; カンフーマンの入力コマンド定義ファイルです。
; コマンドの入力キーを設定するパートと、技を実行するための条件を設定するパートに分かれています。
;------------------------------------------------------------------------------
;==============================================================================
; 入力キーの設定パート
;==============================================================================
;------------------------------------------------------------------------------

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

;-| ボタン配置 |-----------------------------------------------------
;各ボタンの配置を簡単に変更できます。
;このキャラクターのボタン配置を変えたいときなどに使います。
;x = x を x = a に変えれば、xがaに変わります。

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

;-| 標準化 |-------------------------------------------------------
[Defaults]
; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。
command.time = 15

; buffer.timeの値です。1〜30まで設定できます。
; 普通は1です。
command.buffer.time = 1

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

[Command]
name = "MAXギガティックサイクロン"
command =~D,B,D,F, x+y
time = 30
buffer.time=3
[Command]
name = "MAXギガティックサイクロン"
command =  ~D,B,D,F, c
time = 30
buffer.time=3
[Command]
name = "MAXカイザーインフェルノ"
command = ~D,  B,  D,  F, a+b
time = 30
buffer.time=3
[Command]
name = "MAXカイザーインフェルノ"
command = ~D, B,  D,  F, c
time = 30
buffer.time=3
[Command]
name = "MAXアンリミテッドデザイア"
command = ~D, DF, F, D, B, x+y
time = 30
buffer.time=3
[Command]
name = "MAXアンリミテッドデザイア"
command = ~D,DF, F, D, B, c
time = 30
buffer.time=3
[Command]
name = "MAXカイザーウェイブXY"
command = ~F, B,  D, F, x+y
time = 30
buffer.time=3
[Command]
name = "MAXカイザーウェイブC"
command = ~F, B, D, F, c
time = 30
buffer.time=3
[Command]
name = "Moonspeak EX"
command = ~F, D, B, F, D, $B, a+b
time = 30
buffer.time=3

[Command]
name = "Moonspeak EXR"
command = ~B, D, F, B, D, $F, a+b
time = 30
buffer.time=3

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

[Command]
name = "ギガティックサイクロン"
command =  ~D,B,D,F, x
time = 20
buffer.time=3
[Command]
name = "ギガティックサイクロン"
command =  ~D,B,D,F, y
time = 20
buffer.time=3

[Command]
name = "カイザーインフェルノ"
command = ~D,  B, D, F, a
time = 20
buffer.time=3

[Command]
name = "カイザーインフェルノ"
command = ~D, B, D, F, b
time = 20
buffer.time=3

[Command]
name = "弱アンリミテッドデザイア"
command = ~D, DF, F,  D,  B, x
time = 20
buffer.time=3

[Command]
name = "強アンリミテッドデザイア"
command = ~D, DF, F, D, B, y
time = 20
buffer.time=3

[Command]
name = "弱カイザーウェイブ"
command = ~F, B, D, F, x
time = 20
buffer.time=3
[Command]
name = "強カイザーウェイブ"
command = ~F, B,  D,  F, y
time = 30
buffer.time=3
[Command]
name = "MoonspeakA"
command = ~F, D, B, F, D, B, a
time = 35
buffer.time=3
[Command]
name = "MoonspeakB"
command = ~F, D, $B, F, D, B, b
time =35
buffer.time=3
[Command]
name = "MoonspeakAR"
command = ~B, D, F, B, D, F, a
time = 35
buffer.time=3
[Command]
name = "MoonspeakBR"
command = ~B, D, F, B, D, F, b
time =35
buffer.time=3
;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------

[Command]
name = "弱リフトアップブロー"
command = ~F,  D,  B, F, a
time = 20
buffer.time=3
[Command]
name = "強リフトアップブロー"
command = ~F,  D,  B, F, b
time = 20
buffer.time=3
[Command]
name = "弱カイザースープレックス"
command = ~F,  D,  B, F, x
time = 20
buffer.time=3
[Command]
name = "強カイザースープレックス"
command = ~F,  D,  B, F, y
time = 20
buffer.time=3
[Command]
name = "強カイザースープレックス EX"
command = ~F,  D,  B, F, x+y
time =20
buffer.time=3
[Command]
name = "クラシックカイザーウェイブ"
command = ~50$B, $UF, x+y

[Command]
name = "クラシックカイザーウェイブ"
command = ~50$B, $F, x+y

[Command]
name = "弱カイザーデュエルソバット"
command = ~B, D, DB, a
time=20
buffer.time=3
[Command]
name = "強カイザーデュエルソバット"
command = ~B, D,DB,b
time=20
buffer.time=3
[Command]
name = "強カイザーデュエルソバット EX"
command = ~B, D, DB, a+b
time=20
buffer.time=3
[Command]
name = "弱カイザーキック"
command = ~F, D, DF, a
time = 20
buffer.time=3
[Command]
name = "強カイザーキック"
command = ~F, D, DF, b
time = 20
buffer.time=3
[Command]
name = "弱カイザークロー"
command = ~F, D, DF, x
time = 20
buffer.time=3
[Command]
name = "強カイザークロー"
command = ~F, D, DF, y
time = 20
buffer.time=3
[Command]
name = "強カイザークロー EX"
command = ~F, D, DF, x+y
time = 20
buffer.time=3
[Command]
name = "弱ブリッツボール下段"
command = ~D,B, a
time = 20
buffer.time=3
[Command]
name = "強ブリッツボール下段"
command = ~D,B, b
time = 20
buffer.time=3
[Command]
name = "強ブリッツボール下段 EX"
command = ~D,B, a+b
time = 20
buffer.time=3
[Command]
name = "弱ブリッツボール上段"
command = ~D,B, x
time = 20
buffer.time=3
[Command]
name = "強ブリッツボール上段"
command = ~D,B, y
time = 20
buffer.time=3
[Command]
name = "強ブリッツボール上段 EX"
command = ~D,B, x+y
time = 20
buffer.time=3
[Command]
name = "弱レッグトマホーク"
command = ~D,DF,F, a
time = 20
buffer.time=3
[Command]
name = "強レッグトマホーク"
command = ~D,DF,F, b
time = 20
buffer.time=3
[Command]
name = "強レッグトマホーク EX"
command = ~D,DF,F,a+b
time = 20
buffer.time=3
[Command]
name = "弱フェニックススルー"
command = ~D,DF,F, x
time = 20
buffer.time=3
[Command]
name = "強フェニックススルー"
command = ~D,DF,F, y
time = 20
buffer.time=3
[Command]
name = "強フェニックススルー EX"
command = ~D,DF,F, x+y
time = 20
buffer.time=3
[Command]
name = "jump"    
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = ~F, F
time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = ~B, B
time = 5

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = z
time = 1

[Command]
name = "ふっとばし"
command = y+b
time = 1



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

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

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

[Command]
name = "MAX"
command = c
time = 1
;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------

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

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

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[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

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
time = 1
[Command]
name = "holdDfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$DF
time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
time = 1

[Command]
name = "holdxy"
command = /$x+y
time = 1

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

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

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

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

[Command]
name = "hijump"
command = ~$D, $U
time = 18

[Command]
name = "chargedhijump"
command = ~13$D, $U
[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="downf"
command=DF
time=1
;------------------------------------------------------------------------------
;==============================================================================
; 技を実行するための条件の設定（ステートエントリーパート）
;==============================================================================
;------------------------------------------------------------------------------
; ここから下は「どのコマンドでどの番号のステートをどういう条件で出せるか」を設定する場所です。
;（ステートに関してはCNSファイルを参照）
; 
;■設定は基本的にこの形になります。
;
; [State -1, Label]                  ;「Label」の部分はただのラベルです。何でも良いです。それ以外は変更不可。
; type = ChangeState                 ;「別のステートに変更する」という意味のステートコントローラ
; value = new_state_number           ;出したい技のステート番号を入れます
; trigger1 = command = command_name  ;入力キー設定パートで登録したコマンドの名前をどれか入れます
; . . .  (any additional triggers)   ;trigger（条件を指定するトリガー）を追加出来ます
;
;■triggerに使える基本的な条件（通常は「トリガー」と呼ばれています）
;
;   - StateType    - キャラクターがどの状態の時にそのステートを出せるかどうかを決められます。
;                    S=立った状態・C=座った状態・A=空中にいる状態・L=横に倒れた状態、の４つが決まり事です。
;                    CNSのStatedefの下にある「Type = *」の項目が状態の意味なので、これをこのトリガーで判断します。
;
;   - Ctrl         - コントロールが可能か不可能かどちらかの時にそのステートを出せるかどうかを決められます。
;                    0=コントロール不可能状態・1=コントロール可能状態、ですが通常は Ctrl = 1 ( = 1 省略可能)が基本。
;
;   - StateNo      - 別の番号のステートから出せる事が可能になります。
;                    これを応用してスーパーキャンセルも可能です。
;
;   - MoveContact  - 物理攻撃が相手に当たった時（攻撃がヒットした時、もしくはガードされた時）に、
;                    そのステートを出せるかどうかを決められます。２種類４パターンあります。
;                    MoveContact or MoveContact = 1  （攻撃が当たった時）
;                    !MoveContact or MoveContact = 0 （攻撃が当たってない時）
;                    これを応用してスーパーキャンセルも可能です。
;
;　※上の４つ以外にもありますが、他のトリガーはM.U.G.E.N本体docsフォルダの中の
;　　CNSドキュメンテーションを参照してください。
;
;■ステートエントリーの順序
;
; ChangeStateの登録の順番は重要です。上に来れば来るほどコマンド入力の優先度が高くなります。
;
; 引用になりますが、例えば「波動拳コマンドのChangeState（↓＼→＋パンチ）」を
;「昇龍拳コマンドのChangeState（→↓＼＋パンチ）」よりも上に登録した場合、
; ゲーム中では昇龍拳を出そうとしても波動拳が誤って暴発しやすくなってしまいます。
; 防止するためには、「波動拳のChangeState」を「昇龍拳のChangeState」よりも下に登録しなくてはなりません。
;「レバーを前に入れて出す特殊技」と「投げ技」の関係なども同様です。
;
; 順番をよく考えて登録しましょう。
;
;■AI(CPU)はどう動くのか
;MUGENの標準CPUは相手に近づき適当に攻撃を繰り出すだけなので、AIスイッチによる制御が必要なこともあります。
;
;■[Statedef -1]とは？
;
; この部分はCNSプログラミングの拡張部分の、常時監視ステートになります。
; どのいかなる状態でも設定した記述が常に有効になるステートです（CNSの[Statedef -2]と似たような部分）。
;
; 必要な記述と行なので、絶対に消さないでください。
;
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1];←この行は絶対に消さないでください。必須の項目です。
[State -1, Null]
type = Null
triggerall = movehit=1 
triggerall = p2stateno!=5120	
triggerall = AILevel >6
triggerall = (var(57)<500 || power<1000)||(enemy,backedgebodydist >25 && var(41)=0) || var(41)=[1,4]
triggerall = var(41)=[0,4]
trigger1= (stateno=310||stateno=410) && (var(41)=0)
trigger1 =var(41):=1
trigger1 =var(44):=ifelse(enemy,backedgebodydist >40,1350,1100)
trigger2= (stateno=1355 ||stateno=1100)&& (var(41)=1)
trigger2 =var(41):=ifelse(stateno=1355,ifelse(p2life<380&&(var(57)>=500 && power>=2000),50,2),3)
trigger2 =var(44):=ifelse((var(41)=2 ||var(41)=50),ifelse(p2life<380&&(var(57)>=500 && power>=2000),1651,0),ifelse(p2bodydist x<30,235,230))
trigger3=var(41)=3 && stateno=ifelse(p2bodydist x<30,235,230)
trigger3 =var(41):=4
trigger3 =var(44):=0
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 ||stateno=1660
triggerall = p2stateno!=5120	
triggerall = AILevel >6 && p2life<380
triggerall = (var(57)>=500 && power>=1000) || var(41)=[50,52]
triggerall = var(41)=[50,52]
trigger1= (stateno=1150||stateno=650&&var(8)=1) && (var(41)=0)
trigger1 =var(41):=50
trigger1 =var(44):=1651
trigger2= (stateno=1660 &&animelem=1)&& (var(41)=50)
trigger2 =var(41):=51
trigger2 =var(44):=2500
ignorehitpause=1


