;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
command.time = 12
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "236236a"
command = ~D, DF, F, DF, F, a
time = 25
[Command]
name = "236236a"
command = ~D, DF, F, D, DF, F, a
time = 25
[Command]
name = "236236x"
command = ~D, DF, F, DF, F, x
time = 25
[Command]
name = "236236x"
command = ~D, DF, F, D, DF, F, x
time = 25
[Command]
name = "2141236b"
command = ~DB, B, DB, F, b
time = 25
[Command]
name = "2141236b"
command = ~D, B, DB, F, b
time = 25
[Command]
name = "2141236b"
command = ~D, DB, B, DB, D, DF, F, b
time = 25
[Command]
name = "2141236y"
command = ~DB, B, DB, F, y
time = 25
[Command]
name = "2141236y"
command = ~D, DB, B, DB, D, DF, F, y
time = 25
[Command]
name = "2141236y"
command = ~D, B, DB, F, y
time = 25
[Command]
name = "2141236b"
command = ~DB, B, DB, UF, b
time = 30
[Command]
name = "2141236b"
command = ~D, B, DB, UF, b
time = 30
[Command]
name = "2141236b"
command = ~D, DB, B, DB, D, DF, F, UF, b
time = 30
[Command]
name = "2141236y"
command = ~DB, B, DB, UF, y
time = 30
[Command]
name = "2141236y"
command = ~D, B, DB, UF, y
time = 30
[Command]
name = "2141236y"
command = ~D, DB, B, DB, D, DF, F, UF, y
time = 30
[Command]
name = "2141236a"
command = ~D, DB, B, DB, F, a
time = 25
[Command]
name = "2141236a"
command = ~D, DB, B, DB, D, DF, F, a
time = 25
[Command]
name = "2141236x"
command = ~D, DB, B, DB, F, x
time = 25
[Command]
name = "2141236x"
command = ~D, DB, B, DB, D, DF, F, x
time = 25
;-| Special Motions |------------------------------------------------------
[Command]
name = "236a"
command = ~D, DF, F, a
[Command]
name = "236b"
command = ~D, DF, F, b
[Command]
name = "236x"
command = ~D, DF, F, x
[Command]
name = "236y"
command = ~D, DF, F, y
[Command]
name = "236a"
command = ~D, DF, UF, a
[Command]
name = "236x"
command = ~D, DF, UF, x
[Command]
name = "623a"
command = ~F, D, DF, a
[Command]
name = "623b"
command = ~F, D, DF, b
[Command]
name = "623x"
command = ~F, D, DF, x
[Command]
name = "623y"
command = ~F, D, DF, y
[Command]
name = "214a"
command = ~D, DB, B, a
[Command]
name = "214b"
command = ~D, DB, B, b
[Command]
name = "214x"
command = ~D, DB, B, x
[Command]
name = "214y"
command = ~D, DB, B, y
[Command]
name = "41236a"
command = ~B, DB, DF, F, a
time = 20
[Command]
name = "41236a"
command = ~B, DB, D, DF, F, a
time = 20
[Command]
name = "41236x"
command = ~B, DB, DF, F, x
time = 20
[Command]
name = "41236x"
command = ~B, DB, D, DF, F, x
time = 20
[Command]
name = "63214a"
command = ~F, DF, DB, B, a
time = 25
[Command]
name = "63214b"
command = ~F, DF, DB, B, b
time = 25
[Command]
name = "63214x"
command = ~F, DF, DB, B, x
time = 25
[Command]
name = "63214y"
command = ~F, DF, DB, B, y
time = 25
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "U"
command = $U
time = 1
[Command]
name = "D"
command = $D
time = 1
[Command]
name = "F"
command = $F
time = 1
[Command]
name = "B"
command = $B
time = 1
[Command]
name = "start"
command = s
time = 1
[Command]
name = "abx"
command = a+b+x
time = 1
[Command]
name = "ab"
command = a+b
time = 1
[Command]
name = "xy"
command = x+y
time = 1
[Command]
name = "down"
command = $D
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "ha"
command = /a
time = 1
[Command]
name = "hb"
command = /b
time = 1
[Command]
name = "hx"
command = /x
time = 1
[Command]
name = "hy"
command = /y
time = 1
============================================================================
;AI
[Command]
name = "AI1"
command = a,a,b,a,a
time = 0
[Command]
name = "AI2"
command = b,b,c,b,b
time = 0
[Command]
name = "AI3"
command = c,c,a,c,c
time = 0
[Command]
name = "AI4"
command = x,x,y,x,x
time = 0
[Command]
name = "AI5"
command = y,y,z,y,y
time = 0
[Command]
name = "AI6"
command = z,z,x,z,z
time = 0
[Command]
name = "AI7"
command = s,s,a,s,s
time = 0
[Command]
name = "AI8"
command = F,F,F,F,B,F,B,F,F,F
time = 0
[Command]
name = "AI9"
command = B,B,B,B,F,B,F,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,D,U,D,U,U,U
time = 0
[Command]
name = "AI11"
command = D,D,D,D,U,D,U,D,D,D
time = 0
[Command]
name = "AI12"
command = DF,DF,DF,DB,DF,DB,DF,DF,DF,DF
time = 0
[Command]
name = "AI13"
command = DB,DB,DB,DF,DB,DF,DB,DB,DB,DB
time = 0
[Command]
name = "AI14"
command = a,b,c,a,b,c,a,b,c,a
time = 0
[Command]
name = "AI15"
command = b,c,x,b,c,x,b,c,x,b
time = 0
[Command]
name = "AI16"
command = c,x,y,c,x,y,c,x,y,c
time = 0
[Command]
name = "AI17"
command = x,y,z,x,y,z,x,y,z,x
time = 0
[Command]
name = "AI18"
command = y,z,s,y,z,s,y,z,s,y
time = 0
[Command]
name = "AI19"
command = z,s,a,z,s,a,z,s,a,z
time = 0
[Command]
name = "AI20"
command = s,a,b,s,a,b,s,a,b,s
time = 0
[Command]
name = "AI21"
command = b,a,b,a,b
time = 0
[Command]
name = "AI22"
command = c,b,c,b,c
time = 0
[Command]
name = "AI23"
command = x,c,x,c,x
time = 0
[Command]
name = "AI24"
command = y,x,y,x,y
time = 0
[Command]
name = "AI25"
command = z,y,z,y,z
time = 0
[Command]
name = "AI26"
command = s,z,s,z,s
time = 0
[Command]
name = "AI27"
command = a,s,a,s,a
time = 0
[Command]
name = "AI28"
command = F,DF,F,DF,B,F
time = 0
[Command]
name = "AI29"
command = B,UB,B,UB,F,B
time = 0
[Command]
name = "AI30"
command = U,UF,U,UF,D,U
time = 0
[Command]
name = "AI31"
command = D,DB,D,DB,U,D
time = 0
[Command]
name = "AI32"
command = DB,DF,UF,DB,DF,DB
time = 0
[Command]
name = "AI33"
command = DF,DB,UB,DF,DB,DF
time = 0
[Command]
name = "AI34"
command = a,b,x,a,b,x,a,b
time = 0
[Command]
name = "AI35"
command = b,c,y,b,c,y,b,c
time = 0
[Command]
name = "AI36"
command = c,x,z,c,x,z,c,x
time = 0
[Command]
name = "AI37"
command = x,y,s,x,y,s,x,y
time = 0
[Command]
name = "AI38"
command = y,z,a,y,z,a,y,z
time = 0
[Command]
name = "AI39"
command = z,s,b,z,s,b,z,s
time = 0
[Command]
name = "AI40"
command = s,a,c,s,a,c,s,a
time = 0
[Statedef -1]
;===========================================================================
;地上無敵
[State -1]
type = nothitby
triggerall = alive
trigger1 = hitover&&statetype=L&&gethitvar(fall.recover)=1
value = SCA,AA,AT,AP
;===========================================================================
;空中無敵
[State -1]
type = nothitby
triggerall = alive
trigger1 = hitover&&canrecover
trigger1 = gethitvar(fall)=1&&gethitvar(fall.recover)=1
trigger1 = movetype=H&&statetype=A
trigger2 = stateno=5040&&HitOver
value = SCA,AA,AT,AP
;---------------------------------------------------------------------------
;波雷砲
[State -1, HA1]
type = ChangeState
value = 510+(var(17)*50)
triggerall = var(59)=0&&power>=1000
triggerall = (command = "236236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=510+(var(17)*50)
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
[State -1, HA1]
type = ChangeState
value = 511+(var(17)*49)
triggerall = var(59)=0&&power>=1000
triggerall = (command = "236236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=511+(var(17)*49)
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;雷光閃
[State -1, HA1]
type = ChangeState
value = 520+(var(17)*50)
triggerall = var(59)=0&&power>=1000
triggerall = (command = "2141236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=520+(var(17)*50)
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
[State -1, HA1]
type = ChangeState
value = 521+(var(17)*49)
triggerall = var(59)=0&&power>=1000
triggerall = (command = "2141236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=521+(var(17)*49)
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;弱覇弓
[State -1, HA1]
type = null;ChangeState
value = 400
triggerall = var(59) = 0
triggerall = (command = "41236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=400
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
;---------------------------------------------------------------------------
;強覇弓
[State -1, HA1]
type = null;ChangeState
value = 401
triggerall = var(59) = 0
triggerall = (command = "41236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=401
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
;---------------------------------------------------------------------------
;降雷掌
[State -1, HA1]
type = ChangeState
value = 450
triggerall = var(59) = 0
triggerall = (command = "41236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=450
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
[State -1, HA1]
type = ChangeState
value = 450
triggerall = var(59) = 0
triggerall = (command = "41236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=450
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;円水斬
[State -1, HA1]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = (command = "623a"&&command!="b"&&command!="x"&&command!="y")||var(21)=410
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;螺刹旋
[State -1, HA1]
type = ChangeState
value = 411
triggerall = var(59) = 0
triggerall = (command = "623x"&&command!="a"&&command!="b"&&command!="y")||var(21)=411
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;烈墜断
[State -1, HA1]
type = ChangeState
value = 415
triggerall = var(59) = 0
triggerall = (command = "623x"&&command!="a"&&command!="x"&&command!="y")||var(21)=411
trigger1 = stateno=411&&animelem=32
;---------------------------------------------------------------------------
;弱光幻刃
[State -1, HA1]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = (command = "236b"&&command!="a"&&command!="x"&&command!="y")||var(21)=420
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;強光幻刃
[State -1, HA1]
type = ChangeState
value = 421
triggerall = var(59) = 0
triggerall = (command = "236y"&&command!="a"&&command!="b"&&command!="x")||var(21)=421
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;疾風牙
[State -1, HA1]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = (command = "214b"&&command!="a"&&command!="x"&&command!="y")||var(21)=430
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;---------------------------------------------------------------------------
;烈風衝
[State -1, HA1]
type = ChangeState
value = 431
triggerall = var(59) = 0
triggerall = (command = "214y"&&command!="a"&&command!="b"&&command!="x")||var(21)=431
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
trigger11 = stateno=237
trigger12 = stateno=451&&animelem=12,>=0&&animelem=14,<0
;天昇斬
[State -1, HA1]
type = ChangeState
value = 432
triggerall = var(59) = 0
triggerall = (command = "214y"&&command!="a"&&command!="b"&&command!="x")||var(21)=431
trigger1 = stateno=431&&animelemtime(12)>=ifelse(movecontact,0,1)&&animelem=17,<0
;---------------------------------------------------------------------------
;弱天夢鳥
[State -1, HA1]
type = ChangeState
value = 500+(var(17)*50)
triggerall = var(59) = 0
triggerall = (command = "2141236b"&&command!="a"&&command!="x"&&command!="y")||var(21)=500+(var(17)*50)
triggerall = power>=1000
triggerall = statetype = A
trigger1 = ctrl||(stateno=105&&animelem=2,>=0)
trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger7 = (stateno=[235,236])&&(movecontact||movereversed)
trigger8 = stateno=215&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;強天夢鳥
[State -1, HA1]
type = ChangeState
value = 501+(var(17)*49)
triggerall = var(59) = 0
triggerall = (command = "2141236y"&&command!="a"&&command!="x"&&command!="b")||var(21)=501+(var(17)*49)
triggerall = power>=1000
triggerall = statetype = A
trigger1 = ctrl||(stateno=105&&animelem=2,>=0)
trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger7 = (stateno=[235,236])&&(movecontact||movereversed)
trigger8 = stateno=215&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;弱禮華
[State -1, HA1]
type = ChangeState
value = 460
triggerall = var(59) = 0
triggerall = (command = "236a"&&command!="b"&&command!="x"&&command!="y")||var(21)=460
triggerall = statetype = A
trigger1 = ctrl||(stateno=105&&animelem=2,>0)
trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger7 = stateno=215&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;強禮華
[State -1, HA1]
type = ChangeState
value = 461
triggerall = var(59) = 0
triggerall = (command = "236x"&&command!="a"&&command!="b"&&command!="y")||var(21)=461
triggerall = statetype = A
trigger1 = ctrl||(stateno=105&&animelem=2,>0)
trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger7 = stateno=215&&(movecontact||movereversed)
;===========================================================================
;---------------------------------------------------------------------------
;パワーMAX
[State -1, HA1]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = command = "abx"
triggerall = var(17) = 0
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl||(stateno=[130,131])
;---------------------------------------------------------------------------
;キャンセル歩行
[State -1, Run Fwd]
type = ChangeState
value = 20
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
trigger1 = statetype != A
trigger1 = stateno=[130,131]
ctrl=1
;キャンセルジャンプ
[State -1, Run Fwd]
type = ChangeState
value = 40
triggerall = var(59) = 0
trigger1 = command = "holdup"
trigger1 = statetype != A
trigger1 = stateno=[130,131]
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl||(stateno=[130,131])
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl||(stateno=[130,131])
;---------------------------------------------------------------------------
;パンチ投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 300
triggerall = var(59) = 0
triggerall = command="x"&&command!="a"&&p2bodydist X <= 8
triggerall = command="holdfwd"||command="holdback"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2statetype != A
triggerall = p2movetype != H
trigger1 = statetype!=A&&ctrl||stateno=101||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;キック投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 310
triggerall = var(59) = 0
triggerall = command = "y"&&command!="b"&&p2bodydist X <= 8
triggerall = command="holdfwd"||command="holdback"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = p2statetype != A
triggerall = p2movetype != H
trigger1 = statetype!=A&&ctrl||stateno=101||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;GC後転
[State -1, Stand Light Punch]
type = ChangeState
value = 262
triggerall = var(59) = 0
triggerall = (command ="ab"&&command="holdback")||var(21)=262
trigger1 = stateno=151||stateno=153
trigger1 = time<=1
trigger1 = power >= 1000
;---------------------------------------------------------------------------
;GC前転
[State -1, Stand Light Punch]
type = ChangeState
value = 261
triggerall = var(59) = 0
triggerall = (command="ab"&&command!="holdback")||var(21)=261
trigger1 = stateno=151||stateno=153
trigger1 = time<=1
trigger1 = power >= 1000
;---------------------------------------------------------------------------
;GCふっとばし
[State -1, Stand Light Punch]
type = ChangeState
value = 260
triggerall = var(59) = 0
triggerall = (command="xy")||var(21)=260
trigger1 = stateno=151||stateno=153
trigger1 = time<=1
trigger1 = power >= 1000
