecontact>=0&&AnimElem=2,>=0)||((StateNo=230||StateNo=330&&0)&&AnimElem=3,>=0)))
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 3
Trigger1 = P2BodyDist X=[-55,55]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger2 = ceil(P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(3 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-55,55]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger3 =ceil(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(3-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-55,55]
Value = 200

[State -1,屈み弱P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0  ;((StateNo=[200,201])||StateNo=300)&&AnimElem=2,>=0)
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=2
Triggerall=((AnimElem=2,>1&&(StateNo=230||StateNo=330&&0))||((((StateNo=[200,201])||StateNo=300)&&AnimElem=2,>=1)||((StateNo=230||StateNo=330&&0)&&AnimElem=3,>=0))||(StateType=C&&Ctrl))
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 3
Trigger1 = P2BodyDist X=[-50,50]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger2 = ceil(P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(3 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-50,50]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger3 =ceil(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(3-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-50,50]
Value = 300

[State -1,屈み中P];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = 0;helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = var(55)>56||var(56)>56
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=2
Triggerall=((AnimElem=2,>1&&(StateNo=230||StateNo=330&&1))||(StateType=C&&Ctrl))
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 3
Trigger1 = P2BodyDist X=[-54,54]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(3 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-55,55]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 3
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(3-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-55,55]
Value = 310

[State -1,立強K];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = 0;helper(30010),var(58)=0
Triggerall = helper(30010),Var(5)!=2
Triggerall = helper(30010),var(56)!=1
Triggerall = !(P2StateType = A || P2StateType = L)&&p2movetype=H&& roundstate=2&&EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(yvel) = 0
Triggerall = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) + EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitTime)>=5
Triggerall = P2BodyDist X>(38*Const(Size.XScale))&&StateType=S&&Ctrl
Trigger1 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) > 6
Trigger1 = P2BodyDist X=[-69,69]
Trigger2 = (abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0
Trigger2 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger2 = (P2BodyDist X+(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel)*(1-fvar(39)**(6 - EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1-fvar(39)))*var(50))=[-69,69]
Trigger3 = !((abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X) = abs(EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(xvel))) || EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X = 0)
Trigger3 = EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime) <= 6
Trigger3 =(P2BodyDist X-((EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),Vel X)*(1-fvar(39)**(6-EnemyNear(!(EnemyNear,Alive||NumEnemy=1)),GetHitVar(HitShakeTime)))/(1- fvar(39)))*var(50))=[-69,69]
Value = 250


;===対空＆空対空=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,サマソ];tobikomiyou
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),Var(5)!=2
Triggerall = roundstate=2&&StateType!=A&&var(55)>=60&&(Ctrl||(!ctrl&&stateno=[6,9])||(Time<2&&StateNo=[200,399]))
TriggerAll = (p2stateno!=[522,523])&&(p2stateno!=[532,533])&&(p2stateno!=[512,513])&&(p2stateno!=[502,503])
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Trigger1 = p2statetype=A&&(p2movetype=A||enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X >0)&&p2bodydist X =[0,80]
Trigger1 = var(55):=0||1
Value = 1100

[State -1,38 対空ジャンプ]
type = ChangeState
value = 38
triggerall = var(59)>0
Triggerall = var(57)!=4 && random <=100
Triggerall = numhelper(30010)
Triggerall = helper(30010),Var(5)!=2
TriggerAll = (p2stateno!=[522,523])&&(p2stateno!=[532,533])&&(p2stateno!=[512,513])&&(p2stateno!=[502,503])
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
TriggerAll = StateType!=A&& (Ctrl||(!ctrl&&stateno=[8,9])||(Time<2&&var(58)!=1&&StateNo=[200,399])||Var(6)>0)&& RoundState = 2
Trigger1 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X >=0&&p2statetype = A && p2movetype != H &&p2bodydist X =[0,80]

[State -1,垂直J弱K];空中キック攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = var(57)!=4
Trigger1 = Vel X=0&&StateType = A && Ctrl&& RoundState = 2
Value = 430
[State -1,P空投げ];投げ
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Triggerall = var(57)!=4
Trigger1 = Vel X!=0&&StateNo=50&&P2BodyDist X<(38*Const(Size.XScale))&&RoundState = 2
Trigger1 = p2bodydist Y < -33 &&p2statetype=A
Value = 520
[State -1,K空投げ];投げ
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Triggerall = var(57)!=4
Trigger1 = Vel X!=0&&StateNo=50&&P2BodyDist X<(38*Const(Size.XScale))&&RoundState = 2
Trigger1 = p2bodydist Y > -33 &&p2statetype=A
Value = 530