[State -1, Null]
type = Null
triggerall = movehit=1 
triggerall = p2stateno!=5120	
triggerall = AILevel >6
triggerall = enemy,backedgebodydist <25|| var(41)=[20,26]
triggerall = ((var(57)=[500,999]) && power=[1000,2000]) || var(41)=[20,26]
triggerall = var(41)=0&&p2statetype!=A|| var(41)=[20,26]
trigger1= (stateno=235||stateno=205||stateno=400||stateno=230||stateno=215||stateno=245||(stateno=410&& p2bodydist x <45)) && var(41)=0 
trigger1 =var(41):=20
trigger1 =var(44):=310
trigger2= stateno=310 && (var(41)=20)
trigger2 =var(41):=21
trigger2 =var(44):=ifelse(enemy,backedgedist >25,1100,1300)
trigger3= ((stateno=1300&&animelemtime(8)>0)||stateno=1100)&& var(41)=21
trigger3 =var(41):=22
trigger3 =var(44):=1000
trigger4= stateno=2110 && (var(41)=23)
trigger4 =var(41):=24
trigger4 =var(44):=0
ignorehitpause=1



[State -1, Null]
type = Null
triggerall = movehit=1 ||(var(11)>0&&stateno=1105&&animelemtime(2)<5)
triggerall = p2stateno!=5120	
triggerall = AILevel >6
triggerall = (p2life<750&&var(57)=1000 && power=[3000,5000] ) || var(41)=[40,48]
triggerall = var(41)=0|| var(41)=[40,49]
trigger1= (stateno=310||stateno=215||stateno=245||stateno=410) && (var(41)=0 || var(41)=40&& prevstateno!=215)
trigger1 =var(41):=40
trigger1 =var(44):=ifelse(var(10)=0,900,1100)
trigger2= ((var(11)>0&&stateno=1105&&animelemtime(2)<5))&& (var(41)=40)
trigger2 =var(41):=41
trigger2 =var(44):=1350
trigger3= (stateno=1355) && (var(41)=41)
trigger3 =var(41):=ifelse(enemy,backedgebodydist >25,40,42)
trigger3 =var(44):=ifelse(var(41)=40,1100,1000)
trigger4= (stateno=1300&&animelemtime(8)>0) && (var(41)=43||var(41)=46)
trigger4 =var(41):=ifelse(var(57)>400,44,47)
trigger4 =var(44):=ifelse(var(41)=44,1000,2100)
trigger5= stateno=2110 && (var(41)=47)
trigger5 =var(41):=ifelse((var(57)<50||animelemtime(64)>0),48,47)
trigger5 =var(44):=3200
trigger6= stateno=3200 && (var(41)=48)
trigger6 =var(41):=49
trigger6 =var(44):=0
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 ||(var(11)>0&&stateno=1105&&animelemtime(2)<5)
triggerall = p2stateno!=5120	
triggerall = AILevel >6
triggerall = (p2life<650&&var(57)=1000 && power=[2000,2999] ) || var(41)=[30,38]
triggerall = var(41)=0|| var(41)=[30,38]
trigger1= (stateno=310||stateno=215||stateno=245||stateno=410) && (var(41)=0 || var(41)=30&& prevstateno!=215)
trigger1 =var(41):=30
trigger1 =var(44):=ifelse(var(10)=0,900,1100)
trigger2= ((var(11)>0&&stateno=1105&&animelemtime(2)<5))&& (var(41)=30)
trigger2 =var(41):=31
trigger2 =var(44):=1350
trigger3= (stateno=1355) && (var(41)=31)
trigger3 =var(41):=ifelse(enemy,backedgebodydist >25,30,32)
trigger3 =var(44):=ifelse(var(41)=30,1100,1000)
trigger4= (stateno=1300&&animelemtime(8)>0) && (var(41)=33||var(41)=36)
trigger4 =var(41):=ifelse(var(57)>300,34,37)
trigger4 =var(44):=ifelse(var(41)=34,1000,3200)
trigger5= stateno=3200 && (var(41)=37)
trigger5 =var(41):=38
trigger5 =var(44):=0
ignorehitpause=1

[State -1, Null]
type = Null
triggerall = movehit=1 
triggerall = p2stateno!=5120	
triggerall = AILevel >6
triggerall = enemy,backedgebodydist <25|| var(41)=[11,18]
triggerall = (var(57)=1000 && power=[1000,2999]) || var(41)=[11,18]
triggerall = var(41)=0&&p2statetype!=A|| var(41)=[11,18]
trigger1= (stateno=235||stateno=205||stateno=400||stateno=230||stateno=215||stateno=245||(stateno=410&& p2bodydist x <45)) && var(41)=0 
trigger1 =var(41):=11
trigger1 =var(44):=310
trigger2= stateno=310 && (var(41)=11)
trigger2 =var(41):=12
trigger2 =var(44):=1300
trigger3= (stateno=1300&&animelemtime(8)>0)&& (var(41)=12||var(41)=14)
trigger3 =var(41):=ifelse((var(41)=[14,15]),15,13)
trigger3 =var(44):=ifelse((var(41)=[14,15]),1000,1050)
trigger4= (stateno=2110 || stateno=3210) && (var(41)=17)
trigger4 =var(41):=18
trigger4 =var(44):=0
ignorehitpause=1
[State -1, Null]
type = Null
triggerall = numhelper(1050)
triggerall = helper(1050),movecontact=1	
triggerall = AILevel >6
trigger1=var(41)=13||var(41)=16;||var(40)=9||
trigger1 =var(41):=ifelse((var(41)=[16,17]),17,14)
trigger1 =var(44):=ifelse(var(41)=17,ifelse(power>=2000,3100,2100),1300)
trigger2=var(41)=35
trigger2 =var(41):=36
trigger2 =var(44):=1300
trigger3=var(41)=45
trigger3 =var(41):=46
trigger3 =var(44):=1300
[State -1, Null]
type = Null
triggerall = numhelper(1000)
triggerall = helper(1000),movecontact=1		
triggerall = AILevel >6

trigger1=var(41)=15;||var(40)=9||
trigger1 =var(41):=16
trigger1 =var(44):=1050
trigger2=var(41)=22
trigger2 =var(41):=23
trigger2 =var(44):=2100
trigger3=var(41)=32 || var(41)=34|| var(41)=36
trigger3 =var(41):=ifelse((var(41)=[34,35]),35,33)
trigger3 =var(44):=ifelse(var(41)=35,1050,1300)
trigger4=var(41)=42 || var(41)=44|| var(41)=46
trigger4 =var(41):=ifelse((var(41)=[44,45]),45,43)
trigger4 =var(44):=ifelse(var(41)=45,1050,1300)
[State -1, AIgh4]
type = ChangeState
value = var(44)
triggerall = var(44)>0
triggerall = var(44)!=var(45) || stateno=211 ||stateno=1001
triggerall = stateno!=[3200,3299]
;triggerall = stateno!=[3001,3020]
;triggerall = var(44)=3000&&power>=500|| var(34)!=3000
triggerall = roundstate=2
triggerall = var(43)=0
triggerall = stateno!=var(44)
;triggerall = numhelper(1001)=0 || var(45)!=[1000,1007]
trigger1 = (ctrl&& statetype!=A) 
trigger1=var(41)=14||var(41)=17||var(41)=18||var(41)=23||var(41)=24||var(41)=22||var(41)=3||var(41)=16||var(41)=33||var(41)=35||(var(41)=36 && p2bodydist y >-50)||var(41)=32||var(41)=33
trigger2=(movehit ||(var(11)>0&&stateno=1105&&animelemtime(2)<5)) && statetype!=A
trigger2=var(41)=1||var(41)=15||var(41)=2||var(41)=12||var(41)=13||var(41)=11||var(41)=20||var(41)=21||var(41)=22||var(41)=30||var(41)=31||var(41)=32||var(41)=34||var(41)=37
trigger3=(movehit && var(57)<200) && statetype!=A
trigger3=var(41)=48
trigger4 = (ctrl&& statetype!=A) 
trigger4=var(41)=43||var(41)=45||(var(41)=46 && p2bodydist y >-50)||var(41)=42||var(41)=43
trigger5=(movehit ||(var(11)>0&&stateno=1105&&animelemtime(2)<5)) && statetype!=A
trigger5=var(41)=40||var(41)=41||var(41)=42||var(41)=44||var(41)=47&&stateno!=2110||var(41)=48
trigger6= (stateno=[101,102]) && p2bodydist x <35
trigger6= var(41)=50