;---------------------------------------------------------------------------
;落降刃
[State -1, Stand Light Punch]
type = ChangeState
value = 214
triggerall = var(59) = 0
triggerall = (command="b"&&command="holdfwd"&&command!="holddown")
triggerall = command!="a"&&command!="x"&&command!="y"
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
[State -1, Stand Light Punch]
type = ChangeState
value = 214+(movecontact=1||movereversed=1)
triggerall = var(59) = 0
triggerall = (command="b"&&command="holdfwd"&&command!="holddown"&&command!="a"&&command!="x"&&command!="y")||var(21)=214
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0&&(movecontact||movereversed)
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed)
trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed)
trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed)
trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed)
trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0&&(movecontact||movereversed)
trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0&&(movecontact||movereversed)
trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;翔燕山
[State -1, Stand Light Punch]
type = ChangeState
value = 212
triggerall = var(59) = 0
triggerall = (command="a"&&command="holdfwd"&&command!="holddown")
triggerall = command!="b"&&command!="y"&&command!="x"
trigger1 = (statetype!=A&&ctrl)||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
[State -1, Stand Light Punch]
type = ChangeState
value = 212+(movecontact=1||movereversed=1)
triggerall = var(59) = 0
triggerall = (command="a"&&command="holdfwd"&&command!="holddown"&&command!="b"&&command!="x"&&command!="y")||var(21)=212
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0&&(movecontact||movereversed)
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed)
trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed)
trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed)
trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0&&(movecontact||movereversed)
trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0&&(movecontact||movereversed)
trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0&&(movecontact||movereversed)
trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;後転
[State -1, Stand Light Punch]
type = ChangeState
value = 251
triggerall = var(59) = 0
triggerall = (command="ab"&&command="holdback")||var(21)=251||var(21)=262
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;前転
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(59) = 0
triggerall = (command="ab"&&command!="holdback")||var(21)=250||var(21)=261
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;===========================================================================
;---------------------------------------------------------------------------
;ふっとばし
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = (command="xy"&command!="a"&command!="b"&&command!="holddown")||var(21)=210||var(21)=260
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = (command="a"&&command!="holddown")||var(21)=200
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed)
trigger3 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 202
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;立ち弱キック
[State -1, Stand Light Punch]
type = ChangeState
value = 204
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;立ち強キック
[State -1, Stand Strong Punch]
type = ChangeState
value = 206
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;屈弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = (command="a"&&command="holddown")||var(21)=220
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0
trigger3 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0
;---------------------------------------------------------------------------
;屈強パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 221
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;屈弱キック
[State -1, Stand Light Punch]
type = ChangeState
value = 222
triggerall = var(59) = 0
triggerall = (command="b"&&command="holddown")||var(21)=222
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0
;---------------------------------------------------------------------------
;屈強キック
[State -1, Stand Light Punch]
type = ChangeState
value = 223
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype!=A&&ctrl||(stateno=[100,101])||(statetype!=A&&(stateno=[130,131]))
;---------------------------------------------------------------------------
;弱飛翼
[State -1, Jump Light Punch]
type = ChangeState
value = 235
triggerall = var(59) = 0
triggerall = command="b"&&command!="a"&&command!="x"&&command!="y"&&command="holddown"
triggerall = statetype = A
trigger1 = ctrl||stateno = 105
trigger2 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0&&(movecontact||movereversed)
trigger3 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0&&(movecontact||movereversed)
trigger4 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;強飛翼
[State -1, Jump Light Punch]
type = ChangeState
value = 236
triggerall = var(59) = 0
triggerall = command="y"&&command!="a"&&command!="x"&&command!="b"&&command="holddown"
triggerall = statetype = A
trigger1 = ctrl||stateno = 105
trigger2 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0&&(movecontact||movereversed)
trigger3 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0&&(movecontact||movereversed)
trigger4 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;ジャンプふっとばし
[State -1, Stand Light Punch]
type = ChangeState
value = 234
triggerall = var(59) = 0
triggerall = command = "xy"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中投げ
[State -1, Jump Strong Punch]
type = ChangeState
value = 315
triggerall = var(59) = 0
triggerall = p2statetype=A||p2statetype=L
triggerall = command = "x"&&command!="y"&&(p2bodydist X=[-10,10])&&(p2bodydist Y=[-50,60])
triggerall = command="holdfwd"||command="holdback"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 231
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Punch]
type = ChangeState
value = 232
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Punch]
type = ChangeState
value = 233
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
[State 200, 5]
type = varset
trigger1 = animtime=-1&&(stateno=[200,229])&&(var(21)=[200,229])
var(21) = 0
[State 200, 5]
type = changestate
trigger1 = var(59)=0&&(ctrl=1||(stateno=[130,131]))&&statetype!=A
trigger1 = (var(21)!=[230,239])&&(var(21)!=[260,269])&&statetype!=L&&var(21)!=0
trigger1 = var(21)!=315;空投げ
value = var(21)
[State 200, 5]
type = changestate
trigger1 = var(59)=0&&ctrl=1&&statetype=A&&(var(21)=315||(var(21)=[230,239]))&&var(21)!=0
value = var(21)
[State 200, 5]
type = changestate
trigger1 = var(59)=0&&power>=1000&&(var(21)=[260,262])&&var(21)!=0&&time<=1
trigger1 = stateno=151||stateno=153
value = var(21)
[State 200, 5]
type = changestate
trigger1 = var(59)=0&&(ctrl||(stateno=[130,131]))&&statetype!=A
trigger1 = helper(10000),var(30)=[200,399]
value = helper(10000),var(30)
[State -1, Taunt];ジャンプ
type = varset
var(1) = 10
trigger1 = command = "down"
[State -1, Taunt]
type = helper
triggerall = teammode = single || teammode = turns
triggerall = numhelper(1210) = 0
triggerall = var(4) = 2
trigger1 = (stateno=[200,229])||(stateno=[300,599])||(stateno=[1000,1001])
stateno = 1210
id = 1210
ignorehitpause = 1
[State -1, Taunt]
type = nothitby
trigger1 = movecontact=1
value = SCA,AA,AT,AP
ignorehitpause = 1
[State -1, Taunt]
type = playerpush
triggerall = movetype!=H&&(stateno!=[5000,5299])
trigger1 = p2statetype=S&&p2dist Y>=50
trigger2 = (p2statetype=C||p2statetype=L)&&p2dist Y>=30
value = 0
ignorehitpause = 1
;-------------------------------------------------------------------------------------------------
;AI記述
;-------------------------------------------------------------------------------------------------
[State -1, AI]
type = varset
trigger1 = command="AI10"||command="AI20"||command="AI30"||command="AI40"
trigger2 = command="AI1"||command="AI11"||command="AI21"||command="AI31"
trigger3 = command="AI2"||command="AI12"||command="AI22"||command="AI32"
trigger4 = command="AI3"||command="AI13"||command="AI23"||command="AI33"
trigger5 = command="AI4"||command="AI14"||command="AI24"||command="AI34"
trigger6 = command="AI5"||command="AI15"||command="AI25"||command="AI35"
trigger7 = command="AI6"||command="AI16"||command="AI26"||command="AI36"
trigger8 = command="AI7"||command="AI17"||command="AI27"||command="AI37"
trigger9 = command="AI8"||command="AI18"||command="AI28"||command="AI38"
trigger10 = command="AI9"||command="AI19"||command="AI29"||command="AI39"
trigger11 = var(50)!=0
v = 59
value = 1
[State -1, MA3];全変数リセット
type = varset
var(30) = 0
trigger1 = roundstate!=2
;リバサ前転
[State -1, HA19]
type = varset
var(30) = 17
triggerall = p2bodydist X<40
triggerall = var(59)!=0&&roundstate=2&&var(30)=0
trigger1 = ((stateno=[5200,5201])||stateno=5120)&&animtime=-3
trigger1 = random<(floor(var(45)*ifelse(var(51)<=0,25.0,50.0)))&&!(enemynear(var(44)),movecontact)&&p2movetype=A
[State -1, HA19]
type = ChangeState
value = ifelse(random<350,410,ifelse(backedgebodydist<30,255,251))
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = var(30)=17
[State -1, HA19]
type = varset
var(30) = 0
trigger1 = movetype=H||movetype=A||roundstate!=2||stateno=255||stateno=410
trigger1 = var(30)=17
[State -1, HA1];烈墜断
type = ChangeState
value = 415
triggerall = var(59)!=0&&roundstate=2&&var(39)=0
trigger1 = stateno=411&&animelem=32
[State -1, HA1];天昇斬
type = ChangeState
value = 432
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=431&&animelem=16,=0&&(movecontact||movereversed)
;---------------------------------------------------------------------------
;切り返し
[State -1, AC1];一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,6.0,1.0)*fvar(18)))&&(p2stateno!=[120,155])&&(enemynear(var(44)),anim!=[120,155])
triggerall = p2movetype=A&&p2statetype!=L&&var(17)=1&&power>=1000&&(enemynear(var(44)),animtime<-14+((p2bodydist X-50)/10.0)||enemynear(var(44)),animtime>0)&&enemynear(var(44)),time>=3
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = p2dist Y=0&&(p2bodydist X=[-40-var(34),50+ceil(ifelse(enemynear(var(44)),animtime+20<0,abs(enemynear(var(44)),animtime)-20.0,2.0)*10)])&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<300))
trigger2 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13))
trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15))
[State -1, AC1];地上雷光閃
type = ChangeState
value = ifelse(p2bodydist X<=15+floor(fvar(21)*16.0),520,521)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,8.0,2.0)*fvar(18)))&&(p2stateno!=[120,155])&&(enemynear(var(44)),anim!=[120,155])
triggerall = p2movetype=A&&p2statetype!=L&&var(17)=0&&power>=2000&&(enemynear(var(44)),animtime<-16||enemynear(var(44)),animtime>0)&&enemynear(var(44)),time>=3&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<300))
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = p2dist Y=0&&(p2bodydist X=[-5-var(34),80])&&(var(51)>=1||(var(51)=0&&random<250))
[State -1, AC1];対空雷光閃
type = ChangeState
value = 520
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,8.0,2.0)*fvar(18)))&&(p2stateno!=[120,155])&&(enemynear(var(44)),anim!=[120,155])
triggerall = p2movetype=A&&p2statetype!=L&&var(17)=0&&power>=2000&&p2statetype=A&&enemynear(var(44)),ctrl=0&&fvar(19)!=0&&fvar(20)!=0&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<300))
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-35,-10])&&(p2bodydist X=[-50+fvar(21)*16,30+fvar(21)*16])
;空投げ
[State -1, HA18]
type = ChangeState
triggerall = var(39)=0&&var(30)=0
triggerall = (p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])&&p2movetype!=H
triggerall = var(59)!=0&&roundstate=2&&statetype=A&&p2statetype=A&&(p2stateno!=[150,155])
triggerall = (p2bodydist X=[-10,10])&&(p2bodydist Y=[-50,50])
triggerall = random<floor(var(45)*((var(46)+var(51))/2.0*fvar(18)))
trigger1 = ctrl||(stateno=[120,132])
value = 315
;降雷掌
[State -1, HA1]
type = ChangeState
value = 450
triggerall = var(39)=0&&var(35)>0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&p2movetype!=H
triggerall = p2statetype!=L&&(p2stateno!=[150,155])
triggerall = (p2bodydist X=[-20,20])&&p2dist Y=0&&p2statetype!=A
triggerall = (random<floor(var(45)*ifelse(var(51)>=1,20.0*fvar(18)*ifelse(var(51)>=2&&p2dist X<20,2.0,1.0),10.0*fvar(18)))*ifelse(helper(10000),var(48)>=240,4.0,1.0))||(var(51)>=2&&enemynear(var(44)),time<=2&&random<floor(var(45)*20.0*fvar(18)))
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
trigger2 = stateno=200&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=5,<1
trigger3 = stateno=201&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger4 = stateno=202&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelem=8,<1
trigger5 = stateno=206&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger6 = stateno=210&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelem=10,<1
trigger7 = stateno=213&&animelemtime(6)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger8 = stateno=220&&animelemtime(2)>=ifelse(movecontact,0,1)&&animelem=6,<1
trigger9 = stateno=221&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=11,<1
trigger10 = stateno=223&&animelemtime(4)>=ifelse(movecontact,0,1)&&animelem=9,<1
;投げ
[State -1, HA2]
type = ChangeState
triggerall = var(39)=0&&var(35)>0&&numhelper(10001)&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&p2movetype!=H
triggerall = p2statetype!=L&&(p2stateno!=[150,155])
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
triggerall = (p2bodydist X=[-20,8])&&p2dist Y=0&&p2statetype!=A
trigger1 = random<floor(var(45)*ifelse(var(51)>=1,20.0*fvar(18),10.0*fvar(18)))*ifelse(helper(10000),var(48)>=240,4.0,1.0)
trigger2 = var(51)>=2&&(enemynear(var(44)),time<=2||enemynear(var(44)),ctrl)&&random<floor(var(45)*20.0*fvar(18))
value = ifelse(abs(helper(10001),var(11))<abs(helper(10001),var(10)),310,300)
;円水斬
[State -1, HA3]
type = ChangeState
value = 410
triggerall = var(39)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&numhelper(10001)&&var(30)=0
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])||(var(53)&&var(51)>=1)
triggerall = (p2bodydist X=[-20-var(34)+ifelse(helper(10001),var(11)>=-30,-30,fvar(21)*6),60-var(34)+fvar(21)*6])
trigger1 = p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10]
trigger1 = random<floor(var(45)*ifelse(var(51)>=1,ifelse(var(51)>=2,10.0*fvar(18),7.0*fvar(18)),4.0*fvar(18)))&&p2statetype=A
trigger1 = (var(49)>floor(var(43)/1.2)||((var(43)/1.5)&&var(51)=1)||var(51)>=2)&&((fvar(19)>0||(fvar(19)<=0&&random<350))||var(51)>=2)
trigger2 = random<floor(var(45)*ifelse(var(51)>=1&&enemynear(var(44)),animtime<-7,7.5*fvar(18),3.0*fvar(18)))*ifelse(helper(10000),var(48)>=240,4.0,1.0)
trigger2 = var(35)>0&&((p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10])||(p2dist Y=0&&fvar(19)<=0))