[State -1,屈み強P];しゃがみ攻撃
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll = var(55)<60&& RoundState = 2
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Triggerall = StateType = C && (Ctrl||(!ctrl&&stateno=[8,9])) && RoundState = 2
Triggerall = var(57)!=4
Trigger1 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X >=0&&p2statetype = A && p2movetype != H &&p2bodydist X =[0,80]
Value = 320

;===通常攻撃=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,牽制用屈み弱P];しゃがみ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = C && (Ctrl||(!ctrl&&stateno=[8,9])||(stateno=300&&AnimElem=2,>=1)) && RoundState = 2
Triggerall = !inguarddist&&var(57)!=4&&numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Trigger1 = (!ctrl&&stateno=[8,9])&&(p2bodydist X =[65,170])&&helper(30010),var(57)=[31,70]
Value = 301

[State -1,ソニックブーム];ソニックブーム
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = !inguarddist&&numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
TriggerAll = !NumProjID(1)&&var(56)>=60&&StateType!=A&&(Ctrl||(!ctrl&&stateno=[8,9])||(Time<2&&StateNo=[200,399])||Var(6)>0)&&RoundState=2
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H
Triggerall = !inguarddist&&var(57)!=4&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype!=L&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype!=A&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno!=[35,45]
Triggerall = random < 1000-700*(var(57)=4)
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = p2bodydist X > 100
Trigger1 = var(56):=0||1
Value = 1000;-1002

[State -1,対屈み攻撃];特殊攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = numhelper(30010)
TriggerAll = helper(30010),Var(5)!=2
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Triggerall = P2BodyDist X<=75&&StateType=S&&Ctrl&&RoundState=2
Triggerall = !inguarddist&&random < 50
Triggerall = var(57)!=4
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = p2statetype=C&&p2movetype=A
Value = 240+20*(P2BodyDist X<(66*Const(Size.XScale)))

[State -1,立弱P];立ちパンチ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = numhelper(30010)
Triggerall = helper(30010),Var(5)!=[1,2]
Triggerall = StateType = S && (Ctrl||(stateno=200&&AnimElem=2,>=1))
Triggerall = var(57)!=4
Trigger1 = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Trigger1 = !inguarddist&&p2statetype!=A&&random<(200+700*(stateno=300))&&var(58)!=1&& p2bodydist X < 55
Trigger2 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&(p2movetype=I||p2stateno=5040)&&ctrl
Trigger2 = Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))=4&& p2bodydist X < 55
Trigger2 = var(58):=1
Trigger3 = ((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger3 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-3&& p2bodydist X < 55
Trigger3 = var(58):=1
Trigger4 = ((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger4 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-3&& p2bodydist X < 55
Trigger4 = var(58):=1
Trigger5 = ((helper(30010),var(11)>0)||(helper(30010),var(18)>0))
Trigger5 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),ctrl&&(p2bodydist X = [70,180]) && random<20 && ctrl
Trigger5 = var(58):=1

Trigger6 = -(Enemynear(!(EnemyNear,Alive||NumEnemy=1)),AnimTime-Enemynear(!(EnemyNear,Alive||NumEnemy=1)),Time) >= 30&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype=A
Trigger6 = -enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime <=5 && p2bodydist X < 55 &&ctrl && statetype=S
Value = 200

[State -1,立中P];立ちパンチ攻撃
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Triggerall = (P2BodyDist X=((38*Const(Size.XScale)),53])&&StateType = S && Ctrl&& RoundState = 2
Triggerall = !inguarddist&&random < 50
Triggerall = var(57)!=4&&numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = p2statetype!=A&&random<200
Value = 210

[State -1,立強P];立ちパンチ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = S && Ctrl&& RoundState = 2
Triggerall = !inguarddist&&var(57)!=4&&numhelper(30010)
Triggerall = helper(30010),Var(5)!=[1,2]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = (p2stateno!=[120,159])&&(P2BodyDist X=((60*Const(Size.XScale)),110])&&p2movetype!=H
Trigger1 = p2statetype!=A&&random<200&&p2statetype!=A&&p2stateno!=[5000,5999]
Trigger2 = (P2BodyDist X=((60*Const(Size.XScale)),110])&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&(p2movetype=I||p2stateno=5040)
Trigger2 = Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))=10
Trigger3 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&var(57)=13&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X<=0
Trigger3 = Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))<10
Trigger3 = p2bodydist X+(Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))*enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X)=[100,110]
Value = 220