;==============================================================================
;MAXギガティックサイクロン
;[State -1, MAX GS]
;type = ChangeState
;value = 3200
;triggerall = AILevel >0
;triggerall = (random = [0,449])
;triggerall = statetype != A
;triggerall = p2statetype != A ||(stateno=1410 ||stateno=1510||stateno=1610)||(stateno=[1000,3200))
;triggerall = stateno != [800,899]
;triggerall = enemy,anim!=5120
;triggerall = stateno!=900
;triggerall = statetype!=L
;Triggerall = (RoundState = 2)
;triggerall = var(41)=0
;triggerall = (p2MoveType != H) ||(stateno=1410 ||stateno=1510||stateno=1610)
;triggerall = p2bodydist X < 50 ||(stateno=1410 ||stateno=1510||stateno=1610)
;trigger1 = (p2stateno =[120,150]) && ctrl
;trigger2 = (ctrl||stateno=40||stateno=52)||(stateno=[100,101])
;triggerall = power >= ifelse(var(10)=1,2000,3000)
;triggerall = var(57)>=1000 || (var(10)=1 && var(57)>0)
;trigger3 = stateno = 300 && (movecontact&&AILevel<5||movehit&&AILevel>=5) && var(8)=1
;trigger4 = stateno = 1410 && (animelemtime(9)=[2,4])&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
;trigger5 = stateno = 1510 && (animelemtime(10)=[2,4])&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
;trigger6= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
;trigger7= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))&& frontedgebodydist <70
;trigger8= ((stateno=1105)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))&& frontedgebodydist <80
;trigger9=(stateno=2510||stateno=2530) && (movecontact&&AILevel<5||movehit&&AILevel>=5)&&(var(57)<300 && var(10)=1)
;trigger10=(((stateno=3110||stateno=2110)&&(animelemtime(64)>=0||var(57)<50)) )&& (movecontact&&AILevel<5||movehit&&AILevel>=5)&&(var(57)<300 && var(10)=1)

;------------------------------------------------------------------------------
;ギガティックサイクロン
;[State -1, L SBD]
;type = ChangeState
;value = 2800
;triggerall = AILevel >0
;triggerall = (random = [0,399])
;triggerall = statetype != A
;triggerall = p2statetype != A ||(stateno=1410 ||stateno=1510||stateno=1610)
;triggerall=power>=2000
;triggerall = stateno != [800,899]
;triggerall = enemy,anim!=5120
;triggerall = stateno!=900
;triggerall = var(10)=0 || (p2life <= (enemy,lifemax/2.7))
;Triggerall = (RoundState = 2)
;triggerall = statetype!=L
;triggerall = var(31)=0
;triggerall = (p2MoveType != H) ||(stateno=1410 ||stateno=1510||stateno=1610)
;triggerall = p2bodydist X < 50 ||(stateno=1410 ||stateno=1510||stateno=1610)
;trigger1 = (p2stateno =[120,150]) && ctrl
;trigger2 = (ctrl||stateno=40||stateno=52)||(stateno=[100,101])
;trigger3 = stateno = 215 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger4 = stateno = 245 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger5 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger6 = stateno = 310 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger7 = stateno = 1410 && (animelemtime(9)=[2,4])&& ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))
;trigger8 = stateno = 1510 && (animelemtime(10)=[2,4])&& ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))
;trigger9= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
;trigger10=stateno=210 && var(10)=1&&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger11=stateno=240 && var(10)=1&&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;------------------------------------------------------------------------------
;弱アンリミテッドデザイア
[State -1, L UD]
type = ChangeState
value = 3100
triggerall = AILevel >0
triggerall = (random = [0,399])
triggerall = statetype != A
triggerall=power>=ifelse(var(10)=1,4000,2000)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = p2stateno!=1151 && (p2stateno!=[1360,1361])
triggerall = p2stateno != [5100,5110]
triggerall =((p2bodydist y =[-100,-50])&&p2movetype=H&&(prevstateno=[1000,1600]))||(p2statetype=A && p2movetype=A)
triggerall = enemy,anim!=5120
triggerall = stateno!=900
triggerall = p2statetype!=L
triggerall = statetype!=L
triggerall = var(41)=0
triggerall = var(27)<5
triggerall = var(5)=0
triggerall = (p2stateno!=1420 && p2stateno!=1520)
Triggerall = (RoundState = 2)
triggerall = enemy,numproj=0
triggerall = (p2bodydist X = [25,170]) || (p2movetype=H)
trigger1 = (ctrl && p2movetype=H && p2statetype=A) ||(stateno=[100,101])|| prevstateno=1725 && ctrl
trigger2 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5 = stateno = 310 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger6= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))&& frontedgebodydist <70
trigger7= ((stateno=1105)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))&& frontedgebodydist <80
trigger8=  (stateno=[1000,1080]) && (animelemtime(6)>=1 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))&&(p2movetype=H ||p2movetype=A)

;------------------------------------------------------------------------------
;ギガティックサイクロン
[State -1, L SBD]
type = ChangeState
value = 2500
triggerall = AILevel >0
triggerall = ((random = [200,499])&&(var(20)=1||var(16)=1651||var(16)=1451)) ||(stateno=1510&&enemy,gethitvar(hitcount)>2 && random<(600/AILevel))
triggerall = statetype != A
triggerall = p2statetype != A ||(stateno=1410 ||stateno=1510||stateno=1610)
triggerall=power>=1000
triggerall = stateno != [800,899]
triggerall = enemy,anim!=5120
triggerall = statetype!=L
triggerall = stateno!=900
triggerall = var(41)=0
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H) ||(stateno=1410 ||stateno=1510||stateno=1610)
triggerall = p2bodydist X < 50 ||(stateno=1410 ||stateno=1510||stateno=1610)
trigger1 = (p2stateno =[120,150]) && ctrl
trigger2 = (ctrl||stateno=40||stateno=52)||(stateno=[100,101])
trigger3 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)&&var(10)=0
trigger4 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)&&var(10)=0
trigger5 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)&&var(10)=0
trigger6 = stateno = 310 && (movecontact&&AILevel<5||movehit&&AILevel>=5)&&var(10)=0
trigger7 = stateno = 1410 && (animelemtime(9)=[2,4])&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
trigger8 = stateno = 1510 && (animelemtime(10)=[2,4])&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
trigger9= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))
trigger10=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger11=stateno=240 && var(10)=1&&movecontact&&movetype=A

[State -1, L SBD]
type = ChangeState
value = 2550
triggerall = AILevel >0
triggerall = (random = [250,499])&&var(20)=1
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = var(10)=0 || (p2life <= (enemy,lifemax/3.6))
triggerall=power>=1000
triggerall = statetype!=L
triggerall = stateno!=900
triggerall = var(41)=0
triggerall = stateno != [800,899]
triggerall = enemy,anim!=5120
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H) 
triggerall = p2bodydist X < 60
triggerall = p2movetype=A
trigger1 = (p2stateno =[120,150]) && ctrl
trigger2 = (ctrl||stateno=40||stateno=52)||(stateno=[100,101])


;------------------------------------------------------------------------------
;弱アンリミテッドデザイア
[State -1, L UD]
type = ChangeState
value = 2100
triggerall = AILevel >0
triggerall = (random = [100,249])&&var(20)=1
triggerall = statetype != A
triggerall=power>=ifelse(var(10)=1,ifelse(power<2000,1000,3000),1000)
triggerall = stateno != [800,899]
triggerall =((p2bodydist y =[-100,-1])&&p2movetype=H&&(prevstateno=[1000,1600]))||(p2statetype=A && p2movetype=A)
triggerall = enemy,anim!=5120
triggerall = p2statetype!=L
triggerall = stateno!=900
triggerall = statetype!=L
triggerall = var(41)=0
triggerall = var(27)<5
Triggerall = (RoundState = 2)
triggerall = p2stateno != [800,899]
triggerall = p2stateno!=1151 && (p2stateno!=[1360,1361])
triggerall = (p2bodydist X < 75 && p2statetype!=A)||(p2bodydist X < 65 && p2statetype=A)
triggerall = var(5)=0
triggerall = (p2stateno!=1420 && p2stateno!=1520)
trigger1 = (ctrl && p2movetype=A) ||(stateno=[100,101]) || prevstateno=1725 && ctrl
trigger2 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))&& frontedgebodydist <70
trigger6= ((stateno=1105)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))&& frontedgebodydist <80
trigger7=  (stateno=[1000,1080]) && (animelemtime(6)>=1 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))&&(p2movetype=H ||p2movetype=A)

;強アンリミテッドデザイア
[State -1, S UD]
type = ChangeState
value = 2150
triggerall = AILevel >0
triggerall = (random = [100,249])&&var(20)=1
triggerall = statetype != A
triggerall=power>=ifelse(var(10)=1,ifelse(power<2000,1000,3000),1000)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = p2stateno!=1151 && (p2stateno!=[1360,1361])
triggerall = p2stateno != [5100,5110]
triggerall =((p2bodydist y =[-100,-1])&&p2movetype=H&&(prevstateno=[1000,1600]))||(p2statetype=A && p2movetype=A)
triggerall = enemy,anim!=5120
triggerall = stateno!=900
triggerall = var(27)<5
triggerall = statetype!=L
triggerall = var(41)=0
triggerall = p2statetype!=L
triggerall = var(5)=0
triggerall = (p2stateno!=1420 && p2stateno!=1520)
Triggerall = (RoundState = 2)
triggerall = enemy,numproj=0
triggerall = (p2bodydist X = [75,170]) || (p2movetype=H)
trigger1 = (ctrl && p2movetype=H && p2statetype=A) ||(stateno=[100,101])
trigger2 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5= ((stateno=1105)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))
trigger6=  (stateno=[1000,1080]) && (animelemtime(6)>=1 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))&&(p2movetype=H ||p2movetype=A)