trigger3 = var(51)>=1&&!(enemynear(var(44)),movecontact)&&(enemynear(var(44)),animtime<-9||enemynear(var(44)),animtime>0)&&random<floor(var(45)*3.0*fvar(18))&&p2movetype=A
trigger3 = ((p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10])||(p2dist Y=0&&fvar(19)<=0))
trigger4 = var(51)<=0&&enemynear(var(44)),ctrl=0&&random<floor(var(45)*3.0)&&var(36)>=floor(var(43)/2.0)
trigger4 = ((p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-50,-10])||(p2dist Y=0&&fvar(19)<=0))
;天夢鳥
[State -1, MA25]
type = changestate
value = 501+var(17)*49
triggerall = var(59)!=0&&(!movehit||(movehit&&!numtarget))&&p2movetype=A&&var(43)*2<floor(var(45)*((var(46)+var(51)+var(51))/ifelse(var(21)=0,6.0,1.0)*fvar(18)))&&(p2stateno!=[120,155])
triggerall = ((power>=1000&&var(17)=1)||(power>=2000||(var(21)=105&&power>=1000)))&&(enemynear(var(44)),anim!=[120,155])&&(p2dist Y<0||pos Y<-55||p2bodydist X<60)
triggerall = (p2bodydist X=[-50+var(34),45-floor(pos Y/5.0*8.0)])&&(p2dist Y=[-15,70+floor(p2bodydist X/8.0*5.0)])
triggerall = (enemynear(var(44)),pos Y+floor((fvar(19)*floor(pos X/8.0))+(enemynear(var(44)),gethitvar(yaccel)*((floor(pos X/8.0)*(floor(pos X/8.0)-1.0))/2.0)))<0)||enemynear(var(44)),pos Y=0
trigger1 = (statetype=A&&ctrl)||(stateno=105&&animelem=2,>=0)||(statetype=A&&(stateno=[120,132]))
trigger2 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger5 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger6 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger7 = (stateno=[235,236])&&(movecontact||movereversed)
trigger8 = stateno=215&&(movecontact||movereversed)
[State -1, HA1];暗転後昇竜
type = ChangeState
value = ifelse(p2bodydist X<60,410+random%2,411)
triggerall = var(39)!=2
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = var(59)!=0&&roundstate=2&&(p2bodydist X=[0,75])&&p2dist Y=0&&(var(51)>=2||(var(51)=1&&random<600)||(var(51)=0&&random<400))
triggerall = var(21)=105
triggerall = random<floor(var(45)*ifelse(var(51)>=1,25.0*fvar(18),10.0*fvar(18)))
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])||(var(53)&&var(51)>=1)
[State -1, HA1];暗転後回避行動
type = ChangeState
value = ifelse((p2bodydist X<50&&p2dist Y=0&&random<300),31,ifelse((p2bodydist X=[0,50])&&p2dist Y=0&&random<500,410+random%2,105))
triggerall = var(39)!=2
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&p2statetype!=L&&p2movetype!=H
triggerall = var(59)!=0&&roundstate=2
triggerall = (p2bodydist X =[-20,60])&&p2dist X>0&&!movehit&&var(21)=105
triggerall = random<=var(45)*ceil((var(40)*(var(52)+1)/3.0)+40.0)
trigger1 = ((ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101]))
;ガード---------------------------------------------------------------------------
[State -1]
Type = ChangeState
Value = 120
triggerall = var(59)!=0&&roundstate=2
triggerall = RoundState = 2
triggerall = (var(40) < var(41)) || (prevstateno=[5000,5299])
triggerall = inguarddist||var(12)=1
trigger1 = ctrl||(stateno=[25,26])
[State -1]
Type = turn
triggerall = var(59)!=0&&roundstate=2
triggerall = RoundState = 2
triggerall = p2dist X<0
trigger1 = (stateno=[120,149])&&statetype!=A
[State -1, MA3];ダウン時に近寄る
type = changestate
value = 100
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=1
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])
trigger1 = p2bodydist X>200&&var(51)<=2
[State -1, MA3]
type = changestate
value = 25
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2])
trigger1 = ctrl||(stateno=[120,131])||(stateno=26&&time>10)
trigger1 = p2bodydist X>75&&stateno!=101&&var(51)<=2
[State -1, MA3]
type = changestate
value = 26
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2])
trigger1 = ctrl||(stateno=[120,131])||(stateno=25&&time>10)
trigger1 = p2bodydist X<70&&var(51)<=2
[State -1, MA3]
type = changestate
value = ifelse(p2bodydist X<70,38,100)
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2])
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||((stateno=[100,101])&&p2bodydist X<70)
trigger1 = helper(10001),var(11)>-60&&var(51)<=2
[State -1, MA3]
type = changestate
value = ifelse((helper(10001),var(11)>-120||enemynear(var(44)),animtime>0),38,35)
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=2
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])
trigger1 = (p2dist X=[-70,70])&&var(51)<=2
trigger1 = enemynear(var(44)),animtime>0||enemynear(var(44)),animtime=-2
[State -1, MA3]
type = changestate
value = 0
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2])
trigger1 = (stateno=[25,26])&&(time>15||var(39)=2||enemynear(var(44)),vel Y=0)
trigger1 = (p2bodydist X=[80,85])&&var(51)<=2
ctrl = 1
[State -1, MA3]
type = changestate
value = 101
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2])
trigger1 = stateno=100&&time>14&&(var(39)=2||enemynear(var(44)),vel Y=0)
trigger1 = p2bodydist X<=90&&var(51)<=2
[State -1, MA3];ダウン追い討ちダッシュ
type = changestate
value = 100
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=1
triggerall = ctrl||(stateno=[120,131])||(stateno=[25,26])
trigger1 = !((p2stateno=88002||p2stateno=88007)&&enemynear(var(44)),time>=4)&&!(p2stateno=80050&&enemynear(var(44)),time>=26)
trigger1 = !(p2stateno=[5109,5129])
trigger1 = enemynear(var(44)),gethitvar(fall.recover)=0&&var(51)<=2
[State -1, MA3];ダウン追い討ち
type = changestate
value = 205
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=1
triggerall = ctrl||(stateno=[120,131])||(stateno=[25,26])||(stateno=[100,101])
triggerall = p2bodydist X=[0,115]
trigger1 = (p2stateno=88002||p2stateno=88007)&&(enemynear(var(44)),time=[17-12,19-12])
trigger2 = p2stateno=80050&&(enemynear(var(44)),time=[40-12,42-12])
[State -1, MA3];起き攻撃
type = changestate
value = ifelse(random<200,410,222+random%2)
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=2
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])
trigger1 = (p2bodydist X=[65,75])&&var(51)<=1&&(var(40)=[0,30])
trigger1 = enemynear(var(44)),animtime=-1
[State -1, MA3];起き攻撃
type = changestate
value = ifelse(random<500,214,205)
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&var(39)=2
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])
trigger1 = (p2bodydist X=[65,90])&&((var(51)=1&&random<200)||(var(51)<=0&&random<300))
trigger1 = enemynear(var(44)),animtime=-6||enemynear(var(44)),animtime=-8
;パワーMAX
[State -1, HA1]
type = ChangeState
value = 700
triggerall = statetype!=A&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2
triggerall = var(17)=0&&(p2stateno!=[80099,80103])&&(var(39)=2||(p2stateno=[5100,5105]))
triggerall = ((100*enemynear(var(44)),life)/enemynear(var(44)),lifeMax) >20
triggerall = power>=2000
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||(stateno=[100,101])
trigger1 = var(51)>=2
[State -1, MA3]
type = changestate
value = ifelse(p2bodydist X<70,38,100)
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=[1,2])
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||((stateno=[100,101])&&p2bodydist X<70)
trigger1 = helper(10001),var(11)>-60&&var(51)>=2
[State -1, MA3];対AI時起き上がり挙動
type = changestate
value = 105
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&statetype!=A&&(var(39)=1||(p2stateno=[5100,5105]))
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])||(stateno=[100,101])
trigger1 = var(51)>=2&&helper(10001),var(11)<-60
trigger1 = !((p2stateno=88002||p2stateno=88007)&&enemynear(var(44)),time<19-12)
trigger1 = !(p2stateno=80050&&enemynear(var(44)),time<42-12)
[State -1, MA3];対AI時起き上がり挙動
type = changestate
value = 460
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(var(39)=[1,2])
trigger1 = stateno=105&&animelem=2,>0
trigger1 = var(51)>=2
trigger1 = p2bodydist X>50&&helper(10001),var(11)<-60
;-------ヒット時着地攻撃--------
[State -1, HA15];着地5D
type = ChangeState
value = 206
triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||(stateno=53&&var(46)>=3))
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=9
triggerall = p2bodydist X=[-5,29]
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];着地2D
type = ChangeState
value = 223
triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||(stateno=53&&var(46)>=3))
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=6
triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];着地2C
type = ChangeState
value = 221
triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||stateno=53)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=6
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];着地5C
type = ChangeState
value = 202
triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||stateno=53)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=5
triggerall = p2bodydist X=[-5,29]
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];着地5A
type = ChangeState
value = 200
triggerall = var(39)=0&&((var(46)>=2||(var(46)=1&&var(31)<60))||stateno=53)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=4
triggerall = p2bodydist X=[-5,19]
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];着地2A
type = ChangeState
value = 220
triggerall = var(39)=0&&((var(46)>=2||(var(46)=1&&var(31)<60))||stateno=53)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=4
triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];疾風牙
type = ChangeState
value = 430
triggerall = var(39)=0&&((var(46)=3||(var(46)=2&&var(31)<70)||(var(46)=1&&var(31)<40))||stateno=53)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&!numhelper(560)&&( teammode = single || teammode = turns )
triggerall = enemynear(var(44)),gethitvar(hittime)>=6
triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
[State -1, HA15];タッグダッシュ
type = ChangeState
value = 100
triggerall = var(39)=0&&numpartner&&(p2stateno!=[150,155])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])&&partner,alive&&teammode = simul
triggerall = ((facing=1&&partner,pos X>pos X)||(facing=-1&&partner,pos X<pos X))&&p2statetype!=L&&p2movetype=H
triggerall = enemynear(var(44)),gethitvar(hittime)>=6
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||stateno=53
[State -1, HA15];タッグ前転
type = ChangeState
value = 256
triggerall = var(39)=0&&numpartner&&numenemy=2&&(p2bodydist X=[-1,30])
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||stateno=53
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])&&partner,alive&&teammode = simul
triggerall = (p2statetype=A||p2statetype=L||p2movetype=H||p2movetype=A)&&enemynear(0),alive&&enemynear(1),alive&&FrontEdgeBodyDist>=110&&helper(10001),var(10)>=110
trigger1 = enemynear(0),pos X*facing<pos X*facing&&enemynear(1),pos X*facing>pos X*facing
trigger2 = enemynear(0),pos X*facing>pos X*facing&&enemynear(1),pos X*facing<pos X*facing
[State -1, HA15];ガード時5A
type = ChangeState
value = ifelse(random<400,204,200)
triggerall = var(39)=0&&numpartner
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno=[150,155])&&p2movetype=H&&partner,alive&&teammode = simul
triggerall = p2bodydist X=[-5,65]
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])||stateno=53
;行動制御系---------------------------------------------------------------------------
[State -1, MA1];ジャンプ牽制
type = varset
var(30) = 1
triggerall = var(39)=0&&(p2stateno!=[80200,80201])&&!inguarddist
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2
triggerall = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>60)
trigger1 = random<(floor(var(45)*3.0))&&p2movetype!=H
trigger1 = ((p2bodydist X=[60,90])&&var(51)<=1)||((p2bodydist X=[0,30])&&var(51)<=1)
[State -1, MA1]
type = changestate
value = ifelse(random<500,31,ifelse(p2bodydist X<40,32,30))
trigger1 = var(30)=1&&statetype!=A&&(p2stateno!=[80099,80103])
trigger1 = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>70)
[State -1, MA1]
type = changestate
value = 234
trigger1 = var(30)=1&&var(48)=11&&random<150&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0
trigger1 = ctrl||(stateno=[120,132])
[State -1, MA1]
type = changestate
value = 233
trigger1 = var(30)=1&&var(48)=16&&random<200&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0
trigger1 = ctrl||(stateno=[120,132])
[State -1, MA1]
type = changestate
value = 231
trigger1 = var(30)=1&&var(48)=20&&random<350&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0
trigger1 = ctrl||(stateno=[120,132])
[State -1, MA1]
type = changestate
value = ifelse((random<200||var(48)=20),232,230)
trigger1 = var(30)=1&&((var(48)=20&&random<200)||var(48)=23)&&statetype=A&&(p2stateno!=[80099,80103])&&var(21)=0
trigger1 = ctrl||(stateno=[120,132])
[State -1, MA1];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||movetype=A||roundstate!=2||(pos Y>-20&&vel Y>0)
trigger1 = var(30)=1
[State -1, MA2];垂直ジャンプ飛翼
type = varset
var(30) = 2
triggerall = var(39)=0&&(p2stateno!=[80200,80201])&&!inguarddist
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2
triggerall = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>60)
trigger1 = random<(floor(var(45)*2.5))&&p2movetype!=H
trigger1 = (p2bodydist X=[0,55])&&(p2dist Y=[-40,0])&&var(51)<=1
[State -1, MA2]
type = changestate
value = 31
trigger1 = var(30)=2&&statetype!=A&&(p2stateno!=[80099,80103])
trigger1 = ctrl||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>70)
[State -1, MA2]
type = changestate
value = ifelse(p2bodydist X<30,235,236)
trigger1 = var(30)=2&&((var(48)=5&&random<500)||var(48)=10)&&statetype=A&&(p2stateno!=[80099,80103])
trigger1 = ctrl||(stateno=[120,132])
[State -1, MA2];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||(stateno!=31&&statetype!=A)||movetype=A||roundstate!=2
trigger1 = var(30)=2
[State -1, MA3];気絶時飛び込み挙動
type = changestate
value = 100
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])
trigger1 = p2bodydist X>185
[State -1, MA3]
type = changestate
value = 25
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A&&stateno!=101
trigger1 = ctrl||(stateno=[120,131])
trigger1 = p2bodydist X=[75,185]
[State -1, MA3]
type = changestate
value = 26
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A
trigger1 = ctrl||(stateno=[120,131])
trigger1 = p2bodydist X<65
[State -1, MA3]
type = changestate
value = 38
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80099,80103])&&statetype!=A
trigger1 = ctrl||(stateno=[120,131])||(stateno=[25,26])
trigger1 = p2bodydist X<65&&(helper(10001),var(11)>0||backedgebodydist<5)
[State -1, MA3]
type = varset
var(30) = 3
triggerall = statetype!=A&&var(48)=0&&p2stateno=80103
triggerall = var(59)!=0&&roundstate=2&&(stateno!=[100,101])
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])
trigger1 = (p2bodydist X=[65,75])
[State -1, MA3]
type = changestate
value = 206
trigger1 = var(30)=3&&var(48)!=0&&var(59)!=0&&roundstate=2
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53
trigger1 = statetype!=A
[State -1, MA3]
type = changestate
value = 233
trigger1 = var(30)=3&&var(48)=18&&statetype=A&&var(59)!=0&&roundstate=2
trigger1 = ctrl||(stateno=[120,131])
[State -1, MA3]
type = changestate
value = 32
trigger1 = var(30)=3&&statetype!=A&&(stateno!=[100,101])&&var(48)=0&&var(59)!=0&&roundstate=2