[State -1,立弱K];立ちキック攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = S &&(Ctrl||(StateNo=230&&AnimElem=3,>=1))&&RoundState=2&&p2bodydist X < 74
Triggerall = !inguarddist&&var(57)!=4&&numhelper(30010)
Triggerall = helper(30010),Var(5)!=[1,2]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = (p2stateno!=[120,159])&&p2movetype!=H
Trigger1 = p2statetype!=A&&random<(200+700*(stateno=230))&&var(58)!=1
Trigger2 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&(p2movetype=I||p2stateno=5040)&&stateno!=230
Trigger2 = Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))=5
Trigger2 = var(58):=1
Trigger2 = var(37):=2||1

Trigger3 = -(Enemynear(!(EnemyNear,Alive||NumEnemy=1)),AnimTime-Enemynear(!(EnemyNear,Alive||NumEnemy=1)),Time) >= 30&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype=A
Trigger3 = -enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime <=6 && p2bodydist X < 74 && statetype=S

Value = 230

[State -1,立強K];立ちキック攻撃
Type = ChangeState
TriggerAll = var(59)>0
TriggerAll = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Triggerall = (P2BodyDist X=((38*Const(Size.XScale)),68])&&StateType = S &&Ctrl&&RoundState = 2
Triggerall = !inguarddist&&random < 50
Triggerall = var(57)!=4&&numhelper(30010)
Triggerall = helper(30010),Var(5)!=[1,2]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = p2statetype!=A&&random<200&&p2statetype!=A
Value = 250

[State -1,屈み弱P];しゃがみ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = C && (Ctrl||(!ctrl&&stateno=[8,9])||(stateno=300&&AnimElem=2,>=1)) && RoundState = 2
Triggerall = var(57)!=4&&numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Trigger1 = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = !inguarddist&&p2statetype!=A&&random<(200+700*(stateno=300))&&p2movetype!=H&&p2bodydist X<50&&var(58)!=1&&p2stateno!=[5000,5999]
Trigger2 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&(p2movetype=I||p2stateno=5040)&&p2bodydist X < 50
Trigger2 = !inguarddist&&Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))=4&&stateno!=300
Trigger2 = var(58):=1
Trigger3 = ((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger3 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-4&&p2bodydist X < 50
Trigger3 = var(58):=1
Trigger4 = ((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger4 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-4&&p2bodydist X < 50
Trigger4 = var(58):=1

Trigger5 = -(Enemynear(!(EnemyNear,Alive||NumEnemy=1)),AnimTime-Enemynear(!(EnemyNear,Alive||NumEnemy=1)),Time) >= 30&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype=A
Trigger5 = -enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime <=5 && p2bodydist X < 50 && statetype=C
Value = 300

[State -1,屈み弱K];しゃがみ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = C && (Ctrl||(!ctrl&&stateno=[8,9])||(StateNo=330&&AnimElem=3,>=1)) && RoundState = 2&& p2bodydist X <90
Triggerall = var(57)!=4&&numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Trigger1 = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger1 = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = !inguarddist&&p2bodydist X >50&&var(58)!=1&&p2statetype!=A&&random<(200+700*(stateno=330))&&(p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Trigger2 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&(p2movetype=I||p2stateno=5040)
Trigger2 = !inguarddist&&Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))=7&&stateno!=330
Trigger2 = var(58):=1
Trigger3 = ((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger3 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-7
Trigger3 = var(58):=1
Trigger4 = ((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger4 = !inguarddist&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime=-7
Trigger4 = var(58):=1

Trigger5 = -(Enemynear(!(EnemyNear,Alive||NumEnemy=1)),AnimTime-Enemynear(!(EnemyNear,Alive||NumEnemy=1)),Time) >= 30 &&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype=A
Trigger5 = -enemynear(!(EnemyNear,Alive||NumEnemy=1)),animtime <=8 && p2bodydist X < 90 && statetype=C
Value = 330

[State -1,屈み強K];しゃがみ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = C && (Ctrl||(!ctrl&&stateno=[8,9])) && RoundState = 2
Triggerall = var(57)!=4&&numhelper(30010)
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = helper(30010),Var(5)!=[1,2]
Trigger1 = !inguarddist&& p2bodydist X <100&&random < 50
Trigger1 = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
Trigger1 = !(p2statetype=A||p2statetype=L)&&p2bodydist X < 57
Trigger2 = var(57)=15
Trigger2 = var(57):=0||1
Value = 350