;------------------------------------------------------------------------------
;弱カイザーウェイブ
[State -1, L KW]
type = ChangeState
value = 2000
triggerall = power >= 1000
triggerall = numprojID(2000) = 0
triggerall = var(20)=1
triggerall = random<= ifelse((movecontact&&AILevel<5||movehit&&AILevel>=5),99,ifelse((p2bodydist x>150&&p2movetype=A),55,25))
triggerall = statetype != A
triggerall = var(27)<5
triggerall = stateno!=900
triggerall = p2bodydist x >0
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = p2statetype!=L
triggerall = statetype!=L
triggerall = var(41)=0
triggerall = p2movetype!=A||p2bodydist x>85
triggerall = var(5)=0
triggerall = var(10)=0 || (p2life <= (enemy,lifemax/3.6))
triggerall = (p2stateno!=1420 && p2stateno!=1520)
triggerall = p2bodydist y =[-75,0]
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=1290))
trigger1 =(ctrl && (p2movetype=A|| enemy,numproj>0)) ||(stateno=[100,101])
trigger2= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&& frontedgebodydist <70
trigger3= ((stateno=1105)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&& frontedgebodydist <70
trigger4=  (stateno=[1000,1080]) && (animelemtime(6)>=1 && animelemtime(8)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&&(p2stateno=[120,155])

;強カイザーウェイブ
[State -1, S KW]
type = ChangeState
value = 2050
triggerall = power >= 1000
triggerall = numprojID(2000) = 0
triggerall = var(20)=1
triggerall = random<=ifelse((movecontact&&AILevel<5||movehit&&AILevel>=5),99,ifelse((p2bodydist x<150&&p2movetype=A),55,25))
triggerall = statetype != A
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = p2statetype!=L
triggerall = var(27)<5
triggerall = statetype!=L
triggerall = p2movetype!=A||p2bodydist x>85
triggerall = p2bodydist x >0
triggerall = stateno!=900
triggerall = var(41)=0
triggerall = var(10)=0 || (p2life <= (enemy,lifemax/3.6))
triggerall = var(5)=0
triggerall = (p2stateno!=1420 && p2stateno!=1520)
triggerall = p2bodydist y =[-75,0]
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=1290))
trigger1 =(ctrl&& ((p2movetype=A|| enemy,numproj>0) || p2movetype=H && p2statetype=A)) ||(stateno=[100,101])
trigger2= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&& frontedgebodydist <70
trigger3= ((stateno=1105)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger4=  (stateno=[1000,1080]) && (animelemtime(6)>=1 && animelemtime(8)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&&(p2stateno=[120,155])
;------------------------------------------------------------------------------
;ふっとばし
[State -1, MAXACTIVATE]
type = ChangeState
value = ifelse(statetype=A&&var(8)=1,901,900)
triggerall = var(57)>=1000
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = P2BodyDist X = [0,160]
Triggerall = Random < ifelse(p2movetype!=H,50,399)
triggerall = frontedgedist <70
triggerall = p2statetype !=L
triggerall = var(41)=0
triggerall =  power>=2000
trigger1 = stateno = 215 && movehit
trigger2 = stateno = 245 && movehit
trigger3 = stateno = 410 && movehit
trigger4 = stateno = 300 && movehit && var(8)=1 && (prevstateno!=[120,155])
trigger5 = stateno = 310 && movehit
trigger6=stateno=210&& movehit
trigger7=stateno=240 && movehit
trigger8 = statetype=A && ctrl&& var(8)=1
;------------------------------------------------------------------------------
;弱カイザークロー
[State -1, L KC]
type = ChangeState
value = 1400
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
Triggerall = P2BodyDist X = [-20,40]
triggerall = var(5)=0
triggerall = var(41)=0
triggerall = statetype!=L
triggerall = enemy,numproj=0 && (enemynear,hitdefattr!=SCA,AP)
triggerall =p2movetype=A
Triggerall = Random < 99
triggerall = p2statetype !=L
trigger1 = ( p2movetype=A && statetype!=C && ctrl)||( p2movetype=A && statetype!=C &&stateno=101)

;強カイザークロー
[State -1, S KC]
type = ChangeState
value = 1450
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
Triggerall = P2BodyDist X = [40,90]
triggerall = var(5)=0
triggerall = statetype!=L
triggerall = var(41)=0
triggerall = enemy,vel x >2
triggerall = enemy,numproj=0 && (enemynear,hitdefattr!=SCA,AP)
triggerall =p2movetype=A
Triggerall = Random < 99
triggerall = p2statetype !=L
trigger1 = ( p2movetype=A && statetype!=C && ctrl)||( p2movetype=A && statetype!=C &&stateno=101)
;強カイザークロー
[State -1, S KC]
type = ChangeState
value = 1451
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
Triggerall = P2BodyDist X = [-20,60]
triggerall = power >=2000 || (p2life<enemy,lifemax/3.4)
triggerall = var(5)=0
triggerall = power >=1000
triggerall = var(41)=0
triggerall = statetype!=L
triggerall =p2movetype=A
Triggerall = Random < 65
triggerall = enemy,numproj=0&& (enemynear,hitdefattr!=SCA,AP)
triggerall = p2statetype !=L
trigger1 = ( p2movetype=A && ctrl)||( p2movetype=A && statetype!=C &&stateno=101)
;==============================================================================
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H || prevstateno=5210
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall=AILevel>0
triggerall = var(41)=0 
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = p2bodydist x >-20
;triggerall = (statetype!=A)||(statetype=A && p2bodydist x >5)
triggerall =movetype=I || stateno=5210 || (helper(10003),var(7)=1)
Triggerall =  Random < (113*AILevel)
triggerall =InGuardDist||((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20
trigger2= prevstateno=5120 && p2movetype=A && p2bodydist x <70
trigger3= stateno=5129 && ctrl&& p2movetype=A && p2bodydist x <70
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = AILevel >0
triggerall = random <= 140
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = ctrl
triggerall = var(41)=0
triggerall = (stateno!=[900,901])
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = p2statetype!=L
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 25 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 25 && p2dist y <= 0)
;------------------------------------------------------------------------------
;弱カイザースープレックス
[State -1, L KS]
type = ChangeState
value = 1600
triggerall = AILevel >0
triggerall = random <= 190
triggerall = statetype != A
triggerall = p2statetype != A&& p2statetype!=L
triggerall = p2stateno!=40
triggerall =ctrl||stateno=40||stateno=52
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = var(41)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = enemy,anim!=5120
triggerall = stateno!=215
triggerall = (p2MoveType != H) || (p2stateno=120||p2stateno=140)
trigger1 = p2bodydist X < 40 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 40 && p2dist y <= 0)
;強カイザースープレックス
[State -1, S KS]
type = ChangeState
value = 1650
triggerall = AILevel >0
triggerall = random <= 190
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype!=L
triggerall = p2stateno!=40
triggerall =ctrl||stateno=40||stateno=52
triggerall = stateno != [200,9999]
triggerall = var(41)=0
Triggerall = (RoundState = 2)
triggerall = enemy,anim!=5120
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = stateno!=215
triggerall = (p2MoveType != H)|| (p2stateno=120||p2stateno=140)
trigger1 = (p2bodydist X = [41,50])&& p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&((p2bodydist X = [41,52]) && p2dist y <= 0)
trigger3 = p2stateno=52&&((p2bodydist X = [0,54]) && p2dist y <= 0)
;強カイザースープレックス
[State -1, S KS]
type = ChangeState
value = 1651
triggerall = AILevel >0
triggerall = random <= 299
triggerall = (((p2stateno=1151||p2stateno=1361)&&power>=2000) && (var(20)||var(10))) || (power>=1000 && p2life <130&&(p2stateno=1151||p2stateno=1361))
triggerall = statetype != A
triggerall = p2statetype != A
triggerall =ctrl||stateno=40||stateno=52
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall= power>=1000
triggerall = p2stateno!=1363
triggerall = var(41)=0
triggerall = enemy,anim!=5120
triggerall = stateno!=215
triggerall = (p2MoveType != H)||(p2stateno=1151||p2stateno=1361) 
trigger1 = (p2bodydist X = [41,62]) && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&((p2bodydist X = [41,62])  && p2dist y <= 0)
trigger3 =(p2stateno=1151||p2stateno=1361) &&p2bodydist X < 62 
;ストマッククロー
[State -1, SC]
type = ChangeState
value = 310
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,54]
triggerall = p2statetype!=A
Triggerall = Random < 56*AIlevel
triggerall = var(41)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = p2statetype !=L
trigger1 = stateno = 205 && ((movehit&&AILevel >5)||(movecontact&&AILevel<=5))
trigger2 = stateno = 235 && ((movehit&&AILevel >5)||(movecontact&&AILevel<=5))
trigger3 = stateno = 400 &&((movehit&&AILevel >5)||(movecontact&&AILevel<=5))
trigger4 = stateno = 245 &&((movehit&&AILevel >5)||(movecontact&&AILevel<=5))
trigger5 = stateno = 215 &&((movehit&&AILevel >5)||(movecontact&&AILevel<=5))
trigger6 = ctrl&& stateno=900 && p2bodydist x<60
;------------------------------------------------------------------------------
;Stand Light Punch
;?§?????p?“?`
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist x<30,205,200)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,60]
triggerall = var(27)<5
triggerall = (p2bodydist y= [-55,0]) && enemy,vel y >=0 && p2movetype=A
Triggerall = Random < ifelse(p2statetype=A,150,ifelse(p2bodydist x<30,500,100))
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = enemy, statetype != C
triggerall = var(41)=0
triggerall  =var(10)=0|| p2movetype!=H
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = stateno!=900
trigger1 = ctrl ||stateno=[101,102] 
trigger2= ctrl&& helper(10003),var(10)>0&& p2bodydist x <25
;----------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist x<30,215,210)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = var(27)<5
triggerall = helper(10003),var(8)=0
triggerall = var(41)=0
Triggerall = P2BodyDist X = [0,90]
triggerall = (p2bodydist y= [-45,0]) && enemy,vel y >=0 && p2movetype=A
Triggerall = Random < ifelse(p2statetype=A,150,ifelse((p2bodydist x<40&&prevstateno=52&&p2movetype=H),400,200))
triggerall = p2statetype !=L
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = enemy, statetype != C
trigger1 = ctrl ||stateno=[101,102] 
trigger2= ctrl&& helper(10003),var(11)>0&& p2bodydist x <30
trigger3 = ctrl&& stateno=900 && p2bodydist x<60
trigger4= ctrl && (p2bodydist x=[65,90]) && p2statetype!=A && p2movetype=I&&random <199 &&helper(10003),var(11)=0&&helper(10003),var(10)=0