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])
[State -1, MA3];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||stateno=206||enemynear(var(44)),ctrl=1||(p2movetype!=H&&(p2stateno!=[80099,80103]))||roundstate!=2
trigger1 = var(30)=3
[State -1, MA1];牽制禮華
type = varset
var(30) = 19
triggerall = var(39)=0&&(p2stateno!=[80200,80201])
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])
trigger1 = random<(floor(var(45)*ifelse(var(51)>=1,1.0,0.5)))&&p2movetype!=H
trigger1 = p2bodydist X>=120&&p2statetype!=A&&helper(10001),var(11)<-120
[State -1, MA1]
type = changestate
value = ifelse(random<350,35,105)
trigger1 = var(30)=19&&statetype!=A&&(p2stateno!=[80099,80103])
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])
[State -1, MA1]
type = changestate
value = 460
triggerall = var(30)=19&&statetype=A&&(p2stateno!=[80099,80103])&&p2dist Y>-40
triggerall = (stateno=105&&animelem=2,>0)||(stateno=[49,50])||((stateno=[120,131])&&p2bodydist X>120)
trigger1 = (((var(48)=4&&stateno=105)||(var(48)=8&&stateno=105)||var(48)=12)&&random<250)||var(48)=18
[State -1, MA1];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||movetype=A||roundstate!=2||stateno=106||p2dist Y<-40
trigger1 = var(30)=19
;---------------------------------------------------------------------------
;相手ガード時行動
[State -1, GA1];着地択
type = varrandom
v = 30
range = 4,9
triggerall = var(30)=0&&var(59)!=0&&roundstate=2&&!inguarddist&&var(39)=0&&(var(51)>=1||(var(51)<=0&&random<floor(var(45)*30.0)))
trigger1 = stateno=53&&(p2bodydist X=[-60,90])&&((p2stateno=[130,155])||p2movetype!=A)&&p2statetype!=A
trigger2 = stateno=416
[State -1, GA1];ダッシュ降雷掌
type = changestate
value = ifelse(p2bodydist X>ifelse((var(30)=[4,6]),10,ifelse((var(30)=[7,8]),60,80)),25,100)
trigger1 = (var(30)=[4,9])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1
trigger1 = ctrl||stateno=26||stateno=53
trigger1 = p2bodydist X>ifelse((var(30)=[4,6]),20,ifelse((var(30)=[7,8]),70,90))
[State -1, GA1];ダッシュ降雷掌
type = changestate
value = 450
trigger1 = (var(30)=[4,5])&&statetype!=A&&var(59)!=0&&roundstate=2&&enemynear(var(44)),gethitvar(hittime)<=3&&var(51)<=1
trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53
trigger1 = (p2bodydist X=[-10,20])&&(var(51)<=0||p2statetype!=A)
[State -1, GA1];ダッシュ降雷掌フェイク
type = changestate
value = 202
trigger1 = var(30)=6&&statetype!=A&&var(59)!=0&&roundstate=2&&enemynear(var(44)),gethitvar(hittime)<=4&&var(51)<=1
trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53
trigger1 = (p2bodydist X=[-10,20])&&(var(51)<=0||p2statetype!=A)
[State -1, GA1];近距離中下段
type = changestate
value = ifelse(random<500,ifelse(enemynear(var(44)),gethitvar(hittime)<=3,220,223),30)
trigger1 = (var(30)=[7,8])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53
trigger1 = (p2bodydist X=[-10,20])
[State -1, GA1];遠距離中下段
type = changestate
value = ifelse(random<500,ifelse(random<500,204,222),214)
trigger1 = (var(30)=[7,8])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53
trigger1 = (p2bodydist X=[21,50])
[State -1, GA1];近距離中段
type = changestate
value = ifelse(random<500,232,233)
trigger1 = (var(30)=[7,8])&&(var(48)=[5,6])&&statetype=A&&(p2stateno!=[80099,80103])&&var(59)!=0&&roundstate=2&&var(51)<=1
trigger1 = ctrl||(stateno=[120,131])
[State -1, GA1];円水斬
type = changestate
value = 410
trigger1 = var(30)=9&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)<=1
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])||stateno=53
trigger1 = (p2bodydist X=[-10,70])&&enemynear(var(44)),gethitvar(hittime)<=2
[State -1, GA1];AIダッシュ降雷掌
type = changestate
value = ifelse(p2bodydist X>ifelse((var(30)=[4,6]),20,100),100,25)
trigger1 = (var(30)=[4,9])&&statetype!=A&&(stateno!=[100,101])&&var(59)!=0&&roundstate=2&&var(51)>=2
trigger1 = ctrl||stateno=26||stateno=53
trigger1 = p2bodydist X>20
[State -1, GA1];AIダッシュ降雷掌
type = changestate
value = 450
trigger1 = (var(30)=[4,6])&&statetype!=A&&var(59)!=0&&roundstate=2&&var(51)>=2
trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53
trigger1 = (p2bodydist X=[-10,20])&&p2statetype!=A&&(enemynear(var(44)),gethitvar(hittime)<=3||p2movetype!=H)
[State -1, GA1];AIダッシュ
type = changestate
value = ifelse(p2movetype=A,410,200)
trigger1 = (var(30)=[7,9])&&statetype!=A&&var(59)!=0&&roundstate=2&&var(51)>=2
trigger1 = ctrl||(stateno=[25,26])||(stateno=[100,101])||stateno=53
trigger1 = (p2bodydist X=[-10,60])&&p2statetype!=A
[State -1, GA1];着地行動
type = varrandom
v = 30
range = ifelse(var(51)>=2,4,5),ifelse(var(51)>=2,6,9)
triggerall = var(30)=0&&var(59)!=0&&roundstate=2&&!inguarddist&&var(51)<=1
trigger1 = stateno=53&&(p2bodydist X=[0,70])&&p2statetype!=A&&p2movetype!=H
trigger2 = (moveguarded||movereversed)&&(p2bodydist X=[0,70])&&p2statetype!=A&&statetype!=A&&animtime=-2&&random<floor(var(45)*10.0)&&var(51)<=0
[State -1, GA1];着地行動
type = varrandom
v = 30
range = 5,6
triggerall = var(30)=0&&var(59)!=0&&roundstate=2&&!inguarddist
trigger1 = (ctrl||(stateno=[25,26]))&&(p2bodydist X=[40,80])&&p2statetype!=A&&p2movetype!=H&&random<floor(var(45)*5.0)
[State -1, GA1];変数リセット
type = varset
var(30) = 0
triggerall = var(30)=[4,9]
trigger1 = movetype=H||(movetype=A&&time=2)||p2statetype=A||var(39)>0||(stateno=100&&time>14)||roundstate!=2
trigger2 = p2bodydist X>100&&var(51)>=2
[State -1, AC1];ガード飛翼
type = ChangeState
value = ifelse(p2statetype!=A&&(p2dist X=[-40,40]),235,236)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&random<(floor(var(45)*20.0))
triggerall = p2dist X<=70&&(moveguarded=1||movereversed=1)&&p2statetype!=A
triggerall = var(51)<=0||(var(51)>=1&&((helper(10001),var(10)>200&&p2dist X>=0)||(helper(10001),var(10)<-150&&p2dist X<0)))
trigger1 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0
trigger2 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0
trigger3 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0
[State -1, GA2];飛翼後行動
type = varrandom
v = 30
range = 10+(stateno=237&&p2movetype!=H)*2,14
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&!movehit&&var(37)=0
triggerall = ((p2movetype=H&&(p2stateno=[150,155]))||p2movetype!=H)&&p2statetype!=A
trigger1 = (stateno=[235,236])||(stateno=237&&p2movetype!=H)
[State -1, GA2]
type = ChangeState
value = 450
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(37)=0&&(p2statetype!=A||var(51)<=0)
triggerall = stateno=237&&(var(30)=[10,11])
trigger1 = (p2bodydist X=[-20,20])&&(enemynear(var(44)),gethitvar(hittime)=1||p2movetype!=H)
[State -1, GA2]
type = ChangeState
value = ifelse(p2dist X>0&&(frontedgebodydist<80||p2bodydist X>30),420,421)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&helper(10001),var(10)>80&&var(37)=0&&(p2statetype!=A||var(51)<=0)
triggerall = stateno=237&&(var(30)=[12,13])
trigger1 = (p2bodydist X=[-2-var(34),100-var(34)])&&p2dist X>=0
trigger2 = (p2bodydist X=[-100-var(34),2-var(34)])&&p2dist X<0
[State -1, GA2]
type = ChangeState
value = ifelse(var(30)=12&&p2dist X>=0,450,ifelse(p2bodydist X>30,420,421))
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&helper(10001),var(10)<80&&var(37)=0&&(p2statetype!=A||var(51)<=0)
triggerall = stateno=237&&((var(30)=12&&(enemynear(var(44)),gethitvar(hittime)=1||p2movetype!=H))||var(30)=13)
trigger1 = (p2bodydist X=[-2,20])&&p2dist X>=0
trigger2 = (p2bodydist X=[-70-var(34),20-var(34)])&&p2dist X<0
[State -1, GA2]
type = ChangeState
value = 410
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(37)=0&&(p2statetype!=A||var(51)<=0)
triggerall = stateno=237&&((var(30)=14&&(enemynear(var(44)),gethitvar(hittime)=1||p2movetype!=H))||(var(51)>=1&&random<floor(var(45)*ifelse(var(51)>=2,15.0*fvar(18),5.0*fvar(18)))))
trigger1 = (p2bodydist X=[-20-var(34),70-var(34)])&&p2dist X>=0
trigger2 = (p2bodydist X=[-70+var(34),20+var(34)])&&p2dist X<0
[State -1, GA1];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||(stateno!=[235,237])||roundstate!=2||((stateno=[235,236])&&movehit)||(p2statetype=A&&var(51)>=1)
trigger1 = var(30)=[10,14]
;空対空ガード禮華
[State -1, HA1]
type = ChangeState
value = 460
triggerall = var(59)!=0&&roundstate=2&&var(39)=0
triggerall = p2dist Y-floor((vel Y*13)+(0.85*((13*(13-1.0))/2.0)))=[-60,30]
triggerall = statetype=A&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1)&&random<(floor(var(45)*20.0))
trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0&&random<(floor(var(45)*30.0))
trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0&&random<(floor(var(45)*30.0))
trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0&&random<(floor(var(45)*30.0))
[State -1, HA1]
type = ChangeState
value = ifelse(pos Y+floor((vel Y*19)+(0.85*((19*(19-1.0))/2.0)))>0,460,461)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0
triggerall = !movecontact&&p2bodydist X>=10&&random<(floor(var(45)*10.0))
triggerall = statetype = A
triggerall = p2dist Y-floor((vel Y*19)+(0.85*((19*(19-1.0))/2.0)))=[-60,20]
trigger1 = stateno=230&&animelemtime(5)>=0&&animelemtime(7)<0
trigger2 = stateno=231&&animelemtime(5)>=0&&animelemtime(7)<0
trigger3 = stateno=232&&animelemtime(5)>=0&&animelemtime(7)<0
trigger4 = stateno=233&&animelemtime(6)>=0&&animelemtime(8)<0
trigger5 = stateno=234&&animelemtime(6)>=0&&animelemtime(8)<0
;中段ガード禮華
[State -1, HA1]
type = ChangeState
value = ifelse(var(51)>=1,460+(helper(10001),var(10)<80),460+(random<600))
triggerall = var(59)!=0&&roundstate=2&&var(39)=0
triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1)
trigger1 = stateno=215
;弱C中段
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse((random<500||helper(10001),var(10)>100),420,215)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(11)<80
triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1)
triggerall = (p2bodydist X =[50,90])&&random<(floor(var(45)*50.0))
trigger1 = stateno=201||stateno=220
;強C中段
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse((random<500||p2bodydist X<30&&helper(10001),var(10)>100),420,215)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(11)<80
triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit=1&&p2movetype!=H)||moveguarded=1||movereversed=1)
triggerall = (p2bodydist X =[-2,45])&&random<(floor(var(45)*50.0))
trigger1 = stateno=202||stateno=206||stateno=210||stateno=221
;屈D中段
[State -1, Stand Light Punch]
type = ChangeState
value = 214
triggerall = var(59)!=0&&roundstate=2&&var(39)=0
triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit&&p2movetype!=H)||moveguarded||movereversed)
triggerall = (p2bodydist X =[0,100])&&random<350
trigger1 = stateno=223&&animelem=5
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&(p2stateno!=[80200,80201])
triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit&&p2movetype!=H)||moveguarded||movereversed)
triggerall = (p2bodydist X=[-2,60])&&random<(floor(var(45)*ifelse(var(51)<=0,50.0,100.0)))
trigger1 = (stateno=200&&animelem=4)||(stateno=201&&animelem=7)
;屈弱キック
[State -1, Stand Light Punch]
type = ChangeState
value = 222
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&(p2stateno!=[80200,80201])
triggerall = p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A&&((movehit&&p2movetype!=H)||moveguarded||movereversed)
triggerall = (p2bodydist X=[-2,70])&&random<(floor(var(45)*ifelse(var(51)<=0,50.0,100.0)))
trigger1 = stateno=222&&animelem=8
;屈弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 220
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&(p2stateno!=[80200,80201])
triggerall = ((p2movetype=H&&(p2stateno=[150,155])&&p2statetype!=A)||p2movetype!=H)&&((movehit&&p2movetype!=H)||moveguarded||movereversed)
triggerall = (p2bodydist X=[-2,60])&&random<(floor(var(45)*ifelse(var(51)<=0,50.0,100.0)))
trigger1 = (stateno=220&&animelem=5)||(stateno=222&&animelem=6&&(p2bodydist X<=60&&random%2=0))
;---------------------------------------------------------------------------
;立ち回り通常
;前歩き
[State -1, HA1]
type = ChangeState
value = 25
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0&&stateno!=101
triggerall = (ctrl&&statetype!=A)||(stateno=26&&time>10)
trigger1 = random<(floor(var(45)*ifelse(var(51)<=0,25.0,10.0)))&&(p2movetype!=H||(p2stateno=[150,159])||teammode = simul )
trigger1 = (p2dist X>80&&p2statetype=A)||(p2dist X>40&&p2statetype!=A)
;後歩き
[State -1, HA1]
type = ChangeState
value = 26
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0&&p2movetype!=H&&p2dist X<=30
triggerall = (ctrl&&statetype!=A)||(stateno=25&&time>10)
trigger1 = random<floor(var(45)*6.0)
trigger2 = random<floor(var(45)*50.0)&&p2statetype=A&&p2dist Y<-80&&enemynear(var(44)),facing=facing
;ダッシュ
[State -1, HA1]
type = ChangeState
value = 100
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&p2statetype!=L&&var(30)=0&&var(39)=0&&!inguarddist
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])
trigger1 = random<floor(var(45)*1.0*ifelse(var(51)=0,4.0,ifelse(var(51)=1,3.0,1.0)))&&(p2statetype!=A||(teammode = simul &&(p2stateno=[150,159])))
trigger1 = (p2bodydist X=[ifelse(var(51)<=0,80,ifelse(var(51)=1,120,160)),300])&&(stateno!=[120,131])
trigger2 = random<(floor(var(45)*40.0))&&p2movetype!=H&&helper(10001),var(10)>60
trigger2 = (p2bodydist X=[ifelse(p2statetype=A&&p2dist Y<-80&&fvar(19)<-4,0,180),600])||(p2dist X<30&&helper(10001),var(11)>-30)
trigger2 = (facing=enemynear(var(44)),facing&&p2statetype!=A)||(facing!=enemynear(var(44)),facing&&p2statetype=A)
;バクステ
[State -1, HA1]
type = ChangeState
value = 105
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)&&(p2stateno!=[80200,80201])&&!numpartner
triggerall = var(59)!=0&&roundstate=2&&backedgebodydist>40&&var(30)=0&&var(39)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])
trigger1 = random<(floor(var(45)*1.0*fvar(18)))&&p2statetype!=A
trigger1 = (p2bodydist X=[0,40])&&p2movetype=A&&p2statetype!=L&&fvar(21)<3
trigger2 = random<(floor(var(45)*4.0*fvar(18)))&&enemynear(var(44)),time>80&&enemynear(var(44)),ctrl=0
trigger2 = (p2bodydist X=[0,120])&&p2movetype!=H&&p2statetype!=L&&fvar(21)<3
;前転
[State -1, HA19]
type = ChangeState
value = 255
triggerall = statetype!=A&&(facing!=enemynear(var(44)),facing)&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = random<(floor(var(45)*10.0*fvar(18)))&&p2statetype=A&&p2movetype=A&&enemynear(var(44)),ctrl=0
trigger1 = (p2bodydist X=[0,30+fvar(21)*20])&&(p2dist Y=[-200,-80])&&fvar(19)>=3&&fvar(19)>=0
trigger2 = random<(floor(var(45)*ifelse((var(51)>20&&fvar(19)>0),25.0*fvar(18),ifelse(stateno=100,15.0*fvar(18),10.0*fvar(18)))))
trigger2 = p2movetype=A&&p2statetype!=A&&inguarddist&&enemynear(var(44)),ctrl=0
trigger2 = (p2bodydist X=[0,40+(stateno=100)*20+floor(fvar(21)*10.0)])
trigger2 = fvar(19) >0&&(p2stateno!=[0,199])
trigger2 = ((enemynear(var(44)),animtime<=-35)||(enemynear(var(44)),animtime>0))&&var(36)>=floor(var(43)/2.0)
trigger3 = random<(floor(var(45)*7.5*fvar(18)))
trigger3 = p2movetype=A&&p2statetype!=A&&inguarddist&&enemynear(var(44)),ctrl=0