[State -1,ガード誘発用J弱K];空中パンチ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = Vel X!=0&&StateType = A && Ctrl&& RoundState = 2
;Triggerall = random < 50
trigger1 = -pos Y + 8*(-vel Y)>enemynear(!(EnemyNear,Alive||NumEnemy=1)),const(size.height)
trigger1 = P2dist X -8*(Vel X)=[-100,0];&&Vel Y <= 0)
Value = 431

[State -1,J強P];空中パンチ攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = Vel X!=0&&StateType = A && Ctrl&& RoundState = 2
Triggerall = random < 75
trigger1 = (P2bodydist X = [0,120])&&(P2bodydist Y =[60,77])&&Vel Y > 0
Value = 401

[State -1,J強K];空中キック攻撃
Type = ChangeState
TriggerAll = var(59)>0
Triggerall = StateType = A && Ctrl&& RoundState = 2
trigger1 = (P2bodydist X = [0,120])&&(P2bodydist Y = [0,60]);60;70
trigger1 = Vel Y > 0 &&p2statetype!=A
Trigger2 = vel X <= 0&&p2statetype!=A;&&p2stateno=[120,159]
Value = 450

[State -1,投げ]
Type = ChangeState
Triggerall = var(59)>0
Triggerall = numhelper(30010)
triggerall =!(p2statetype=A||p2statetype=L)&&(stateno=0||(stateno=[19,22])) &&(P2BodyDist X <(38*Const(Size.XScale))) &&RoundState = 2
Triggerall = var(57)!=4&&helper(30010),Var(8)!=[0,1]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
;Trigger1 = random<var(59)*250-(var(59)=3)*300
Trigger1 = p2movetype!=H&&p2stateno<5000&&p2stateno!=[150,159]
Value = 500

[state -1, ガード]
type = ChangeState
value = 120
triggerall = (ctrl||(!ctrl&&stateno=[6,9])||(!ctrl&&stateno=[10,12])||(stateno=[18,22]))&& StateType != A &&RoundState = 2&& stateno != [120,155]
triggerall = var(59)>1
triggerall = enemy,time>5-var(59);
triggerall = random<ifelse(var(59)=2,50,ifelse(var(59)=3,180,ifelse(var(59)=4,700,1000)));
trigger1 = InGuardDist
trigger2 = p2dist X<0 
trigger2 = p2movetype=A

[State -1, 一瞬屈む　下段攻撃用]
type = ChangeState
value = 10
triggerall = var(59) >0
Triggerall = numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
triggerall = !inguarddist&&RoundState = 2 && statetype != A && ctrl
Trigger1 = (p2stateno!=[120,159])&&p2movetype!=H&&p2stateno!=[5000,5999]
trigger1 = p2bodydist X<120&&!(p2statetype=A||p2statetype=L)
trigger1 = random<ifelse(var(59)=2,60,ifelse(var(59)=3,20,ifelse(var(59)=4,10,5)))
Trigger2 = enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y!=0&&var(57)=13
Trigger2 = Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))<10
Trigger2 = p2bodydist X+(Ceil((-enemynear(!(EnemyNear,Alive||NumEnemy=1)),Pos Y)/(enemynear(!(EnemyNear,Alive||NumEnemy=1)),Vel Y))*enemynear(!(EnemyNear,Alive||NumEnemy=1)),vel X)=[0,100]
Trigger2 = var(57):=15||1
ctrl = 1

[State -1,22==> 前進 ]
type = ChangeState
value = 22
Triggerall = var(59)>0
triggerall = !inguarddist&&RoundState = 2 && statetype = S && ctrl && stateno != 52&&stateno !=[19,22]
Triggerall = numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Triggerall = var(57)!=7&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype!=L
Trigger1 = p2movetype=H&&p2stateno=[5000,5020]
Trigger1 = VAR(55):=0||1
Trigger1 = VAR(56):=0||1
Trigger2 = p2stateno=5040
Trigger2 = VAR(55):=0||1
Trigger2 = VAR(56):=0||1
Trigger3 = var(57)=13
Trigger3 = VAR(55):=0||1
Trigger3 = VAR(56):=0||1
Trigger4 = ((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Trigger4 = VAR(55):=0||1
Trigger4 = VAR(56):=0||1
Trigger5 = helper(30010),var(57)=[1,30]
Trigger5 = VAR(55):=0||1
Trigger5 = VAR(56):=0||1
Trigger6 = ((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger6 = VAR(55):=0||1
Trigger6 = VAR(56):=0||1
ctrl=1