;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = ifelse(p2bodydist x<30,235,230)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = var(41)=0
Triggerall = P2BodyDist X = [0,55]
triggerall = var(27)<5 ||(p2statetype=S&&p2bodydist x <30)
triggerall = p2statetype!=A || ((var(16)=1100)&& frontedgebodydist>=60)
Triggerall = Random <ifelse(p2bodydist x<30,350,75)
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = p2movetype!=A || (enemy,hitdefattr!=SCA,AA,AT)
triggerall = enemy, statetype != C || (p2bodydist x <30)
triggerall  =var(10)=0|| p2movetype!=H
triggerall = stateno!=900
trigger1 = ctrl ||stateno=[101,102] 
trigger2= ctrl&& helper(10003),var(10)>0&& p2bodydist x <30
trigger3 = p2bodydist x<30 && p2statetype=S &&ctrl
;---------------------------------------------------------------------------

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist x<=30,245,240)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,90]
triggerall = var(27)<5 
triggerall = var(41)=0
triggerall = helper(10003),var(8)=0
triggerall = (p2bodydist y= [-45,0]) && enemy,vel y >=0 && p2movetype=A
Triggerall = Random < ifelse(p2statetype=A,150,ifelse(p2bodydist x<40&&prevstateno=52&&p2movetype=H,400,200))
triggerall = p2statetype !=L 
triggerall = p2movetype!=A || (enemy,hitdefattr!=SCA,AA,AT)
triggerall = enemy, statetype != C || (p2bodydist x <30)
triggerall  =var(10)=0|| p2movetype!=H
trigger1 = ctrl ||stateno=[101,102] 
trigger2= ctrl&& helper(10003),var(11)>0&& p2bodydist x <30
trigger3 = ctrl&& stateno=900 && p2bodydist x<60
trigger4= ctrl && (p2bodydist x=[65,90]) && p2statetype!=A && p2movetype=I&&random <199&&helper(10003),var(11)=0&&helper(10003),var(10)=0


[State -1, Taunt]
type = ChangeState
value = 195
triggerall = AILevel >0
triggerall = random<299
triggerall = gametime%30=0
triggerall = enemy,life < (enemy,lifemax/2.25) 
triggerall = life >700
triggerall = p2statetype = L
triggerall = var(41)=0
triggerall = p2bodydist x >120
triggerall = statetype != A
trigger1 = ctrl
;------------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,50]
triggerall = p2statetype!=A
Triggerall = Random < 63*AIlevel
triggerall = var(41)=0
triggerall = var(27)<5 
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = p2statetype !=L
triggerall  =var(10)=0|| (p2movetype=H && (p2stateno!=[120,155]))
trigger1 = ctrl ||stateno=[101,102] 
trigger2 = StateNo = 430&& movecontact
trigger3= time >= 7 && stateno=400 && random<50

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,60]
triggerall = p2statetype!=A
Triggerall = Random < ifelse(p2bodydist x >40,350,150)
triggerall = p2statetype !=L
triggerall = var(41)=0
triggerall = var(27)<5 
triggerall = helper(10003),var(8)=0
triggerall  =var(10)=0|| p2movetype!=H
triggerall = p2movetype!=A || (enemy,hitdefattr!=SC,AA,AT)
triggerall = statetype != A
trigger1 = ( ctrl ||stateno=[101,102]) && (p2bodydist x=[35,60]) && p2statetype!=A && p2movetype=I&&random <199&&helper(10003),var(11)=0&&helper(10003),var(10)=0
trigger2= ctrl&& helper(10003),var(11)>0&& p2bodydist x <45
trigger3 = ctrl&& stateno=900 && p2bodydist x<60
;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = var(41)=0
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,55]
triggerall = p2statetype!=A
triggerall = helper(10003),var(8)=0
triggerall = var(27)<5 || p2statetype=S
Triggerall = Random < ifelse(p2bodydist x <40,350,150)
triggerall = p2statetype !=L
triggerall = p2movetype!=A || (enemy,hitdefattr!=CA,AA,AT)
triggerall  =var(10)=0 || (p2movetype=H && (p2stateno!=[120,155]))
trigger1= (ctrl ||stateno=[101,102])&& (helper(10003),var(10)>0||helper(10003),var(11)>0)&& p2bodydist x <30
trigger2= (ctrl ||stateno=[101,102]) && (p2bodydist x=[0,40]) &&p2statetype=S && p2movetype=I&&random <199&&helper(10003),var(11)=0&&helper(10003),var(10)=0
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,70]
triggerall = var(41)=0
triggerall = p2statetype!=A
triggerall = helper(10003),var(8)=0
triggerall = var(27)<5 || p2statetype=S
Triggerall = Random < ifelse(p2bodydist x >40,150,100)
triggerall = p2statetype !=L
triggerall = stateno!=900
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = p2movetype!=A || (enemy,hitdefattr!=CA,AA,AT)
triggerall  =var(10)=0|| p2movetype!=H
trigger1 = ctrl ||stateno=[101,102] 
trigger2= p2statetype=S && ctrl && p2bodydist x >=45
trigger3= ctrl && (p2bodydist x=[55,70]) && p2statetype!=A && p2movetype=I&&random <199&&helper(10003),var(11)=0&&helper(10003),var(10)=0
;------------------------------------------------------------------------------------------------------
;垂直ジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = ifelse((vel x = 0&&stateno!=41),610,615)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = vel y>0
triggerall = stateno!=901
triggerall = stateno != [800,3999]
triggerall =p2statetype!=C
triggerall = ((p2bodydist y=[45,85])&&Var(3) != 2)|| ((p2bodydist y=[20,40])&&Var(3) = 2)
triggerall = p2bodydist x = [-20,90]
Triggerall = Random < 63*AIlevel
triggerall = p2statetype !=L || p2stateno=5120
trigger1 = ctrl







;垂直ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = ifelse(((vel x = 0&&stateno!=41)||var(3)=0),640,645)
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = vel y>0
triggerall = stateno!=901
triggerall = stateno != [800,3999]
triggerall = ((p2bodydist y=[40,85])&&Var(3) != 2)|| ((p2bodydist y=[20,50])&&Var(3) = 2)
triggerall = p2bodydist x = [-20,80]
Triggerall = Random < 63*AIlevel
triggerall = p2statetype !=L || p2stateno=5120
trigger1 = ctrl


;------------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = vel y>0 || p2statetype=A
triggerall = ((((p2bodydist y=[-30,40])&&p2movetype!=A)||((p2bodydist y=[-30,65])&&p2movetype=A))&&Var(3) != 2)
triggerall = p2bodydist x = [0,40]
Triggerall = Random < 56*AIlevel
triggerall = stateno!=901
triggerall = p2statetype !=L
trigger1 = ctrl



;------------------------------------------------------------------------------
;ジャンプ弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = stateno!=901
triggerall = vel y>0 || p2statetype=A
triggerall = ((p2bodydist y=[-30,40])&&Var(3) != 2)|| ((p2bodydist y=[20,25])&&Var(3) = 2)
triggerall = p2bodydist x = [0,40]
Triggerall = Random < 56*AIlevel
triggerall = p2statetype !=L
trigger1 = ctrl

;------------------------------------------------------------------------------
;空中ふっとばし
[State -1, CD]
type = ChangeState
value = 650
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = ((p2bodydist y=[-25,75])&&Var(3) != 2)|| ((p2bodydist y=[-10,45])&&Var(3) = 2)
triggerall = p2bodydist x = [40,105]
Triggerall = Random < ifelse(p2movetype=A,300,75)
triggerall = p2statetype !=L
trigger1 = ctrl


;------------------------------------------------------------------------------
;弱レッグトマホーク
[State -1, L LTAI]
type = ChangeState
value = 1100
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = var(41)=0
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
Triggerall = P2BodyDist X = [-8,100]
triggerall =(p2bodydist y =[-75,0]) ||(p2movetype=H &&p2statetype=A&& (p2bodydist y =[-75,-25]))
Triggerall = Random < ifelse((p2bodydist x >80),50,ifelse(((var(10)||var(20))),299,129))
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = var(27)<5
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = p2statetype!=C || movehit
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 =ctrl&&p2statetype=A ||stateno=101
trigger2 = stateno = 215 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 410 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5 = stateno = 310 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger6= (stateno=1300&&animelemtime(7)>=0) && (((movehit&&var(10)=0) || (movehit&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>100 && var(10)=1)))&&frontedgedist<60
trigger7=stateno=210 && var(10)=1&&(movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger8=stateno=240 && var(10)=1&&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;強レッグトマホーク
[State -1, S LTAI]
type = ChangeState
value = 1150
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
Triggerall = P2BodyDist X = [0,125]
triggerall = var(41)=0
triggerall = var(5)=0
triggerall = var(27)<5
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = helper(10003),var(8)=0
triggerall =(p2bodydist y =[-75,0]) ||(p2movetype=H && p2statetype=A&&(p2bodydist y =[-75,-55]))
Triggerall = Random < ifelse(p2bodydist x >70,70,129)
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
triggerall = p2statetype !=L
triggerall = var(10)=0 || power>=2000
triggerall = var(16)!=1100
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 = ctrl&&p2statetype=A ||stateno=101
trigger2= p2statetype=C && ctrl && p2bodydist x >75&&var(10)=0

;-----------
;[State -1, S LT EX]
;type = ChangeState
;value = 1160
;triggerall = power >=1000
;Triggerall = (RoundState = 2) && (AILevel>0)
;Triggerall = (StateType != A)
;triggerall = stateno != [800,899]
;triggerall = stateno != [2000,3999]
;Triggerall = P2BodyDist X = [-7,120]
;triggerall = var(41)=0
;triggerall = p2stateno != [800,899]
;triggerall = p2stateno != [5100,5119]
;triggerall = var(5)=0
;triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
;triggerall = (var(16)!=1100&&ctrl) || stateno=1105
;triggerall =(p2bodydist y =[-95,-35]) 
;triggerall = var(27)<5
;triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
;Triggerall = Random < ifelse(p2bodydist x >70&&((var(10)=0||frontedgedist>60)),70,129)
;triggerall = p2statetype !=L
;triggerall = helper(10003),var(8)=0
;triggerall = power >=2000 || (p2life<enemy,lifemax/3.4)|| var(20)
;trigger1 = (ctrl&&p2statetype=A) ||stateno=101
;trigger2 = stateno = 215 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger3 = stateno = 245 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger4 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger5 = stateno = 310 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger6=(stateno=1300&&animelemtime(7)>=0) && (((movehit&&var(10)=0) || (movehit&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>100 && var(10)=1)))&&frontedgedist>=60
;trigger7=((stateno=1105)&&animelemtime(2)<5) && (((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))) && random<59
;trigger8=stateno=210 && var(10)=1&&movecontact&&movetype=A
;trigger9=stateno=240 && var(10)=1&&movecontact&&movetype=A
;-------------------------------------------------------