trigger3 = p2bodydist X>=71&&fvar(19)=0&&(p2stateno!=[0,199])
trigger3 = (enemynear(var(44)),animtime=[-50,-35])&&var(36)>=10
trigger4 = random<(floor(var(45)*12.5*fvar(18)))
trigger4 = p2movetype=A&&p2statetype!=A&&inguarddist&&enemynear(var(44)),ctrl=0
trigger4 = ((p2bodydist X=[0,70]))&&fvar(19)=0&&(p2stateno!=[0,199])
trigger4 = (enemynear(var(44)),animtime=[-40,-35])&&var(36)>=5
;後転
[State -1, HA19]
type = ChangeState
value = ifelse(backedgebodydist<40,255,251)
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = random<(floor((var(45)+var(51)+1-(var(52)>=2))*10.0*fvar(18)))&&p2statetype=A&&p2movetype=A&&enemynear(var(44)),ctrl=0
trigger1 = p2bodydist X<30&&enemynear(var(44)),vel Y>0&&fvar(21)<0&&(p2dist Y=[-80,-40])
;パワーMAX
[State -1, HA1]
type = ChangeState
value = 700
triggerall = statetype!=A&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0
triggerall = var(17)=0
triggerall = ((100*enemynear(var(44)),life)/enemynear(var(44)),lifeMax) >20
triggerall = (var(51)>=2&&power>=1700)||(var(51)=1&&power>=2000)||(var(51)<=0&&power>=2500)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[100,101])&&var(39)!=2)
trigger1 = random<(floor(var(45)*40.0))&&p2statetype=L&&(p2stateno!=[80100,80102])
trigger1 = (p2bodydist X=[150,500])
trigger2 = random<(floor(var(45)*40.0))&&enemynear(var(44)),ctrl=0&&(p2stateno!=[80100,80102])
trigger2 = (p2bodydist X=[150,350])&&p2movetype!=H
trigger3 = (p2stateno=[80100,80102])&&power>=1900
;GC前転
[State -1, HA1]
type = ChangeState
value = 261
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&numhelper(10001)&&helper(10001),var(10)>120
triggerall = stateno=151||stateno=153
triggerall = power >=1000&&time=1
trigger1 = random<(floor(var(45)*5.0))
trigger1 = p2statetype!=A&&enemynear(var(44)),ctrl=0
trigger1 = (p2bodydist X=[-30,100])&&(fvar(19) =[-2,2])&&(p2stateno!=[0,199])
trigger1 = enemynear(var(44)),animtime<=-34||(var(51)=0&&helper(10001),var(11)<=-50)
;GCふっとばし
[State -1, Stand Light Punch]
type = ChangeState
value = 260
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&!(var(17)=1&&power<1700)
trigger1 = random<(floor(var(45)*1.0))
trigger1 = (p2bodydist X=[-5,55])&&(p2dist Y=[-60,0])
trigger1 = stateno=151||stateno=153
trigger1 = power >=1000&&time=1
;後30中31前32 D後35中36D前37
;前飛び
[State -1, HA1]
type = ChangeState
value = 32
triggerall = var(39)=0&&(p2stateno!=[80200,80201])
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])
trigger1 = var(51)<=1&&random<(floor(var(45)*ifelse(var(51)<=0,4.0,2.0)))&&p2movetype!=H
trigger1 = (p2bodydist X=[110+ceil(fvar(21)*10),220+ceil(fvar(21)*10)])&&p2statetype!=L
;D前飛び
[State -1, HA1]
type = ChangeState
value = 37
triggerall = var(39)=0&&(p2stateno!=[80200,80201])
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
triggerall = random<(floor(var(45)*ifelse(var(51)<=1,4.0,2.0)))&&p2movetype!=H
trigger1 = (p2bodydist X=[160+ceil(fvar(21)*10),200+ceil(fvar(21)*10)])&&p2statetype!=A
trigger2 = (p2bodydist X=[130+ceil(fvar(21)*10),230+ceil(fvar(21)*10)])&&p2statetype=A
;D前大飛び
[State -1, HA1]
type = ChangeState
value = 38
triggerall = var(39)=0&&(p2stateno!=[80200,80201])
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
triggerall = random<(floor(var(45)*ifelse(var(51)>=1&&p2movetype=A,7.0,ifelse(var(51)<=0,4.0,2.0))))&&p2movetype!=H
trigger1 = (p2bodydist X=[200+ceil(fvar(21)*10),400+ceil(fvar(21)*10)])&&p2statetype!=L
;中飛び
[State -1, HA1]
type = ChangeState
value = 31
triggerall = var(39)=0&&(p2stateno!=[80200,80201])
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(facing!=enemynear(var(44)),facing)
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&var(39)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[120,131])&&p2bodydist X>70)
trigger1 = random<(floor(var(45)*ifelse(var(51)<=0,2.0,1.0)))&&p2movetype!=H
trigger1 = (p2bodydist X=[-10,50])&&var(51)<=1
trigger2 = random<(floor(var(45)*10.0*fvar(18)))&&p2movetype!=H
trigger2 = (p2bodydist X=[-10,50])&&(var(51)>=2&&enemynear(var(44)),hitdefattr=SCA,AT&&p2statetype!=A)
;後飛び
[State -1, HA1]
type = ChangeState
value = 30+(random<500)*5
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&var(30)=0&&numhelper(10001)&&var(39)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[120,131])
trigger1 = var(39)=0
trigger1 = random<(floor(var(45)*2.0))&&p2movetype!=H&&(facing!=enemynear(var(44)),facing)
trigger1 = (p2bodydist X=[0,20])&&p2statetype!=L&&(helper(10001),var(11)<=-120)
;---------------------------------------------------------------------------
;立ち回り攻撃:地上 相手非地上ガード状態
;降雷掌
[State -1, HA19]
type = ChangeState
value = 450
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A
triggerall = p2statetype!=L&&(p2stateno!=[150,155])
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
trigger1 = random<floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(p2movetype=A,4.0*fvar(18),4.0))
trigger1 = (p2bodydist X=[-20,20])&&p2dist Y=0&&p2statetype!=A&&var(36)>=ifelse(var(51)>=2,0,floor(var(43)/3.0))
;投げ
[State -1, HA18]
type = ChangeState
triggerall = var(39)=0&&var(30)=0&&numhelper(10001)
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A
triggerall = p2statetype!=L&&(p2stateno!=[150,155])
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
triggerall = (p2bodydist X=[-20,8])&&p2dist Y=0&&p2statetype!=A
trigger1 = random<floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(p2bodydist X<1,8.0*fvar(18),ifelse(((stateno=100&&time>14)||stateno=101),10.0,3.0)))
trigger2 = var(51)>=1&&(enemynear(var(44)),animtime=[-2,-1])&&enemynear(var(44)),ctrl=0&&random<=300*(var(51)>=2)*4.0
value = ifelse(abs(helper(10001),var(11))<abs(helper(10001),var(10)),310,300)
;5D
[State -1, HA17]
type = ChangeState
value = 206
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&(p2bodydist X<40||p2dist Y>-60)&&facing=enemynear(var(44)),facing)
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&facing=enemynear(var(44)),facing)
trigger1 = random<(floor(var(45)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime<-9,50.0,5.0),2.0)))
trigger1 = (p2bodydist X=[0,29])&&p2dist Y=0
;5C
[State -1, HA16]
type = ChangeState
value = ifelse(p2bodydist X<30,202,221)
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&(p2bodydist X<40||p2dist Y>-80)&&facing=enemynear(var(44)),facing)
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&facing=enemynear(var(44)),facing)
trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(var(51)=0,0.5,1.0)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime<-5,45.0,40.0),8.0)))
trigger1 = (p2bodydist X=[-1,75-var(34)+floor(fvar(21)*6.0)])&&(p2bodydist X<30-var(34)||(random<300||p2statetype=A))
trigger1 = ifelse(p2bodydist X<30,p2dist Y>-60-floor(fvar(19)*6.0),p2dist Y>-40-floor(fvar(19)*7.0))
trigger1 = (p2statetype=A&&(p2bodydist X>=10+floor(fvar(21)*5.0)))||p2statetype!=A
;遠C
[State -1, HA15]
type = ChangeState
value = 202
triggerall = var(39)=0&&var(30)=0&&numhelper(10001)
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&facing=enemynear(var(44)),facing)
trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.0,1.0)*ifelse(var(51)=0,0.75,1.0)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime<-6,15.0,10.0),6.0)))
trigger1 = (p2bodydist X=[50-var(34)+ifelse(helper(10001),var(11)>-10,-30,floor(fvar(21)*5.0)),80-var(34)+floor(fvar(21)*5.0)])
trigger1 = p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-60,-30]
trigger2 = random<floor(var(45)*4.0)&&var(51)=0
trigger2 = (p2bodydist X=[30,80+floor(fvar(21)*5.0)])&&p2statetype!=A
;5A
[State -1, HA14]
type = ChangeState
value = 200
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing)
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])
trigger1 = random<floor(var(45)*20.0*ifelse((stateno=[100,101]),2.0,1.0))&&enemynear(var(44)),animtime<-4&&enemynear(var(44)),time>10
trigger1 = (p2bodydist X=[-5,0])&&p2dist Y=0
;5A
[State -1, HA14]
type = ChangeState
value = 200
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing)
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])
trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.5,1.0)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime=-5,30.0,4.0),12.0)))
trigger1 = (p2bodydist X=[1,70+floor(fvar(21)*5.0)])&&p2dist Y>-20-floor(fvar(19)*4.0)
;2A
[State -1, HA13]
type = ChangeState
value = ifelse(random<750,220,222)
triggerall = var(39)=0&&var(30)=0&&p2statetype!=A
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing)
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
trigger1 = random<(floor(var(45)*ifelse((stateno=[100,101]),2.5,1.0)*var(54)*ifelse(facing=enemynear(var(44)),facing,ifelse(enemynear(var(44)),ctrl=0&&enemynear(var(44)),animtime=-4,30.0,4.0),6.0)))
trigger1 = (p2bodydist X=[0,80+floor(fvar(21)*3.0)])&&p2dist Y=0
;5B
[State -1, HA12]
type = ChangeState
value = 204
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&!(p2statetype=A&&p2bodydist X<40&&p2dist Y>-60&&facing=enemynear(var(44)),facing)
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])
trigger1 = random<(floor(var(45)*ifelse(var(51)=0,2.0,1.0)*ifelse(facing=enemynear(var(44)),facing,ifelse(p2movetype=A,0.0,3.0),3.0)))
trigger1 = (p2bodydist X=[30,90+floor(fvar(21)*10.0)])&&p2dist Y=0
;6K
[State -1, HA11]
type = ChangeState
value = 214
triggerall = var(39)=0&&var(30)=0
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A
triggerall = p2statetype!=L&&(((p2stateno=[150,155])&&p2movetype=H&&(teammode = simul ||p2statetype=A))||p2movetype!=H)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])
trigger1 = random<(floor(var(45)*ifelse(facing=enemynear(var(44)),facing,ifelse(p2movetype=A,0.0,2.0),2.0)))
trigger1 = (p2bodydist X=[75,90])&&p2dist Y=0
;タッグぶっぱ波雷砲
[State -1, HA11]
type = ChangeState
value = 511+var(17)*49
triggerall = numpartner&&(var(17)=1&&power>=1000||(power>=3000))
triggerall = statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&teammode = simul
triggerall = partner,alive&&partner,movetype!=H
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])
trigger1 = random<floor(var(45)*10.0)&&((var(17)=0&&var(39)=0)||(var(17)=1&&var(39)!=1))
trigger1 = p2bodydist X>=200&&(var(17)=1||p2dist Y>-40)
;---------------------------------------------------------------------------
;立ち回り攻撃:空中 相手非地上ガード状態
[State -1, HA8]
type = ChangeState
value = 235
triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&var(21)=0
triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A))
triggerall = ctrl||(stateno=[120,132])
triggerall = p2dist Y>70||vel Y<-4
triggerall = random<floor(var(45)*50.0)
trigger1 = (var(40)=[0,35])&&(p2dist X=[60,70])
trigger2 = (var(40)=[36,70])&&(p2dist X=[-5,5])
trigger3 = (var(40)=[71,100])&&(p2dist X=[-70,-60])
;JA
[State -1, HA4]
type = ChangeState
value = ifelse(p2bodydist X<0,ifelse(p2dist X <-30,236,235),230)
triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&p2statetype=A&&var(21)=0
triggerall = statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A))
triggerall = ctrl||(stateno=[120,132])
trigger1 = p2dist Y-floor((vel Y*5)+(0.85*((5*(5-1.0))/2.0)))=[-25,55]
trigger1 = p2bodydist X=[-10-var(34),70-var(34)+floor(vel X*6.0+fvar(21)*6.0)]
trigger1 = random<floor(var(45)*50.0)
;JC
[State -1, HA5]
type = ChangeState
value = ifelse(p2bodydist X<0,ifelse(p2dist X <-30,236,235),231)
triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&p2statetype=A&&var(21)=0
triggerall = statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A))
triggerall = ctrl||(stateno=[120,132])
trigger1 = p2dist Y-floor((vel Y*8)+(0.85*((8*(8-1.0))/2.0)))=[-130,-35]
trigger1 = p2bodydist X=[-10-var(34),60-var(34)+floor(vel X*12.0+fvar(21)*12.0)]
trigger1 = random<floor(var(45)*50.0)
;JB
[State -1, HA6]
type = ChangeState
value = 232
triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&p2statetype!=A&&var(21)=0
triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A))
triggerall = ctrl||(stateno=[120,132])
trigger1 = p2dist Y-floor((vel Y*5)+(0.85*((5*(5-1.0))/2.0)))=[10,90]
trigger1 = p2bodydist X=[-10-var(34),30-var(34)+floor(vel X*5.0+fvar(21)*5.0)]
trigger1 = random<floor(var(45)*40.0)
;JD
[State -1, HA7]
type = ChangeState
value = 233
triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&p2statetype!=A&&var(21)=0
triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A))
triggerall = ctrl||(stateno=[120,132])
trigger1 = p2dist Y-floor((vel Y*12)+(0.85*((12*(12-1.0))/2.0)))=[-10,90]
trigger1 = p2bodydist X=[-10-var(34),60-var(34)+floor(vel X*15.0+fvar(21)*15.0)]
trigger1 = random<floor(var(45)*40.0)
;Jふっとば
[State -1, HA8]
type = ChangeState
value = 234
triggerall = var(39)=0&&var(59)!=0&&roundstate=2&&var(30)=0&&p2statetype!=A&&var(21)=0
triggerall = statetype=A&&p2statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=L&&(p2movetype!=H||((p2stateno=[150,155])&&p2statetype=A))
triggerall = ctrl||(stateno=[120,132])
triggerall = p2dist Y-floor((vel Y*14)+(0.85*((14*(14-1.0))/2.0)))=[-20,80]
triggerall = random<floor(var(45)*25.0)
trigger1 = p2bodydist X=[-35-var(34),70-var(34)+floor(vel X*16.0+fvar(21)*16.0)]
;---------------------------------------------------------------------------
;地上コンボレベル3
;---弱コンボ---
[State -1, HA10];5A
type = ChangeState
value = 200
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = 70>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed)
trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed)
trigger2 = 30<p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
[State -1, HA11];2B
type = ChangeState
value = 222
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0
[State -1, HA12];2A
type = ChangeState
value = 220
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = !(30>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(power>=1700||(var(17)=1&&power>=1000))
triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0
trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0
[State -1, HA13];5A6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=1700||(var(17)=1&&power>=1000))
triggerall = !(60>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
[State -1, HA14];2A6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=1700||(var(17)=1&&power>=1000))
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA15];強6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&var(17)=1&&power>=1000
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
triggerall = helper(10001),var(10)>100
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];天夢鳥
type = ChangeState
value = 501+var(17)*49
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit&&power>=1000
triggerall = stateno=215
trigger1 = 34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger2 = 42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger3 = 50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger4 = 58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger5 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger6 = 73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