[State -1,19<== 後退 ]
type = ChangeState
value = 19
Triggerall = var(59)>0
triggerall = !inguarddist&&RoundState = 2 && statetype = S && ctrl && stateno != 52&&stateno !=[19,22]
Triggerall = numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = p2statetype=L&&p2bodydist X < 70
Trigger1 = VAR(55):=0||1
Trigger2 = numprojID(1)=0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H&&helper(30010),var(57)=[31,70]
Trigger2 = VAR(55):=0||1
ctrl=1



[State -1,屈んだまま]
type = ChangeState
value = 8
Triggerall = var(59)>0
triggerall = !inguarddist&&RoundState = 2 && statetype = S &&ctrl
Triggerall = numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
TriggerAll = helper(30010),Var(8)!=1
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = numprojID(1)=0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype!=H&&random<=10&&helper(30010),var(57)=[31,70]
Trigger2 = stateno=0&&time>10&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype!=A&&p2bodydist X >70

[State -1,37 後方ジャンプ <=]
type = ChangeState
value = 37
Triggerall = ((AnimElem = 2,>1&&(StateNo=230||StateNo=330)&&var(58)!=1)||ctrl) && RoundState = 2
triggerall = ((p2stateno!=0)||(p2stateno=0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),time>3) )&&stateno!=11&&statetype!=A
Triggerall = var(59)>0
Triggerall = numhelper(30010)
TriggerAll = helper(30010),Var(5)!=[1,2]
Triggerall = helper(30010),var(56)!=1
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
Trigger1 = (p2bodydist X=[0,40])&&random<50&&p2statetype=C&&p2stateno=[150,159]
Trigger2 = EnemyNear,HitDefAttr = SC,AT
Trigger3 = enemynear,movetype!=H&&helper(30010),var(57)=[90,100]

[State -1,39 前方ジャンプ =>]
type = ChangeState
value = 39
Triggerall = ((AnimElem = 2,>1&&(StateNo=230||StateNo=330)&&var(58)!=1)||ctrl)&&RoundState=2&&p2stateno!=[5000,5999]
triggerall = ((p2stateno!=0)||(p2stateno=0&&enemynear,time>3) )&&stateno!=11&&statetype!=A
TriggerAll =  var(59)>0&&var(58)!=1
Triggerall = numhelper(30010)
Triggerall = helper(30010),var(56)!=1
TriggerAll = helper(30010),Var(5)!=[1,2]
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
trigger1 = !inguarddist&&p2movetype!=A&&(p2bodydist X=[80,165]) && random <=50
trigger1 = (p2stateno!=[120,159])
trigger1 = p2movetype!=H&&p2stateno<5000
Trigger2 = 0;p2bodydist X > 210&&var(49)>5 ;katameraretatoki
Trigger2 = (p2stateno!=[120,159])
Trigger3 = (p2bodydist X =[120,165])
Trigger3 = p2statetype != A && p2movetype = A && ((life >= p2life||life>=500)||random<=200)
Trigger4 = 0;p2bodydist X >=130 &&random<( 260-(var(47)<6)*var(47)*50-(var(47)>=6)*260 )
;===固まらないように=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -1,!ctrl解除]
type = ChangeState
Triggerall = var(59)>0
Triggerall = !ctrl&&(stateno=11||stateno=0)&&time>=1&&numhelper(30010)
trigger1 = p2dist X < 0 &&helper(30010),var(5)=2
trigger1 = var(57):=9||1
trigger1 = var(27):=4||1
trigger2 = p2dist X < 0 &&helper(30010),var(5)!=2
trigger2 = var(57):=2||1
trigger2 = var(27):=5||1
value = 0+12*(stateno=11)
ctrl=1

[State -1,バグ直し]
type = ChangeState
Triggerall = var(59)>0&&roundstate=2
Triggerall = ctrl&&statetype=S&&numhelper(30010)
Triggerall = !((helper(30010),var(11)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(11))||(helper(30010),var(12)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(12)))
Triggerall = !((helper(30010),var(18)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(18))||(helper(30010),var(19)>0&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno=helper(30010),var(19)))
trigger1 = helper(30010),fvar(36)>30&&p2statetype!=A
trigger2 = helper(30010),fvar(35)>9
value = 300

;===================================================================================================================================================================================================================================================
;===VAR管理=============================================================================================================
[State -1];記述用
Type = null
Trigger1 = 0

[State 0,V48 変数持ち越し用];記述用
Type = null
Triggerall = numhelper(30010)
Trigger1 = roundstate=3 && (TeamMode = Single) && helper(30010),var(11)>0
Trigger1 = var(48):=100000*(helper(30010),var(11))+helper(30010),var(12)
Trigger2 = roundstate=2 && TeamMode = Single &&var(48)>100
Trigger2 = var(48):=0||1