;------------------------------------------------------------------------------
;弱カイザークロー
[State -1, L KC]
type = ChangeState
value = 1500
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
triggerall = var(41)=0
Triggerall = (P2BodyDist X = [-10,50])||((P2BodyDist X = [-10,65])&&(p2stateno=1292))
triggerall = var(5)=0
triggerall=(var(16)!=1100&&var(16)!=1300&&stateno!=1105&&stateno!=1300)||stateno=1105
triggerall =(p2bodydist y =[-95,0]) ||(p2movetype=H && p2statetype=A&&(p2bodydist y =[-115,-75]))
Triggerall = Random < 99
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1291]))
triggerall = p2statetype !=L
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = helper(10003),var(8)=0
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 = ctrl&&p2statetype=A ||stateno=101
trigger2 = stateno = 205 &&(movecontact&&AILevel<5||movehit&&AILevel>=5) && var(8)=1
trigger3 = stateno = 235 && (movecontact&&AILevel<5||movehit&&AILevel>=5)&& var(8)=1
trigger4= (p2stateno=1292)&&ctrl
trigger5= (((stateno=1105)&&animelemtime(2)<5) && (((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))))&&(var(20)||(power>=1000 &&var(57)=1000))
trigger6= ((var(16)=1160)&&ctrl) &&(var(20)||(power>=1000 &&var(57)>940&&var(10)=0))

;強カイザークロー
[State -1, S KC]
type = ChangeState
value = 1550
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
triggerall = var(41)=0
Triggerall = (P2BodyDist X = [50,80])||((P2BodyDist X = [30,80])&&(p2stateno=1292))
triggerall = enemy,vel x >=3
triggerall = var(5)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = helper(10003),var(8)=0
Triggerall = Random < ifelse((p2stateno=1292 && p2movetype=H),199,99)
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1291]))
triggerall = p2statetype !=L
triggerall = var(16)!=1100|| frontedgebodydist <90
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 = ctrl&&p2statetype=A ||stateno=101
trigger2= (p2stateno=1292)&&ctrl

;強カイザークロー
[State -1, S KC]
type = ChangeState
value = 1551
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = p2stateno != [800,899]
triggerall = power>=1000
Triggerall = P2BodyDist X = [-10,60]
triggerall = var(41)=0
triggerall = var(5)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = (var(16)!=1100&&var(16)!=1300&&stateno!=1105&&stateno!=1300)
triggerall =p2movetype=A || (p2life<enemy,lifemax/3.4)
triggerall =(p2bodydist y =[-95,0]) ||(p2movetype=H && p2statetype=A&&(p2bodydist y =[-95,-65]))
Triggerall =  Random < ifelse((p2stateno=1292 && p2movetype=H),99,55)
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1291]))
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 = ctrl&&p2statetype=A &&p2movetype=A||stateno=101
trigger2= (p2stateno=1292)&&ctrl

;------------------------------------------------------------------------------
;弱カイザーデュエルソバット
[State -1, L Double Sobat]
type = ChangeState
value = 1300
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = var(41)=0
triggerall = stateno != [2000,3999]
Triggerall = (P2BodyDist X = [-8,40]) || (p2statetype=A&&p2bodydist x =[0,60])
triggerall =p2statetype!=A ||(p2movetype=H &&p2statetype=A&& (p2bodydist y =[-65,-25]))
Triggerall = Random < ifelse(p2movetype!=H,50,ifelse(var(10)=1 && var(57)>200,299,129))
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = var(27)<5
triggerall = helper(10003),var(8)=0
triggerall = var(16)!=1100||var(10)=1
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger2 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 410 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 310 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5= (stateno=1105&&animelemtime(2)<5) && (((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && (var(57)>100 && var(10)=1)) 
trigger6= var(10)=1 && p2movetype=H &&p2statetype=A&& (p2bodydist y =[-75,-45]) && ctrl
;強カイザーデュエルソバット
[State -1, S Double Sobat]
type = ChangeState
value = 1350
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = helper(10003),var(8)=0
triggerall = var(41)=0
Triggerall = P2BodyDist X = [70,115]
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall =p2statetype!=A ||(p2movetype=H &&p2statetype=A&& (p2bodydist y =[-65,-35]))
Triggerall = Random < ifelse(p2statetype!=C,50,129)
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = var(16)!=1100
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 = (ctrl && var(10)=0)&&p2statetype=C&&p2movetype=A  ||(stateno=[100,101])


[State -1, L Double Sobat]
type = ChangeState
value = 1365
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = var(41)=0
triggerall = stateno != [800,899]
triggerall = p2stateno != [800,899]
triggerall = stateno != [2000,3999]
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
Triggerall = P2BodyDist X = [0,115]
triggerall = helper(10003),var(8)=0
triggerall =p2statetype!=A ||(p2movetype=H &&p2statetype=A&& (p2bodydist y =[-65,-35]))
Triggerall = Random < ifelse((p2statetype!=C && p2movetype!=A),50,129)
triggerall = p2statetype !=L
triggerall = var(5)=0
triggerall = var(16)!=1100||frontedgebodydist <70
triggerall = power >=1000
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]))
trigger1 =(ctrl && var(10)=0)&&p2statetype=C && p2movetype=A
trigger2 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4=stateno=210 && var(10)=1&&movecontact&&movetype=A
;------------------------------------------------------
;弱ブリッツボール上段
[State -1, L BB AI]
type = ChangeState
value = 1000
triggerall = random< ifelse(movecontact,150,ifelse(p2bodydist x<100,45,77))
triggerall = statetype != A 
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = p2bodydist y =[-75,0]
triggerall = p2statetype!=C &&helper(10003),var(14)=1
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = var(15)=0
triggerall = var(25)=0
triggerall = p2statetype!=L&& stateno!=[1000,1099]
triggerall = var(41)=0 && movetype!=H
triggerall = helper(10003),var(8)=0
triggerall = p2bodydist x >70 ||helper(10003),var(20)
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
trigger1 =  helper(10003),var(20) 
trigger2 = StateNo =215&& animelemtime(4)>0=1
trigger3 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5= (stateno=1300&&animelemtime(8)>0) && (((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1))) && frontedgebodydist <70 && p2statetype=A&&power>=1000&&(p2bodydist y =[-40,85])&&(var(57)>940||var(10))
trigger6=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger7=stateno=240 && var(10)=1&&movecontact&&movetype=A
;強ブリッツボール上段
[State -1, S BB AI]
type = ChangeState
value = 1025
triggerall = random< ifelse(movecontact,150,ifelse(p2bodydist x<150,45,77))
triggerall = statetype != A
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = var(25)=0
triggerall = p2statetype!=L&& stateno!=[1000,1099]
triggerall = var(41)=0 && movetype!=H
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = helper(10003),var(8)=0
triggerall = p2bodydist y =[-75,0]
triggerall = p2statetype!=C &&helper(10003),var(14)=1
triggerall = p2bodydist x >100 || p2movetype=H||helper(10003),var(20)
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
trigger1 =  helper(10003),var(21)
trigger2= (stateno=1106&&animelemtime(2)<5) && (((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300 && var(10)=1)))

;弱ブリッツボール下段
[State -1, L BB AI]
type = ChangeState
value = 1050
triggerall = random< ifelse(movecontact,150,ifelse(p2bodydist x<100,45,77))
triggerall = statetype != A
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = var(25)=0
triggerall =stateno!=[1000,1099]
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = helper(10003),var(8)=0
triggerall = var(15)=0&& movetype!=H
triggerall = var(41)=0
triggerall = p2bodydist y =[-45,0]
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
trigger1 =  helper(10003),var(20)
trigger2 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger3 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger4 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
trigger5= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1))
trigger6=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger7=stateno=240 && var(10)=1&&movecontact&&movetype=A

;強ブリッツボール下段
[State -1, S BB AI]
type = ChangeState
value = 1075
triggerall = random< ifelse(movecontact,150,ifelse(p2bodydist x<150,45,77))
triggerall = statetype != A
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = var(25)=0
triggerall = stateno!=[1000,1099]
triggerall = var(41)=0 && movetype!=H
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = helper(10003),var(8)=0
triggerall = p2bodydist y =[-45,0]
triggerall = p2bodydist x >100 || p2movetype=H||helper(10003),var(21)
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
trigger1 = helper(10003),var(21)
trigger2= (stateno=1106&&animelemtime(2)<5) && (((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1)))&&var(57)>940


;強ブリッツボール上段
[State -1, S BB T EXAI]
type = ChangeState
value = 1030
triggerall = random< 50
triggerall = p2bodydist x >70
triggerall = statetype != A
Triggerall = (RoundState = 2) && (AILevel>0)&&power>=1000
triggerall = var(25)=0
triggerall = p2statetype!=L&& stateno!=[1000,1099]
triggerall = (p2bodydist y =[-75,-35]) 
triggerall = p2statetype!=C &&helper(10003),var(14)=1
triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
triggerall = var(41)=0 && movetype!=H
triggerall = helper(10003),var(8)=0
triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
trigger1 =((ctrl && var(10)=0&&random<10) ||(stateno=[100,101]))&&(var(19)=1||var(17)<=10)
trigger2 = stateno =300 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)&&var(8)=1