[State -1, HA15];隙消し禮華
type = ChangeState
value = 460
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = stateno=215
trigger1 = power>=1000
trigger1 = !(34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger2 = power<1000
[State -1, HA16];強光幻刃
type = ChangeState
value = 421
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&!(power>=1700||(var(17)=1&&power>=1000))
triggerall = p2bodydist X>20
triggerall = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA17];弱光幻刃
type = ChangeState
value = 420
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&!(power>=1700||(var(17)=1&&power>=1000))
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA18];疾風牙
type = ChangeState
value = ifelse(teammode = simul ,214+(movecontact=1),430)
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
;---強コンボ---
[State -1, HA15];D6P
type = ChangeState
value = 212
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit>=2
triggerall = (65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(p2bodydist X>=-5&&helper(10001),var(10)<100)
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];D6P
type = ChangeState
value = ifelse(teammode = simul ,214+(movecontact=1),213)
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)>100
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 100>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];D6P
type = ChangeState
value = ifelse(power>=1000&&var(17)=0,521,411)
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)<75&&p2bodydist X>=-5
trigger1 = stateno=213
[State -1, HA15];D6P
type = ChangeState
value = ifelse(power>=1000&&var(17)=0,521,ifelse(teammode = simul ,214+(movecontact=1),431))
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)>100||stateno=213
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 140>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**15-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
trigger5 = stateno=213
[State -1, HA15];D6P
type = varset
var(30) = 18
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H
triggerall = helper(10001),var(10)<55
trigger1 = stateno=212&&movehit
[State -1, HA13]
type = ChangeState
value = 38
triggerall = var(39)=0&&var(30)=18&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H
triggerall = helper(10001),var(10)<55
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
[State -1, HA13]
type = ChangeState
value = 235
triggerall = var(39)=0&&var(30)=18&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H
triggerall = helper(10001),var(10)<55
trigger1 = ctrl&&statetype=A&&time=3
[State -1, HA13]
type = ChangeState
value = 501+var(17)*49
triggerall = var(39)=0&&var(30)=18&&var(46)=3&&var(17)=1&&power>=1000
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)<55
trigger1 = stateno=235&&(p2bodydist X=[-15,30])&&(p2dist Y=[-15,60])
[State -1, HA15];D6P
type = varset
var(30) = 0
triggerall = var(30)=18
trigger1 = movetype=H||var(39)>0||roundstate!=2||(stateno=235&&movecontact=2)||stateno=237||enemynear(var(44)),ctrl
[State -1, HA15];天夢鳥
type = ChangeState
value = 500+var(17)*50
triggerall = var(39)=0&&var(46)=3
triggerall = var(59)!=0&&roundstate=2&&statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&((var(17)=1&&power=1000)||power>=2000)
triggerall = enemynear(var(44)),gethitvar(hittime)=3
triggerall = (p2dist Y=[-10,40])&&(p2bodydist Y=[-40,20])
trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
[State -1, MA3];ガクラ用
type = changestate
value = 100
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&statetype!=A&&var(39)=0&&var(46)=3
trigger1 = ctrl||(stateno=[25,26])||(stateno=[120,131])
trigger1 = p2bodydist X=[1,8.5*(25-enemynear(var(44)),time)]
[State -1, MA3];ガクラ用
type = changestate
value = 206
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-9
trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-9
[State -1, MA3];ガクラ用
type = changestate
value = 202
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-5
trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-5
[State -1, MA3];ガクラ用
type = changestate
value = 223
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[30,70])&&enemynear(var(44)),time=30-6
[State -1, MA3];ガクラ用
type = changestate
value = 430
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[70,110])&&enemynear(var(44)),time=30-6
[State -1, MA3];ガクラ用
type = changestate
value = 200
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=3
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-4
trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-6
[State -1, MA3];ガクラ用
type = changestate
value = 461
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=3
trigger1 = stateno=215&&movecontact
[State -1, MA3];ガクラ用
type = changestate
value = 212
triggerall = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=3
triggerall = movecontact>=2
trigger1 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0&&p2bodydist X>=22
trigger2 = stateno=223&&animelemtime(4)>=0&&animelem=9,<1
;---------------------------------------------------------------------------
;地上コンボレベル2
;---弱コンボ---
[State -1, HA10];5A
type = ChangeState
value = 200
triggerall = var(39)=0&&var(46)=2
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = 70>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed)
trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed)
[State -1, HA11];2B
type = ChangeState
value = 222
triggerall = var(39)=0&&var(46)=2
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0
[State -1, HA12];2A
type = ChangeState
value = 220
triggerall = var(39)=0&&var(46)=2
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = !(30>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(power>=1700||(var(17)=1&&power>=1000))
triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0
trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0
[State -1, HA13];5A6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000))
triggerall = !(60>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
[State -1, HA14];2A6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000))
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA15];強6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&var(17)=1&&power>=1000
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
triggerall = helper(10001),var(10)>100
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];天夢鳥
type = ChangeState
value = 501+var(17)*49
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit&&power>=1000
triggerall = stateno=215
trigger1 = 34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger2 = 42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger3 = 50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger4 = 58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger5 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger6 = 73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
[State -1, HA15];隙消し禮華
type = ChangeState
value = 460
triggerall = var(39)=0&&var(46)=2
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = stateno=215
trigger1 = power>=1000
trigger1 = !(34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger1 = !(73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
trigger2 = power<1000
[State -1, HA16];強光幻刃
type = ChangeState
value = 421
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000)))
triggerall = p2bodydist X>20
triggerall = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA17];弱光幻刃
type = ChangeState
value = 420
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000)))
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA18];疾風牙
type = ChangeState
value = ifelse(teammode = simul ,214+(movecontact=1),430)
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
;---強コンボ---
[State -1, HA15];D6P
type = ChangeState
value = 212
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<75)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit>=2
triggerall = (65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(p2bodydist X>=-5&&helper(10001),var(10)<100)
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];D6P
type = ChangeState
value = ifelse(teammode = simul ,214+(movecontact=1),213)
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<75)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)>100||(helper(10001),var(10)<100&&power>=1000&&var(17)=0)
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||var(32)>25
triggerall = 100>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];D6P
type = ChangeState
value = ifelse(power>=1000&&var(17)=0,521,411)
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = stateno=213
trigger1 = helper(10001),var(10)<75&&p2bodydist X>=-5
trigger2 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
[State -1, HA15];D6P
type = ChangeState
value = ifelse(power>=1000&&var(17)=0&&random<500,521,ifelse(teammode = simul ,214+(movecontact=1),431))
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)>100||stateno=213
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 140>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**15-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
trigger5 = stateno=213
[State -1, HA15];D6P
type = varset
var(30) = 18
triggerall = var(39)=0&&var(46)=2&&var(31)<=25
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H
triggerall = helper(10001),var(10)<55
trigger1 = stateno=212&&movehit
[State -1, HA13]
type = ChangeState
value = 38
triggerall = var(39)=0&&var(30)=18&&var(46)=2
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H
triggerall = helper(10001),var(10)<55
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||(stateno=[120,131])
[State -1, HA13]
type = ChangeState
value = 235
triggerall = var(39)=0&&var(30)=18&&var(46)=2
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H
triggerall = helper(10001),var(10)<55
trigger1 = ctrl&&statetype=A&&time=3
[State -1, HA13]
type = ChangeState
value = 501+var(17)*49
triggerall = var(39)=0&&var(30)=18&&var(46)=2&&var(17)=1&&power>=1000
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype=A&&var(37)&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)<55
trigger1 = stateno=235&&(p2bodydist X=[-15,30])&&(p2dist Y=[-15,60])
[State -1, HA15];D6P
type = varset
var(30) = 0
triggerall = var(30)=18
trigger1 = movetype=H||var(39)>0||roundstate!=2||(stateno=235&&movecontact=2)||stateno=237||enemynear(var(44)),ctrl
[State -1, HA15];天夢鳥
type = ChangeState
value = 500+var(17)*50
triggerall = var(39)=0&&var(46)=2&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<500)
triggerall = var(59)!=0&&roundstate=2&&statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&((var(17)=1&&power=1000)||power>=2000)
triggerall = enemynear(var(44)),gethitvar(hittime)=3
triggerall = (p2dist Y=[-10,40])&&(p2bodydist Y=[-40,20])
trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
[State -1, MA3];ガクラ用
type = changestate
value = 206
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-9
trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-9
[State -1, MA3];ガクラ用
type = changestate
value = 202
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-5
trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-5
[State -1, MA3];ガクラ用
type = changestate
value = 223
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[30,70])&&enemynear(var(44)),time=30-6
[State -1, MA3];ガクラ用
type = changestate
value = 430
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[70,110])&&enemynear(var(44)),time=30-6
[State -1, MA3];ガクラ用
type = changestate
value = 200
triggerall = var(59)!=0&&roundstate=2&&p2stateno=80201&&statetype!=A&&var(39)=0&&var(46)=2
triggerall = ctrl||(stateno=[25,26])||(stateno=[120,131])||(stateno=[100,101])
trigger1 = (p2bodydist X=[-5,0])&&enemynear(var(44)),time<30-4
trigger2 = (p2bodydist X=[0,29])&&enemynear(var(44)),time=30-6
[State -1, MA3];ガクラ用
type = changestate
value = 461
trigger1 = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=2
trigger1 = stateno=215&&movecontact
[State -1, MA3];ガクラ用
type = changestate
value = 213
triggerall = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=2
triggerall = movecontact=1
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0
trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0
[State -1, MA3];ステージ端拾いレベル固定
type = varset
var(47) = 2
triggerall = var(47)<=1&&var(46)=2
trigger1 = movehit&&stateno=212
;---------------------------------------------------------------------------
;地上コンボレベル1
;---弱コンボ---
[State -1, HA10];5A
type = ChangeState
value = 200
triggerall = var(39)=0&&var(46)=1
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = 70>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=201&&animelemtime(7)>=0&&(movecontact||movereversed)
trigger2 = stateno=200&&animelemtime(4)>=0&&(movecontact||movereversed)
[State -1, HA11];2B
type = ChangeState
value = 222
triggerall = var(39)=0&&var(46)=1
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=222&&(movecontact||movereversed)&&animelemtime(8)>=0&&animelemtime(9)<0
[State -1, HA12];2A
type = ChangeState
value = 220
triggerall = var(39)=0&&var(46)=1
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = !(30>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction))))||(power>=1700||(var(17)=1&&power>=1000))
triggerall = 75>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=220&&(movecontact||movereversed)&&animelemtime(5)>=0
trigger2 = stateno=222&&(movecontact||movereversed)&&animelemtime(6)>=0&&animelemtime(10)<0
[State -1, HA13];5A6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000))
triggerall = !(60>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
[State -1, HA14];2A6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(power>=2000||(var(17)=1&&power>=1000))
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA15];強6K
type = ChangeState
value = 215
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&var(17)=1&&power>=1000
triggerall = 105>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**13-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
triggerall = helper(10001),var(10)>100
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];天夢鳥
type = ChangeState
value = 501+var(17)*49
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit&&power>=1000
triggerall = stateno=215&&random<400
trigger1 = 34>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**3-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger2 = 42>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**4-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger3 = 50>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**5-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger4 = 58>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger5 = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**7-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger6 = 73>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**8-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