[State 0,V51 変数持ち越し用];記述用
Type = null
Trigger1 = roundstate=3 && TeamMode = Single
Trigger1 = var(51):=100000*(helper(30010),var(18))+helper(30010),var(19)
Trigger2 = roundstate=2 && TeamMode = Single &&var(51)>100
Trigger2 = var(51):=0||1

[State 0,V58 変数持ち越し用];記述用
Type = null
Triggerall = numhelper(30010)
Triggerall =roundstate=2&&var(58)=1
Trigger1 =enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype!=A&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),stateno>=5000
Trigger1 = var(58):=0||1
Trigger2 =enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype!=A&&enemynear(!(EnemyNear,Alive||NumEnemy=1)),movetype=H
Trigger2 = var(58):=0||1
Trigger3 =enemynear(!(EnemyNear,Alive||NumEnemy=1)),statetype=L
Trigger3 = var(58):=0||1

[State 0,V57 コンボ用変数]
type = null
Triggerall = numhelper(30010)&&roundstate=2
;kagamijakuK no kyorihennkou
trigger1 = ((movetype=H&&var(57)!=4)||(p2movetype!=H))&&var(57)!=0
trigger1 = var(57)!=12&&var(57)!=[8,9]
trigger1 = var(57):=0||1

trigger2 = stateno=330&&movehit=0
trigger2 = var(57):=1||1
trigger3 = var(57)=1&&stateno!=330&&stateno!=11
trigger3 = var(57):=0||1
;rennpatu seigyo
trigger4 = stateno=300&&movehit=1
trigger4 = var(57):=2||1
trigger5 = var(57)=2&&stateno!=300&&stateno!=11
trigger5 = var(57):=0||1
;3 gamennhazibunnki
trigger6 = stateno=[5110,5120];okizemerare
trigger6 = var(57):=4||1
trigger7 = var(57)=4&&stateno!=0&&stateno!=[5110,5120]
trigger7 = var(57):=0||1
;5 sonicyou
trigger8 = ProjHitTime(1)=1&&p2stateno>=5000&&p2bodydist X<60&&var(57)!=[5,7]
trigger8 = var(57):=6||1;sonic hit tuigekiyou
trigger9 = stateno=330&&var(57)=6
trigger9 = var(57):=0||1

trigger10 = stateno=1100&&movehit=1&&p2stateno>=5000
trigger10 = var(57):=7||1;samaso hit
trigger11 = p2statetype=L&&var(57)=7
trigger11 = var(57):=0||1
;8 jannpu bunnki
trigger12 = helper(30010),var(5)=0&&var(57)=9
trigger12 = var(57):=0||1;!ctrl kaijo
;10 okizeme sonic
trigger13 = helper(30010),var(4)=4&&var(57)=10
trigger13 = var(57):=0||1

trigger14 = helper(30010),var(3)=3&&var(57)=11
trigger14 = var(57):=0||1;tatiagari seigyo

trigger15 = var(57)=12&&p2movetype=H&&animtime=-1&&(stateno=220||stateno=230)
trigger15 = var(57):=14||1
trigger16 = (var(57)=13||var(57)=15)&&p2statetype!=A
trigger16 = var(57):=0||1;janpu tubusi
trigger17 = var(57)=12&&p2movetype!=H&&animtime=-1&&(stateno=220||stateno=230)
trigger17 = var(57):=0||1
;15 mo uenode tukau
trigger18 = var(57)=16&&helper(30010),var(58)=0
trigger18 = var(57):=0||1;random kaijo

[State 0,V56 横タメyokotame]
type = Varadd
Triggerall = numhelper(30010)
Trigger1 = (Stateno=[10,12])||(time>=0&&Stateno=19)||(time>=0&&Stateno=18)
Trigger2 = Stateno=37||((Stateno=[38,39])&&time>1)||Stateno=50||Stateno=52
Trigger3 = movetype=H||stateno>=5000||stateno=[120,159]
Trigger4 = (stateno=[1100,1103])||stateno=[200,450]
Trigger5 = time>1&&stateno=[1000,1002]
Trigger6 = ctrl=0&&stateno=0&&helper(30010),var(8)=1
Trigger7 = stateno=[4000,4001]
Trigger8 = stateno=[8,9]
Trigger9 = stateno=[6,7]
var(56) = 1
ignorehitpause = 1