;強ブリッツボール下段
;[State -1, S BB U EXAI]
;type = ChangeState
;value = 1080
;triggerall = random< 50
;triggerall = statetype != A
;Triggerall = (RoundState = 2) && (AILevel>0)&&power>=1000
;triggerall = var(25)=0
;triggerall = p2statetype!=L&& stateno!=[1000,1099]
;triggerall = p2bodydist y =[-45,0]
;triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0
;triggerall = helper(10003),var(8)=0
;triggerall = var(41)=0 && movetype!=H
;triggerall = (p2stateno!=1151&&(p2stateno!=[1360,1361]) &&(p2stateno!=[1290,1292]))
;trigger1 = stateno = 215 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger2 = stateno = 245 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger3 = stateno = 410 && (movecontact&&AILevel<5||movehit&&AILevel>=5)
;trigger4 = stateno =300 &&(movecontact&&AILevel<5||movehit&&AILevel>=5)&&var(8)=1
;trigger5= (stateno=1105&&animelemtime(2)<5) && (((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)<300&& var(10)=1)))&&(var(57)>940||var(10))

;---------------------------------------------------------------------------
;?????
[State -1, T S]
type = ChangeState
value = 710
triggerall = random <ifelse(((p2bodydist x <40)||numproj >0),150,99)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = backedgebodydist >100
triggerall = statetype != A
trigger1 = (p2movetype=A&&enemy,numproj =0)&&ctrl
trigger2 = power >= 1000
trigger2 = (stateno = 150||stateno=152) && p2bodydist x <75&& p2bodydist x <60&& (p2stateno=[1000,4999])
trigger3 = (stateno = [100,102]) && p2movetype=A
;---------------------------------------------------------------------------
;?????
[State -1, T S]
type = ChangeState
value = 700
triggerall = random <ifelse(((p2bodydist x <40)||numproj >0),150,99)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = backedgebodydist <50 || enemy,numproj >0
triggerall = statetype != A
trigger1 = (p2movetype=A  || enemy,numproj >0)&&ctrl
trigger2 = power >= 1000
trigger2 = (stateno = 150||stateno=152) && p2bodydist x <75&& p2bodydist x <60&& (p2stateno=[1000,4999])
trigger3 = (stateno = [100,102]) && p2movetype=A
;---------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall= random <ifelse((enemy,hitdefattr=SCA,SA,HA),75,700)
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -2
trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;ふっとばし
[State -1, BLOWBACKAI]
type = ChangeState
value = 300
triggerall = random <ifelse((enemy,hitdefattr=SCA,SA,HA),500,49)
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = p2bodydist x<50
triggerall = p2statetype!=L
triggerall =life <= (lifemax/2.25)
triggerall = var(41)=0
trigger1 = statetype != A
trigger1 = (ctrl ||stateno=[101,102]) && p2statetype=A &&( p2bodydist x =[45,75])&&enemy,vel x >4
trigger2 = power >= 1000
trigger2 = (stateno = [150,153])&& p2bodydist x <60&& (p2stateno=[1000,4999])

;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = stateno!=[40,51]
triggerall = statetype!=A
triggerall = var(41)=0
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall = var(10)=0|| p2movetype!=H
trigger1= var(30)=1&&ctrl
value = 40


[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall=AILevel>0 && statetype!=A && ctrl
triggerall = (stateno!=[100,105])
triggerall = p2bodydist y =[-150,0]
triggerall = var(41)=0 || var(41)=50
triggerall = var(10)=0 || p2movetype!=H||p2statetype=L
triggerall = enemy,numproj =0 || numproj>0 ||p2statetype=L
triggerall = p2stateno!=834 || p2bodydist x >80
trigger1= (p2movetype!=A&&p2statetype!=L||numproj>0) && (p2bodydist x=[210,788])&& random < 99
trigger2= ((p2stateno=[1360,1361])||stateno=1151)&& p2bodydist x >55&& random < 149
trigger3 = var(11)=1 && ctrl&& random < 149 && p2bodydist x >60
;trigger4 = (enemy,hitfall||p2statetype=L) && var(5)=0 && p2bodydist x >35 && frontedgebodydist >50&& random < 149
trigger4= var(41)=50 && ctrl
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = p2stateno!=834 || p2bodydist x >80
triggerall=AILevel>0 && statetype=S && ctrl && random < 249
triggerall = var(10)=0 || p2movetype!=H
triggerall=p2statetype!=L
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,149])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = (p2stateno!=1151&& p2stateno!=1360&&p2stateno!=1361&&(p2stateno!=[1290,1292]))
triggerall = random < 79
triggerall = var(31)=0
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = ((p2statetype =L&&(p2stateno!=1151 && p2stateno!=1360&&p2stateno!=1361)) || p2movetype = A) && (p2bodydist x=[-99,20])
;===============================================================================
;------------------------------------------------------------------------------
;ギガティックサイクロン
;[State -1, MAX BD  ]
;type = ChangeState
;value = 2800
;triggerall = command = "Moonspeak EX" ||(stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&command="Moonspeak EXR")||(stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&command="Moonspeak EXR")||(stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&&command="Moonspeak EXR")
;triggerall = power >= 2000
;triggerall = AILevel=0
;triggerall= statetype != A
;trigger1 = ctrl ||(stateno=[101,102])|| stateno=105 && time<3
;trigger2 = StateNo =205&& animelemtime(3)>0
;trigger3 = StateNo =215&& animelemtime(4)>0
;trigger4 = StateNo =235&& animelemtime(3)>0
;trigger5 = StateNo =245&& animelemtime(4)>0
;trigger6 = StateNo =400&& animelemtime(2)>0
;trigger7 = StateNo =410&& animelemtime(3)>0
;trigger8 = StateNo =440&& animelemtime(4)>0
;trigger9 =  stateno=300  && animelemtime(5)>0
;trigger10 = stateno = 310 && movecontact&&movetype=A
;trigger11 = stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger12 = stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger13= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger14= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger15= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger16= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1)))||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger17= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger18=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger19=stateno=200 && var(10)=1&&movecontact&&movetype=A
;trigger20=stateno=210 && var(10)=1&&movecontact&&movetype=A
;trigger21=stateno=230 && var(10)=1&&movecontact&&movetype=A
;trigger22=stateno=240 && var(10)=1&&movecontact&&movetype=A


;==============================================================================
;MAXギガティックサイクロン
[State -1, MAX GS]
type = ChangeState
value = 3200
triggerall = command = "MAXギガティックサイクロン"
triggerall = power >= ifelse(var(10)=1,2000,3000)
triggerall = var(57)>=1000 || (var(10)=1 && var(57)>0)
triggerall = AILevel=0
triggerall= statetype != A
trigger1 = ctrl ||(stateno=[100,101])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11 = stateno = 1410 && animelemtime(9)>2&& (var(57)>0 && var(10)=1)
trigger12 = stateno = 1510 && animelemtime(10)>2&& (var(57)>0 && var(10)=1)
trigger13= stateno = 1610 && animelemtime(1)>=1&& (var(57)>0 && var(10)=1)
trigger14= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && (var(57)>0 && var(10)=1)
trigger15= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && (movecontact&&var(10)=1) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && (movecontact&&var(10)=1) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && (var(11)=2&&var(10)=1) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger18=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& (var(57)>0 && var(10)=1)
trigger19=(stateno=2110 ||stateno=3110)&& movecontact&&(var(57)>0 && var(10)=1)
trigger20=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger21=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger22=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger23=stateno=240 && var(10)=1&&movecontact&&movetype=A
;------------------------------------------------------------------------------
;MAXアンリミテッドデザイア
[State -1, MAX UD]
type = ChangeState
value = 3100
triggerall = command = "MAXアンリミテッドデザイア"
triggerall = power >= 2000
triggerall= statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15= (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger19=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;MAXカイザーウェイブXY
;[State -1, MAX KW XY]
;type = ChangeState
;value = 3000
;triggerall = command = "MAXカイザーウェイブXY"
;triggerall = power >= 2000
;triggerall = numprojID(2000) = 0
;triggerall= statetype != A
;triggerall = AILevel=0
;trigger1 = ctrl ||(stateno=[100,101])
;trigger2 = StateNo =205&& animelemtime(3)>0
;trigger3 = StateNo =215&& animelemtime(4)>0
;trigger4 = StateNo =235&& animelemtime(3)>0
;trigger5 = StateNo =245&& animelemtime(4)>0
;trigger6 = StateNo =400&& animelemtime(2)>0
;trigger7 = StateNo =410&& animelemtime(3)>0
;trigger8 = StateNo =440&& animelemtime(4)>0
;trigger9 = stateno=300  && animelemtime(5)>0
;trigger10 = stateno = 310 && movecontact&&movetype=A
;trigger11 = stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger12 = stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger13= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger14= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger15= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger16= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger17= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger18= (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
;trigger19=stateno=200 && var(10)=1&&movecontact&&movetype=A
;trigger20=stateno=210 && var(10)=1&&movecontact&&movetype=A
;trigger21=stateno=230 && var(10)=1&&movecontact&&movetype=A
;trigger22=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;ギガティックサイクロン
[State -1, L SBD]
type = ChangeState
value = 2500
triggerall = command = "MoonspeakA" ||(stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&command="MoonspeakAR")||(stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&command="MoonspeakAR")||(stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&&command="MoonspeakAR")
triggerall = power >= 1000
triggerall= statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[101,102]) || stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11 = stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12 = stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger18=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger19=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger20=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger21=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger22=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;ギガティックサイクロン
[State -1, L SBD]
type = ChangeState
value = 2550
triggerall = command = "MoonspeakB" ||(stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&command="MoonspeakBR")||(stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1)) &&command="MoonspeakBR")||(stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))&&command="MoonspeakBR")
triggerall = power >= 1000
triggerall= statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[101,102])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11 = stateno = 1410 && animelemtime(9)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12 = stateno = 1510 && animelemtime(10)>2&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= stateno = 1610 && animelemtime(1)>=1&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger17= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger18=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger19=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger20=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger21=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger22=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;弱アンリミテッドデザイア
[State -1, L UD]
type = ChangeState
value = 2100
triggerall = command = "弱アンリミテッドデザイア"
triggerall = power >= 1000
triggerall= statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[101,102])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger19=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強アンリミテッドデザイア
[State -1, S UD]
type = ChangeState
value = 2150
triggerall = command = "強アンリミテッドデザイア"
triggerall = power >= 1000
triggerall= statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[101,102])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger19=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;弱カイザーウェイブ
[State -1, L KW]
type = ChangeState
value = 2000
triggerall = command = "弱カイザーウェイブ"
triggerall = power >= 1000
triggerall = numprojID(2000) = 0
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[101,102])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger19=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強カイザーウェイブ
[State -1, S KW]
type = ChangeState
value = 2050
triggerall = command = "強カイザーウェイブ"
triggerall = power >= 1000
triggerall = numprojID(2000) = 0
triggerall= statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[101,102])|| stateno=105 && time<3
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=  (stateno=[1000,1080]) && (animelemtime(6)>=0 && animelemtime(9)<0)&& ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger16=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger19=stateno=240 && var(10)=1&&movecontact&&movetype=A