[State 0,V55 縦タメtatetame]
type = Varadd
Triggerall = numhelper(30010)
trigger1 = (stateno=[10,11])||((stateno=[37,39])&&time>1)||Stateno=50||Stateno=52
Trigger2 = movetype=H||stateno>=5000||(statetype=C&&stateno=[120,159])
Trigger3 = (stateno=[1000,1002])||stateno=[200,450]
Trigger4 = time>1&&stateno=[1100,1102]
Trigger5 = ctrl=0&&stateno=0&&helper(30010),var(8)=1
Trigger6 = stateno=[4000,4001]
Trigger7 = stateno=[8,9]
Trigger8 = stateno=[6,7]
var(55) = 1
ignorehitpause = 1

[State 0,V52 ため制御用]
type = null;
;tokusyukyannseruyou
trigger1 = stateno=330
trigger1 = var(52):=1||1
trigger2 = var(52)=1&&stateno=[200,299]
trigger2 = var(55):=0||1
trigger2 = var(52):=0||1
trigger3 = var(52)=1&&stateno!=330&&stateno!=[200,299]
trigger3 = var(52):=0||1

trigger4 = stateno=200||stateno=230
trigger4 = var(52):=2||1
trigger5 = var(52)=2&&stateno!=[200,299]
trigger5 = var(52):=0||1
trigger6 = var(52)=2&&stateno=[200,299]
trigger6 = var(55):=0||1
trigger6 = var(52):=0||1
ignorehitpause = 2

[State 0,V56 横タメyokotame]
type = Varset
triggerall = roundstate=2 && statetype!=C &&statetype!=L
triggerall = numhelper(30010)
triggerall = helper(30010),var(8)!=[0,1]
trigger1 = Time>=0&&stateno=[21,22]
trigger2 = (stateno=[38,39])&&time=1
trigger3 = stateno=0&&(Time>1||time%3=2) ;501,511,521,531
trigger4 = (stateno=[1000,1002])||(stateno=501)||(stateno=511)||(stateno=521)||(stateno=531)
trigger4 = time = 1
trigger5 = p2dist X = [-10,0)
var(56) = 0;samasotyuu demo tamerareru
ignorehitpause = 3

[State 0,V55 縦タメtatetame]
type = Varset
triggerall = roundstate=2; && statetype!=C &&statetype!=L
triggerall = numhelper(30010)
triggerall = helper(30010),var(8)!=[0,1]
trigger1 = (Time>=0&&stateno=[18,22])||(stateno=0&&Time>1)||stateno = 12
trigger2 = stateno=50 && time=1
trigger3 = Time>=0&&stateno!=152&&stateno!=131&&stateno!=153&&(stateno!=120&&statetype=S)&&stateno=[120,159]
trigger4 = (stateno=[1100,1102])&&time=1
trigger5 = stateno=52&&time=3
trigger6 = ( (stateno=501)||(stateno=511)||(stateno=521)||(stateno=531)||(stateno=270) )&&time=1
trigger7 = time=1&&stateno=[37,39]
var(55) = 0;s tyuu demo tamerareru
ignorehitpause = 3

[State 0,V56 横タメyokotame]
type = Varset
trigger1 = stateno=0&&!ctrl&&time=3
var(56) = 0
ignorehitpause = 3
[State 0,V55 縦タメtatetame]
type = Varset
trigger1 = stateno=0&&!ctrl&&time=3
var(55) = 0
ignorehitpause = 3

[State 0,V53 倒れている時間V54の記憶]
type = null;Varset
trigger1 = var(53)=0&&var(54)>0&&p2stateno=0
trigger1 = var(53):=var(54)||1
trigger2 = var(53)>0&&var(54)>10&&p2stateno=0&&var(54)>var(53)
trigger2 = var(53):=var(54)||1;var(53)+var(52)

[State 0,V54 倒れている時間＆経過時間]
type = null;Varadd
trigger1 = p2stateno=5110|p2stateno=5120
trigger1 = var(54):=var(54)+1
trigger2 = p2stateno!=[5110,5120]
trigger2 = var(54):=0||1

[State -3]
Type = varset
Trigger1 = numenemy=1
var(46) = 0
[State -3]
Type = varset
Trigger1 = numenemy=2
var(46) = ifelse(EnemyNear(0),alive,0,1)

;=================================================================================================================================================
;===ヘルパーとその他=============================================================================================================
[State -1];記述用
Type = null
Trigger1 = 0
[State -3, AI起動用ヘルパー]
type=helper
Trigger1=!NumHelper(10000)
Trigger1=alive
Trigger1=var(59)<=0
helpertype=normal
name="AI"
stateno=10000
ID=10000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3,バグ防止]
type=changestate
Trigger1= ishelper
trigger1= ishelper(10000)
Trigger1= stateno!=10000
value=10000

;------------------------------------------------------------------------------
[state -2,右端検出用ヘルパー];右ステージ端判定用。IDやstatenoが他のヘルパーと被らないように注意。
type=Helper
triggerall=!ishelper
trigger1=!numhelper(30000)
helpertype=normal
name="right_edge"
ID=30000
pos=0,200
postype=right
facing=1
stateno=30000
ownpal=1
supermovetime=99999
pausemovetime=99999

;--------------------------------------------------------------
;--------------------------------------------------------------
[State -2,左端検出用ヘルパー];左ステージ端判定用
type = Helper
trigger1 = !numhelper(30010)
helpertype = normal
name = "left_edge"
ID = 30010
pos =0,200
postype = left
facing = -1
stateno = 30010
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -1,ラウンド終わったらしないように]
Type = changestate
Triggerall = var(59)>0
Triggerall = life>0&&roundstate=3
Trigger1 = !ctrl&&stateno=[0,12]
Trigger2 = stateno=[19,22]
value=0
ctrl=1

[State -3,制御]
Type = AssertSpecial
triggerall = var(59)>0
Trigger1 = 0
flag = nowalk

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

;デバッグモードに白い文字の表示を加える
[State -2, デバッグ表示]
type = DisplayToClipboard
trigger1 = 1
text = "V56=%d,V55=%d,V43=%d,V51=%d,HFV35=%f"
params = var(56),var(55),var(43),var(51),helper(30010),fvar(35)
ignorehitpause = 1

;表示を横に加える
[State -2, デバッグ表示その2]
type = AppendToClipboard
trigger1 = 1
text = " HFV36=%f,V57=%d,V59=%d,CTRL=1=%d"
params = helper(30010),fvar(36),var(57),var(59),ceil(EnemyNear,GetHitVar(HitShakeTime)+EnemyNear,GetHitVar(HitTime)+1);floor(Pos Y)
ignorehitpause = 1

[State -2, デバッグ表示その3]
type = AppendToClipboard
trigger1 = 1
text = "\n X=%d,Y=%d, SX=%d,PosY=%d,BACKEDGE=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(screenpos X),floor(pos Y),ceil(BackEdgeBodyDist)
ignorehitpause = 1
;===AI設定=============================================================================================================
[State -1];記述用
Type = null;ChangeState
Trigger1 = 0

[State -3, AIフラグセット]
type = VarSet
triggerall = var(59)<=0&&alive
TriggerAll= RoundState<2 || (RoundState=2&&ctrl)
trigger1 = Command = "AI0"||Command = "AI1"||Command = "AI2"||Command = "AI3"||Command = "AI4"||Command = "AI5"
trigger2 = Command = "AI6"||Command = "AI7"||Command = "AI8"||Command = "AI9"||Command = "AI10"||Command = "AI11"
trigger3 = Command = "AI12"||Command = "AI13"||Command = "AI14"||Command = "AI15"||Command = "AI16"||Command = "AI17"
trigger4 = Command = "AI18"||Command = "AI19"||Command = "AI20"||Command = "AI21"||Command = "AI22"||Command = "AI23"
trigger5 = Command = "AI24"||Command = "AI25"||Command = "AI26"||Command = "AI27"||Command = "AI28"||Command = "AI29"
trigger6 = Command = "AI30"||Command = "AI31"||Command = "AI32"||Command = "AI33"||Command = "AI34"||Command = "AI35"
trigger7 = Command = "AI36"||Command = "AI37"||Command = "AI38"||Command = "AI39"||Command = "AI40"||Command = "AI41"
trigger8 = Command = "AI42"||Command = "AI43"||Command = "AI44"||Command = "AI45"||Command = "AI46"||Command = "AI47"
trigger9 = Command = "AI48"||Command = "AI49"||Command = "AI50"
trigger10 = var(59)=0
Trigger10 = numhelper(10000)
Trigger10 = helper(10000),var(59)>0
Trigger11 = 0 ;←の数字を1にすれば常時AI起動
var(59) = 5 ;←1～5の数字を入れてください。数字が大きいほどガードが固くなります
ignorehitpause = 1

[State -1,V49 MODE選択]
Type = VarSet
Trigger1 = 1
var(49)= 2  ;←１なら待ちガイル、２ならノーマル

[State -1,V5 気絶];気絶可否。
Type = VarSet
Trigger1 = 1
var(5)= 1 ;←ここの値が0で気絶あり。1で気絶なし。2で気絶からすぐ復帰。
;0 ON 1 OFF 2 QUICK