;----------------------------------------------------------------------
;EX stuff
;強カイザースープレックス
[State -1, S KS]
type = ChangeState
value = 1651
triggerall = command = "強カイザースープレックス EX"
triggerall = statetype != A
triggerall = power >=1000
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A



;強カイザーデュエルソバット
[State -1, S Double Sobat]
type = ChangeState
value = 1365
triggerall = command = "強カイザーデュエルソバット EX"
triggerall = statetype != A
triggerall = power >=1000
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger15=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=240 && var(10)=1&&movecontact&&movetype=A



;強カイザークロー
[State -1, S KC]
type = ChangeState
value = 1551
triggerall = command = "強カイザークロー EX"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A



;強ブリッツボール上段
[State -1, S BB T EX]
type = ChangeState
value = 1030
triggerall = command = "強ブリッツボール上段 EX"
triggerall = statetype != A
triggerall = var(25)=0
triggerall = power >=1000
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A



;強ブリッツボール下段
[State -1, S BB U EX]
type = ChangeState
value = 1080
triggerall = command = "強ブリッツボール下段 EX"
triggerall = statetype != A
triggerall = var(25)=0
triggerall = AILevel=0
triggerall = power >=1000
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A



;強レッグトマホーク
[State -1, S LT EX]
type = ChangeState
value = 1160
triggerall = command = "強レッグトマホーク EX"
triggerall = statetype != A
triggerall = power >=1000
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155)&&animelemtime(2)<5)&& ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強フェニックススルー
[State -1, S FT]
type = ChangeState
value = 1451
triggerall = command = "強フェニックススルー EX"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A 


;------------------------------------------------------------------------------
;弱カイザースープレックス
[State -1, L KS]
type = ChangeState
value = 1600
triggerall = command = "弱カイザースープレックス"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強カイザースープレックス
[State -1, S KS]
type = ChangeState
value = 1650
triggerall = command = "強カイザースープレックス"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||stateno=[101,102]
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A



;------------------------------------------------------------------------------
;弱カイザーデュエルソバット
[State -1, L Double Sobat]
type = ChangeState
value = 1300
triggerall = command = "弱カイザーデュエルソバット"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger13=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger14=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger15=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強カイザーデュエルソバット
[State -1, S Double Sobat]
type = ChangeState
value = 1350
triggerall = command = "強カイザーデュエルソバット"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger13=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger14=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger15=stateno=240 && var(10)=1&&movecontact&&movetype=A



;------------------------------------------------------------------------------
;弱カイザークロー
[State -1, L KC]
type = ChangeState
value = 1500
triggerall = command = "弱カイザークロー"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強カイザークロー
[State -1, S KC]
type = ChangeState
value = 1550
triggerall = command = "強カイザークロー"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


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

;弱ブリッツボール上段
[State -1, L BB T]
type = ChangeState
value = 1000
triggerall = command = "弱ブリッツボール上段"
triggerall = statetype != A
triggerall = AILevel=0
triggerall = var(25)=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強ブリッツボール上段
[State -1, S BB T]
type = ChangeState
value = 1025
triggerall = command = "強ブリッツボール上段"
triggerall = statetype != A
triggerall = AILevel=0
triggerall = var(25)=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;弱ブリッツボール下段
[State -1, L BB U]
type = ChangeState
value = 1050
triggerall = command = "弱ブリッツボール下段"
triggerall = statetype != A
triggerall = AILevel=0
triggerall = var(25)=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A



;強ブリッツボール下段
[State -1, S BB U]
type = ChangeState
value = 1075
triggerall = command = "強ブリッツボール下段"
triggerall = statetype != A
triggerall = AILevel=0
triggerall = var(25)=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;弱レッグトマホーク
[State -1, L LT]
type = ChangeState
value = 1100
triggerall = command = "弱レッグトマホーク"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger15=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強レッグトマホーク
[State -1, S LT]
type = ChangeState
value = 1150
triggerall = command = "強レッグトマホーク"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger15=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=240 && var(10)=1&&movecontact&&movetype=A


;------------------------------------------------------------------------------
;弱フェニックススルー
[State -1, L FT]
type = ChangeState
value = 1400
triggerall = command = "弱フェニックススルー"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && ((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1)))||(p2stateno=1360 &&animelemtime(8)<0)) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;強フェニックススルー
[State -1, S FT]
type = ChangeState
value = 1450
triggerall = command = "強フェニックススルー"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||(stateno=[100,101])
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0
trigger9 =  stateno=300  && animelemtime(5)>0
trigger10 = stateno = 310 && movecontact&&movetype=A
trigger11= (stateno=1300) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger12= (stateno=1355&& ((p2stateno=1360&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger13= (stateno=1366 && (((p2stateno=1360||((p2stateno=[1290,1292])&&var(8)=1))&&animelemtime(8)>=0)||(animelemtime(8)<0))) && ((movehit&&var(10)=0) || (movecontact&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger14= ((stateno=1105||stateno=1155||stateno=1106)&&animelemtime(2)<5) && ((var(11)=1&&var(10)=0) || (var(11)=2&&var(10)=1)) && ((var(57)>=500 && var(10)=0)||(var(57)>0 && var(10)=1))
trigger15=stateno=200 && var(10)=1&&movecontact&&movetype=A
trigger16=stateno=210 && var(10)=1&&movecontact&&movetype=A
trigger17=stateno=230 && var(10)=1&&movecontact&&movetype=A
trigger18=stateno=240 && var(10)=1&&movecontact&&movetype=A


;---------------------------------------------------------------------------
;後緊急回避
[State -1, T S]
type = ChangeState
value = 710
triggerall = command = "recovery" && command = "holdback"
triggerall = AILevel=0
trigger1 = statetype = S
trigger1 = ctrl ||stateno=[101,102]
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;---------------------------------------------------------------------------
;前緊急回避
[State -1, T S]
type = ChangeState
value = 700
triggerall = command = "recovery"
triggerall = AILevel=0
trigger1 = statetype = S
trigger1 = ctrl ||stateno=[101,102]
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
trigger3 = stateno = 100

;---------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = command = "recovery"
triggerall = AILevel=0
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

;------------------------------------------------------------------------------
;ふっとばし
[State -1, Throw]
type = ChangeState
value = 300
triggerall = command = "ふっとばし"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = AILevel=0
trigger1 = ctrl ||stateno=[101,102]
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;------------------------------------------------------------------------------
;ふっとばし
[State -1, MAXACTIVATE]
type = ChangeState
value = ifelse(statetype=A,901,900)
triggerall = command = "MAX"
triggerall = var(57)>=1000
triggerall = AILevel=0
trigger1 = ctrl ||stateno=[101,102]
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo = 430&& animelemtime(4)>0
trigger9 = StateNo =440&& animelemtime(4)>0
trigger10 =  stateno=300  && animelemtime(5)>0
trigger11 = stateno = 310 && movecontact&&movetype=A
trigger12=stateno=200 &&movecontact
trigger13=stateno=210 &&movecontact
trigger14=stateno=230&&movecontact
trigger15=stateno=240 &&movecontact


;------------------------------------------------------------------------------
;空中ふっとばし
[State -1, CD]
type = ChangeState
value = 650
triggerall = command = "ふっとばし"
triggerall = AILevel=0
triggerall = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;P投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y"||command = "b"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = AILevel=0
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


;------------------------------------------------------------------------------
;ストマッククロー
[State -1, SC]
type = ChangeState
value = 310
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = AILevel=0
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl ||stateno=[101,102]
trigger2 = StateNo =205&& animelemtime(3)>0
trigger3 = StateNo =215&& animelemtime(4)>0
trigger4 = StateNo =235&& animelemtime(3)>0
trigger5 = StateNo =245&& animelemtime(4)>0
trigger6 = StateNo =400&& animelemtime(2)>0
trigger7 = StateNo =410&& animelemtime(3)>0
trigger8 = StateNo =440&& animelemtime(4)>0

;------------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = AILevel=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl ||stateno=[101,102]

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = AILevel=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl ||stateno=[101,102]

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

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist x<30,205,200)
triggerall = command = "x"
triggerall = AILevel=0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl ||stateno=[101,102]

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist x<30,215,210)
triggerall = command = "y"
triggerall = AILevel=0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl ||stateno=[101,102]



;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = ifelse(p2bodydist x<30,235,230)
triggerall = command = "a"
triggerall = AILevel=0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl ||stateno=[101,102]
trigger2 = StateNo = 430&& animelemtime(4)>0 &&p2bodydist x<=30
;遠距離立ち弱キック


;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist x<=30,245,240)
triggerall = command = "b"
triggerall = AILevel=0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl ||stateno=[101,102]



;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = AILevel=0
trigger1 = statetype != A
trigger1 = ctrl ||stateno=[101,102]

;------------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl ||stateno=[101,102]
trigger2 = StateNo = 430&& animelemtime(4)>0
trigger3= time >= 7 && stateno=400

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = AILevel=0
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl ||stateno=[101,102]

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = AILevel=0
triggerall = statetype != A
trigger1 = ctrl ||stateno=[101,102]

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = AILevel=0
triggerall = statetype != A
trigger1 = ctrl ||stateno=[101,102]

;------------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = AILevel=0
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;垂直ジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = ifelse(vel x = 0&&stateno!=41,610,615)
triggerall = AILevel=0
triggerall = command = "y"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl 



;------------------------------------------------------------------------------
;ジャンプ弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = AILevel=0
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

;垂直ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = ifelse(vel x = 0&&stateno!=41,640,645)
triggerall = AILevel=0
triggerall = command = "b"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl 