[State -1, HA15];隙消し禮華
type = ChangeState
value = 460
triggerall = var(39)=0&&var(46)=1
triggerall = var(59)!=0&&roundstate=2&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
trigger1 = stateno=215
[State -1, HA16];強光幻刃
type = ChangeState
value = 421
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000)))
triggerall = p2bodydist X>20
triggerall = 65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA17];弱光幻刃
type = ChangeState
value = 420
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1&&(var(32)<30||!(power>=1700||(var(17)=1&&power>=1000)))
triggerall = !(65>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**11-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
[State -1, HA18];疾風牙
type = ChangeState
value = ifelse(teammode = simul ,214+(movecontact=1),430)
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<30)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit
triggerall = !(80>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**10-1)/ln(enemynear(var(44)),const(movement.stand.friction))))
triggerall = 110>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**6-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
;---強コンボ---
[State -1, HA15];D6P
type = ChangeState
value = ifelse(teammode = simul ,214+(movecontact=1),213)
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<50)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = 100>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**14-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
[State -1, HA15];D6P
type = ChangeState
value = 570
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<40)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = p2bodydist X>-1&&power>=1000&&var(17)=1
triggerall = helper(10001),var(10)<140||120>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**20-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
trigger5 = stateno=213
[State -1, HA15];D6P
type = ChangeState
value = ifelse(power>=1000&&var(17)=0&&random<300,521,411)
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<40)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)<75&&p2bodydist X>=-5
trigger1 = stateno=213
[State -1, HA15];D6P
type = ChangeState
value = ifelse(power>=1000&&var(17)=0&&random<300,521,ifelse(teammode = simul ,214+(movecontact=1),431))
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<40)
triggerall = var(59)!=0&&roundstate=2&&statetype!=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&movehit=1
triggerall = helper(10001),var(10)>100||stateno=213
triggerall = 140>p2bodydist X-floor(fvar(21)*((enemynear(var(44)),const(movement.stand.friction))**15-1)/ln(enemynear(var(44)),const(movement.stand.friction)))
trigger1 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger2 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger4 = stateno=223&&animelemtime(4)>=0&&animelemtime(6)<0
trigger5 = stateno=213
[State -1, HA15];天夢鳥
type = ChangeState
value = 500+var(17)*50
triggerall = var(39)=0&&var(46)=1&&(enemynear(var(44)),gethitvar(hitcount)>=2||var(31)<200)
triggerall = var(59)!=0&&roundstate=2&&statetype=A&&(p2stateno!=[80099,80103])&&(p2stateno!=[80200,80201])
triggerall = p2statetype!=A&&p2statetype!=L&&(p2stateno!=[150,155])&&p2movetype=H&&((var(17)=1&&power=1000)||power>=2000)
triggerall = enemynear(var(44)),gethitvar(hittime)=3
triggerall = (p2dist Y=[-10,40])&&(p2bodydist Y=[-40,20])
trigger1 = stateno=230&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger2 = stateno=231&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger3 = stateno=232&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(7)<0
trigger4 = stateno=233&&animelemtime(5)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
trigger5 = stateno=234&&animelemtime(3)>=ifelse(movecontact,0,1)&&animelemtime(8)<0
[State -1, MA3];ガクラ用
type = changestate
value = ifelse(random<500,212+(movecontact=1),214+(movecontact=1))
triggerall = var(59)!=0&&roundstate=2&&(p2stateno=[80200,80201])&&var(39)=0&&var(46)=1
triggerall = movecontact&&random<250
trigger1 = stateno=200&&animelemtime(3)>=0&&animelemtime(5)<0
trigger2 = stateno=201&&animelemtime(5)>=0&&animelemtime(10)<0
trigger3 = stateno=202&&animelemtime(3)>=0&&animelemtime(8)<0
trigger4 = stateno=206&&animelemtime(5)>=0&&animelemtime(10)<0
trigger5 = stateno=210&&animelemtime(5)>=0&&animelemtime(10)<0
trigger6 = stateno=220&&animelemtime(2)>=0&&animelemtime(6)<0
trigger7 = stateno=221&&animelemtime(4)>=0&&animelemtime(11)<0
trigger8 = stateno=223&&animelemtime(4)>=0&&animelemtime(9)<0
;---------------------------------------------------------------------------
;飛翼コンボレベル3
[State -1, AC1]
type = ChangeState
value = ifelse(p2statetype!=A&&(p2dist X=[-70,40]),235,236)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3
triggerall = pos Y+floor((vel Y*6)+(0.85*((6*(6-1.0))/2.0)))<0&&p2dist Y>-10
triggerall = p2bodydist X<ifelse(p2statetype=A,1,ifelse(helper(10001),var(10)<75,40,15))&&movehit&&(var(37)||p2statetype!=A)
trigger1 = stateno=232&&animelemtime(3)>=0&&animelemtime(7)<0
trigger2 = stateno=233&&animelemtime(5)>=0&&animelemtime(8)<0
trigger3 = stateno=234&&animelemtime(3)>=0&&animelemtime(8)<0
[State -1, AC1]
type = ChangeState
value = 450
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A
triggerall = stateno=237
trigger1 = ((p2bodydist X=[-20,15])&&enemynear(var(44)),gethitvar(hittime)=[9,11])
trigger2 = ((p2bodydist X=[-20,0])&&enemynear(var(44)),gethitvar(hittime)>=9)
[State -1, AC1]
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15])
triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 431
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15])
triggerall = (p2bodydist X=[-120-var(34),120-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 420
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)])
triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 430
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)>=3
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&((p2bodydist X!=[-20,15])||enemynear(var(44)),gethitvar(hittime)=[6,8])
triggerall = (p2bodydist X=[-120-var(34),100-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[6,12]
trigger1 = stateno=237
[State -1, AC1];雷光掌波雷砲
type = ChangeState
value = 510
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=12,>=0&&var(47)>=3&&power>=2000&&var(17)=0&&helper(10001),var(10)<95
[State -1, AC1];雷光掌一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=14,=-1&&var(47)>=3&&power>=1000&&var(17)=1
[State -1, AC1];雷光掌螺刹旋
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=14,=-1&&var(47)>=3
[State -1, AC1];空中追撃飛翼
type = varset
var(30) = 20
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[150,155])||var(37))
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-60,-10])
trigger1 = (p2bodydist X>=0+fvar(21)*14&&helper(10001),var(10)<=70)
trigger2 = p2bodydist X<30+fvar(21)*14&&p2dist X>-50+fvar(21)*14
trigger3 = (p2bodydist X>=-20&&helper(10001),var(10)<=50)
[State -1, AC1]
type = ChangeState
value = ifelse(p2dist X>0,37,35)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=20
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
[State -1, MA2]
type = changestate
value = ifelse(abs(p2dist X)<30,235,236)
trigger1 = var(30)=20&&var(48)=5&&statetype=A&&(p2stateno!=[80099,80103])
trigger1 = ctrl||(stateno=[120,131])
[State -1, MA2];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||((stateno!=[30,39])&&statetype!=A)||movetype=A||var(39)>=1||(stateno=53&&time=1)||roundstate!=2
trigger1 = var(30)=20
[State -1, AC1];空中追撃天夢鳥
type = varset
var(30) = 21
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&((power>=1000&&(p2stateno=[80024,80026]))||power>=2000)
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[150,155])||var(37))&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
triggerall = (p2dist Y+floor((fvar(19)*7)+(fvar(20)*((7*(7-1.0))/2.0)))=[-60,-10])
trigger1 = (p2bodydist X>=0+fvar(21)*7&&helper(10001),var(10)<=70)
trigger2 = p2bodydist X<30+fvar(21)*7&&p2dist X>-50+fvar(21)*14
trigger3 = (p2bodydist X>=-20&&helper(10001),var(10)<=50)
[State -1, AC1]
type = ChangeState
value = ifelse(p2dist X>0,37,35)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=21
trigger1 = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
[State -1, MA2]
type = changestate
value = ifelse(abs(p2dist X)<30,500+var(17)*50,501+var(17)*49)
trigger1 = var(30)=21&&var(48)=5&&statetype=A&&(p2stateno!=[80099,80103])
trigger1 = ctrl||(stateno=[120,131])
[State -1, MA2];変数リセット
type = varset
var(30) = 0
trigger1 = movetype=H||((stateno!=[30,39])&&statetype!=A)||movetype=A||var(39)>=1||(stateno=53&&time=1)||roundstate!=2
trigger1 = var(30)=21
[State -1, MA2]
type = changestate
value = 501+var(17)*49
triggerall = var(59)!=0&&((((stateno=[120,132])||ctrl)&&statetype=A)||((stateno=[230,236])&&(movecontact=[3,10])))&&p2statetype=A&&(((movereversed||moveguarded)&&p2movetype!=H)||((p2stateno=[154,155])&&p2movetype=H)||(var(37)&&p2movetype=H))
triggerall = enemynear(var(44)),gethitvar(hitshaketime)=0&&((power>=1000&&var(17)=1)||power>=2500)&&fvar(19)!=0&&fvar(20)!=0&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = ((((movereversed<11&&var(21)=105)||moveguarded<11)&&random<floor(var(45)*((var(46)+var(51))/2.0*fvar(18))))||!((moveguarded<11&&var(21)=105)&&moveguarded<11))
trigger1 = pos Y+(5*1)<0&&(p2bodydist X=[-30+var(34),20])
trigger1 = enemynear(var(44)),pos Y+floor((fvar(19)*3)+(enemynear(var(44)),gethitvar(yaccel)*((3*(3-1.0))/2.0)))<0&&(p2dist Y-5*1+floor((fvar(19)*3)+(enemynear(var(44)),gethitvar(yaccel)*((3*(3-1.0))/2.0)))=[-20,60])
trigger2 = pos Y+(5*3)<0&&(p2bodydist X<20+8*3+fvar(20)*5||(p2dist X>=-30&&helper(10001),var(10)-50-8*3<=0))
trigger2 = enemynear(var(44)),pos Y+floor((fvar(19)*5)+(enemynear(var(44)),gethitvar(yaccel)*((5*(5-1.0))/2.0)))<0&&(p2dist Y-5*3+floor((fvar(19)*5)+(enemynear(var(44)),gethitvar(yaccel)*((5*(5-1.0))/2.0)))=[-20,60])
trigger3 = pos Y+(5*6)<0&&(p2bodydist X<20+8*6+fvar(20)*8||(p2dist X>=-5&&helper(10001),var(10)-50-8*6<=0))
trigger3 = enemynear(var(44)),pos Y+floor((fvar(19)*8)+(enemynear(var(44)),gethitvar(yaccel)*((8*(8-1.0))/2.0)))<0&&(p2dist Y-5*6+floor((fvar(19)*8)+(enemynear(var(44)),gethitvar(yaccel)*((8*(8-1.0))/2.0)))=[-20,60])
trigger4 = pos Y+(5*10)<0&&(p2bodydist X<20+8*10+fvar(20)*12||(p2dist X>=-5&&helper(10001),var(10)-50-8*10<=0))
trigger4 = enemynear(var(44)),pos Y+floor((fvar(19)*12)+(enemynear(var(44)),gethitvar(yaccel)*((12*(12-1.0))/2.0)))<0&&(p2dist Y-5*10+floor((fvar(19)*12)+(enemynear(var(44)),gethitvar(yaccel)*((12*(12-1.0))/2.0)))=[-20,60])
trigger5 = pos Y+(5*13)<0&&(p2bodydist X<20+8*13+fvar(20)*15||(p2dist X>=-5&&helper(10001),var(10)-50-8*13<=0))
trigger5 = enemynear(var(44)),pos Y+floor((fvar(19)*15)+(enemynear(var(44)),gethitvar(yaccel)*((15*(15-1.0))/2.0)))<0&&(p2dist Y-5*13+floor((fvar(19)*15)+(enemynear(var(44)),gethitvar(yaccel)*((15*(15-1.0))/2.0)))=[-20,60])
[State -1, AC1];空中追撃一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13))
trigger2 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15))
trigger3 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(17-13))+fvar(21)*17))&&(p2bodydist X<45-var(34)+ceil((8.5*(17-13))+fvar(21)*17))
trigger4 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(19-13))+fvar(21)*19))&&(p2bodydist X<45-var(34)+ceil((8.5*(19-13))+fvar(21)*19))
trigger5 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(21-13))+fvar(21)*21))&&(p2bodydist X<45-var(34)+ceil((8.5*(21-13))+fvar(21)*21))
trigger6 = (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(23-13))+fvar(21)*23))&&(p2bodydist X<45-var(34)+ceil((8.5*(23-13))+fvar(21)*23))
trigger7 = (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(25-13))+fvar(21)*25))&&(p2bodydist X<45-var(34)+ceil((8.5*(25-13))+fvar(21)*25))
trigger8 = (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(27-13))+fvar(21)*27))&&(p2bodydist X<45-var(34)+ceil((8.5*(27-13))+fvar(21)*27))
trigger9 = (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(29-13))+fvar(21)*29))&&(p2bodydist X<45-var(34)+ceil((8.5*(29-13))+fvar(21)*29))
trigger10= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(31-13))+fvar(21)*31))&&(p2bodydist X<45-var(34)+ceil((8.5*(31-13))+fvar(21)*31))
trigger11= (p2dist Y+floor((fvar(19)*33)+(fvar(20)*((33*(33-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(33-13))+fvar(21)*33))&&(p2bodydist X<45-var(34)+ceil((8.5*(33-13))+fvar(21)*33))
trigger12= (p2dist Y+floor((fvar(19)*35)+(fvar(20)*((35*(35-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(35-13))+fvar(21)*35))&&(p2bodydist X<45-var(34)+ceil((8.5*(35-13))+fvar(21)*35))
trigger13= (p2dist Y+floor((fvar(19)*37)+(fvar(20)*((37*(37-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(37-13))+fvar(21)*37))&&(p2bodydist X<45-var(34)+ceil((8.5*(37-13))+fvar(21)*37))
trigger14= (p2dist Y+floor((fvar(19)*39)+(fvar(20)*((39*(39-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(39-13))+fvar(21)*39))&&(p2bodydist X<45-var(34)+ceil((8.5*(39-13))+fvar(21)*39))
trigger15= (p2dist Y+floor((fvar(19)*41)+(fvar(20)*((41*(41-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(41-13))+fvar(21)*41))&&(p2bodydist X<45-var(34)+ceil((8.5*(41-13))+fvar(21)*41))
trigger16= (p2dist Y+floor((fvar(19)*43)+(fvar(20)*((43*(43-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(43-13))+fvar(21)*43))&&(p2bodydist X<45-var(34)+ceil((8.5*(43-13))+fvar(21)*43))
trigger17= (p2dist Y+floor((fvar(19)*45)+(fvar(20)*((45*(45-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(45-13))+fvar(21)*45))&&(p2bodydist X<45-var(34)+ceil((8.5*(45-13))+fvar(21)*45))
trigger18= (p2dist Y+floor((fvar(19)*47)+(fvar(20)*((47*(47-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(47-13))+fvar(21)*47))&&(p2bodydist X<45-var(34)+ceil((8.5*(47-13))+fvar(21)*47))
trigger19= (p2dist Y+floor((fvar(19)*49)+(fvar(20)*((49*(49-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(49-13))+fvar(21)*49))&&(p2bodydist X<45-var(34)+ceil((8.5*(49-13))+fvar(21)*49))
trigger20= (p2dist Y+floor((fvar(19)*51)+(fvar(20)*((51*(51-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(51-13))+fvar(21)*51))&&(p2bodydist X<45-var(34)+ceil((8.5*(51-13))+fvar(21)*51))
trigger21= (p2dist Y+floor((fvar(19)*53)+(fvar(20)*((53*(53-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(53-13))+fvar(21)*53))&&(p2bodydist X<45-var(34)+ceil((8.5*(53-13))+fvar(21)*53))
[State -1, AC1];空中追撃一陣ノ風 飛翼裏落ち時
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000
triggerall = stateno=237&&p2dist X<0
trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(13-13))-fvar(21)*13))&&(p2bodydist X<45+var(34)-ceil((8.5*(13-13))-fvar(21)*13))
trigger2 = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(14-13))-fvar(21)*14))&&(p2bodydist X<45+var(34)-ceil((8.5*(14-13))-fvar(21)*14))
trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(15-13))-fvar(21)*15))&&(p2bodydist X<45+var(34)-ceil((8.5*(15-13))-fvar(21)*15))
trigger4 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(16-13))-fvar(21)*16))&&(p2bodydist X<45+var(34)-ceil((8.5*(16-13))-fvar(21)*16))
trigger5 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(17-13))-fvar(21)*17))&&(p2bodydist X<45+var(34)-ceil((8.5*(17-13))-fvar(21)*17))
trigger6 = (p2dist Y+floor((fvar(19)*18)+(fvar(20)*((18*(18-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(18-13))-fvar(21)*18))&&(p2bodydist X<45+var(34)-ceil((8.5*(18-13))-fvar(21)*18))
trigger7 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(19-13))-fvar(21)*19))&&(p2bodydist X<45+var(34)-ceil((8.5*(19-13))-fvar(21)*19))
trigger8 = (p2dist Y+floor((fvar(19)*20)+(fvar(20)*((20*(20-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(20-13))-fvar(21)*20))&&(p2bodydist X<45+var(34)-ceil((8.5*(20-13))-fvar(21)*20))
trigger9 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(21-13))-fvar(21)*21))&&(p2bodydist X<45+var(34)-ceil((8.5*(21-13))-fvar(21)*21))
trigger10= (p2dist Y+floor((fvar(19)*22)+(fvar(20)*((22*(22-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(22-13))-fvar(21)*22))&&(p2bodydist X<45+var(34)-ceil((8.5*(22-13))-fvar(21)*22))
trigger11= (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(23-13))-fvar(21)*23))&&(p2bodydist X<45+var(34)-ceil((8.5*(23-13))-fvar(21)*23))
trigger12= (p2dist Y+floor((fvar(19)*24)+(fvar(20)*((24*(24-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(24-13))-fvar(21)*24))&&(p2bodydist X<45+var(34)-ceil((8.5*(24-13))-fvar(21)*24))
trigger13= (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(25-13))-fvar(21)*25))&&(p2bodydist X<45+var(34)-ceil((8.5*(25-13))-fvar(21)*25))
trigger14= (p2dist Y+floor((fvar(19)*26)+(fvar(20)*((26*(26-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(26-13))-fvar(21)*26))&&(p2bodydist X<45+var(34)-ceil((8.5*(26-13))-fvar(21)*26))
trigger15= (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(27-13))-fvar(21)*27))&&(p2bodydist X<45+var(34)-ceil((8.5*(27-13))-fvar(21)*27))
trigger16= (p2dist Y+floor((fvar(19)*28)+(fvar(20)*((28*(28-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(28-13))-fvar(21)*28))&&(p2bodydist X<45+var(34)-ceil((8.5*(28-13))-fvar(21)*28))
trigger17= (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(29-13))-fvar(21)*29))&&(p2bodydist X<45+var(34)-ceil((8.5*(29-13))-fvar(21)*29))
trigger18= (p2dist Y+floor((fvar(19)*30)+(fvar(20)*((30*(30-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(30-13))-fvar(21)*30))&&(p2bodydist X<45+var(34)-ceil((8.5*(30-13))-fvar(21)*30))
trigger19= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(31-13))-fvar(21)*31))&&(p2bodydist X<45+var(34)-ceil((8.5*(31-13))-fvar(21)*31))
trigger20= (p2dist Y+floor((fvar(19)*32)+(fvar(20)*((32*(32-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(32-13))-fvar(21)*32))&&(p2bodydist X<45+var(34)-ceil((8.5*(32-13))-fvar(21)*32))
trigger21= (p2dist Y+floor((fvar(19)*33)+(fvar(20)*((33*(33-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(33-13))-fvar(21)*33))&&(p2bodydist X<45+var(34)-ceil((8.5*(33-13))-fvar(21)*33))
[State -1, AC1];空中追撃雷光閃
type = ChangeState
value = 520
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=0&&power>=1700
triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
triggerall = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-30,-5])
trigger1 = (p2dist X=[-35+fvar(21)*16,45+fvar(21)*16])&&helper(10001),var(10)>120&&(stateno!=237||stateno=237&&p2dist X>=0)
trigger2 = (p2dist X=[-45-fvar(21)*16,35-fvar(21)*16])&&helper(10001),var(10)>120&&stateno=237&&p2dist X<0
[State -1, AC1];空中追撃螺刹旋
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&!(var(17)=1&&power>=1000)
triggerall = p2movetype=H&&p2statetype=A&&var(37)&&p2dist Y<-5
triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-50,-5])
trigger1 = (p2bodydist X<75-var(34)+fvar(21)*14&&p2bodydist X>25-var(34)+fvar(21)*14)&&p2dist X>20&&(stateno!=237||stateno=237&&p2dist X>=0)
trigger2 = (p2bodydist X>=0-var(34)+fvar(21)*14&&helper(10001),var(10)<=85)&&(stateno!=237||stateno=237&&p2dist X>=0)
trigger3 = (p2bodydist X<-75+var(34)-fvar(21)*14&&p2bodydist X>-25+var(34)-fvar(21)*14)&&p2dist X<-20&&stateno=237&&p2dist X<0
[State -1, AC1];空中追撃烈風衝
type = ChangeState
value = 431
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&!(var(17)=1&&power>=1000)&&p2dist Y<-5
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-40,-5])
trigger1 = (p2bodydist X<130-var(34)+fvar(21)*14&&p2bodydist X>105-var(34)+fvar(21)*14)
trigger2 = (p2bodydist X>60-var(34)+fvar(21)*14&&helper(10001),var(10)<=160)
trigger3 = (p2bodydist X>=0-var(34)+fvar(21)*14&&helper(10001),var(10)<=70)
[State -1, AC1];空中追撃用ダッシュ
type = ChangeState
value = 100
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[120,131])&&statetype!=A)||stateno=53
trigger1 = (p2dist Y+floor((fvar(19)*5)+(fvar(20)*((5*(5-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(5-4))+fvar(21)*5))
trigger2 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(6-4))+fvar(21)*6))
trigger3 = (p2dist Y+floor((fvar(19)*7)+(fvar(20)*((7*(7-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(7-4))+fvar(21)*7))
trigger4 = (p2dist Y+floor((fvar(19)*8)+(fvar(20)*((8*(8-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(8-4))+fvar(21)*8))
trigger5 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(9-4))+fvar(21)*9))
trigger6 = (p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(10-4))+fvar(21)*10))
trigger7 = (p2dist Y+floor((fvar(19)*11)+(fvar(20)*((11*(11-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(11-4))+fvar(21)*11))
trigger8 = (p2dist Y+floor((fvar(19)*12)+(fvar(20)*((12*(12-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(12-4))+fvar(21)*12))
trigger9 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(13-4))+fvar(21)*13))
trigger10= (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(14-4))+fvar(21)*14))
trigger11 = p2bodydist X>ceil((8.5*(15-4))+fvar(21)*15)
[State -1, AC1];空中追撃用歩行
type = ChangeState
value = 25
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53
trigger1 = p2bodydist X>10+ceil(2.1*5+fvar(21)*5)
[State -1, AC1];空中追撃遠C
type = ChangeState
value = 202
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25])
trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30
[State -1, AC1];空中追撃円水斬
type = ChangeState
value = 410
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)>=3&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80)
trigger1 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-50,-5])
trigger2 = (p2bodydist X<80-var(34)+fvar(21)*9&&p2dist X>-30+fvar(21)*9)||(p2bodydist X>-30-var(34)+fvar(21)*9&&helper(10001),var(10)<=80)
trigger2 = !((p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80))
trigger2 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-60,-5])
;---------------------------------------------------------------------------
;飛翼コンボレベル2
[State -1, AC1]
type = ChangeState
value = 450
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A
triggerall = stateno=237
trigger1 = ((p2bodydist X=[-20,15])&&enemynear(var(44)),gethitvar(hittime)=[9,11])
trigger2 = ((p2bodydist X=[-20,0])&&enemynear(var(44)),gethitvar(hittime)>=9)
[State -1, AC1]
type = ChangeState
value = ifelse(random%2,421,411)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15])
triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 431
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15])
triggerall = (p2bodydist X=[-120-var(34),120-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 420
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)])
triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 430
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=2
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&((p2bodydist X!=[-20,15])||enemynear(var(44)),gethitvar(hittime)=[6,8])
triggerall = (p2bodydist X=[-120-var(34),100-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[6,12]
trigger1 = stateno=237
[State -1, AC1];雷光掌波雷砲
type = ChangeState
value = 510
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=12,>=0&&var(47)=2&&power>=2000&&var(17)=0
[State -1, AC1];雷光掌一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=14,=-1&&var(47)=2&&power>=1000&&var(17)=1
[State -1, AC1];雷光掌螺刹旋
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=12,=0&&var(47)=2&&!(power>=1000&&var(17)=1)
[State -1, AC1];空中追撃一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13))
trigger2 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15))
trigger3 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(17-13))+fvar(21)*17))&&(p2bodydist X<45-var(34)+ceil((8.5*(17-13))+fvar(21)*17))
trigger4 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(19-13))+fvar(21)*19))&&(p2bodydist X<45-var(34)+ceil((8.5*(19-13))+fvar(21)*19))
trigger5 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(21-13))+fvar(21)*21))&&(p2bodydist X<45-var(34)+ceil((8.5*(21-13))+fvar(21)*21))
trigger6 = (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(23-13))+fvar(21)*23))&&(p2bodydist X<45-var(34)+ceil((8.5*(23-13))+fvar(21)*23))
trigger7 = (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(25-13))+fvar(21)*25))&&(p2bodydist X<45-var(34)+ceil((8.5*(25-13))+fvar(21)*25))
trigger8 = (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(27-13))+fvar(21)*27))&&(p2bodydist X<45-var(34)+ceil((8.5*(27-13))+fvar(21)*27))
trigger9 = (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(29-13))+fvar(21)*29))&&(p2bodydist X<45-var(34)+ceil((8.5*(29-13))+fvar(21)*29))
trigger10= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(31-13))+fvar(21)*31))&&(p2bodydist X<45-var(34)+ceil((8.5*(31-13))+fvar(21)*31))
[State -1, AC1];空中追撃一陣ノ風 飛翼裏落ち時
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))&&var(17)=1&&power>=1000
triggerall = stateno=237&&p2dist X<0
trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(13-13))-fvar(21)*13))&&(p2bodydist X<45+var(34)-ceil((8.5*(13-13))-fvar(21)*13))
trigger2 = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(14-13))-fvar(21)*14))&&(p2bodydist X<45+var(34)-ceil((8.5*(14-13))-fvar(21)*14))
trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(15-13))-fvar(21)*15))&&(p2bodydist X<45+var(34)-ceil((8.5*(15-13))-fvar(21)*15))
trigger4 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(16-13))-fvar(21)*16))&&(p2bodydist X<45+var(34)-ceil((8.5*(16-13))-fvar(21)*16))
trigger5 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(17-13))-fvar(21)*17))&&(p2bodydist X<45+var(34)-ceil((8.5*(17-13))-fvar(21)*17))
trigger6 = (p2dist Y+floor((fvar(19)*18)+(fvar(20)*((18*(18-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(18-13))-fvar(21)*18))&&(p2bodydist X<45+var(34)-ceil((8.5*(18-13))-fvar(21)*18))
trigger7 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(19-13))-fvar(21)*19))&&(p2bodydist X<45+var(34)-ceil((8.5*(19-13))-fvar(21)*19))
trigger8 = (p2dist Y+floor((fvar(19)*20)+(fvar(20)*((20*(20-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(20-13))-fvar(21)*20))&&(p2bodydist X<45+var(34)-ceil((8.5*(20-13))-fvar(21)*20))
trigger9 = (p2dist Y+floor((fvar(19)*21)+(fvar(20)*((21*(21-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(21-13))-fvar(21)*21))&&(p2bodydist X<45+var(34)-ceil((8.5*(21-13))-fvar(21)*21))
trigger10= (p2dist Y+floor((fvar(19)*22)+(fvar(20)*((22*(22-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(22-13))-fvar(21)*22))&&(p2bodydist X<45+var(34)-ceil((8.5*(22-13))-fvar(21)*22))
trigger11= (p2dist Y+floor((fvar(19)*23)+(fvar(20)*((23*(23-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(23-13))-fvar(21)*23))&&(p2bodydist X<45+var(34)-ceil((8.5*(23-13))-fvar(21)*23))
trigger12= (p2dist Y+floor((fvar(19)*24)+(fvar(20)*((24*(24-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(24-13))-fvar(21)*24))&&(p2bodydist X<45+var(34)-ceil((8.5*(24-13))-fvar(21)*24))
trigger13= (p2dist Y+floor((fvar(19)*25)+(fvar(20)*((25*(25-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(25-13))-fvar(21)*25))&&(p2bodydist X<45+var(34)-ceil((8.5*(25-13))-fvar(21)*25))
trigger14= (p2dist Y+floor((fvar(19)*26)+(fvar(20)*((26*(26-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(26-13))-fvar(21)*26))&&(p2bodydist X<45+var(34)-ceil((8.5*(26-13))-fvar(21)*26))
trigger15= (p2dist Y+floor((fvar(19)*27)+(fvar(20)*((27*(27-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(27-13))-fvar(21)*27))&&(p2bodydist X<45+var(34)-ceil((8.5*(27-13))-fvar(21)*27))
trigger16= (p2dist Y+floor((fvar(19)*28)+(fvar(20)*((28*(28-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(28-13))-fvar(21)*28))&&(p2bodydist X<45+var(34)-ceil((8.5*(28-13))-fvar(21)*28))
trigger17= (p2dist Y+floor((fvar(19)*29)+(fvar(20)*((29*(29-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(29-13))-fvar(21)*29))&&(p2bodydist X<45+var(34)-ceil((8.5*(29-13))-fvar(21)*29))
trigger18= (p2dist Y+floor((fvar(19)*30)+(fvar(20)*((30*(30-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(30-13))-fvar(21)*30))&&(p2bodydist X<45+var(34)-ceil((8.5*(30-13))-fvar(21)*30))
trigger19= (p2dist Y+floor((fvar(19)*31)+(fvar(20)*((31*(31-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(31-13))-fvar(21)*31))&&(p2bodydist X<45+var(34)-ceil((8.5*(31-13))-fvar(21)*31))
trigger20= (p2dist Y+floor((fvar(19)*32)+(fvar(20)*((32*(32-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(32-13))-fvar(21)*32))&&(p2bodydist X<45+var(34)-ceil((8.5*(32-13))-fvar(21)*32))
trigger21= (p2dist Y+floor((fvar(19)*33)+(fvar(20)*((33*(33-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(33-13))-fvar(21)*33))&&(p2bodydist X<45+var(34)-ceil((8.5*(33-13))-fvar(21)*33))
[State -1, AC1];空中追撃螺刹旋
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&!(var(17)=1&&power>=1000)
triggerall = p2movetype=H&&p2statetype=A&&var(37)&&p2dist Y<-5
triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
triggerall = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-50,-5])
trigger1 = (p2bodydist X<75-var(34)+fvar(21)*14&&p2bodydist X>25-var(34)+fvar(21)*14)&&p2dist X>20&&(stateno!=237||stateno=237&&p2dist X>=0)
trigger2 = (p2bodydist X>=0-var(34)+fvar(21)*14&&helper(10001),var(10)<=85)&&(stateno!=237||stateno=237&&p2dist X>=0)
trigger3 = (p2bodydist X<-75+var(34)-fvar(21)*14&&p2bodydist X>-25+var(34)-fvar(21)*14)&&p2dist X<-20&&stateno=237&&p2dist X<0
[State -1, AC1];空中追撃用ダッシュ
type = ChangeState
value = 100
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||((stateno=[120,131])&&statetype!=A)||stateno=53
trigger1 = (p2dist Y+floor((fvar(19)*5)+(fvar(20)*((5*(5-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(5-4))+fvar(21)*5))
trigger2 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(6-4))+fvar(21)*6))
trigger3 = (p2dist Y+floor((fvar(19)*7)+(fvar(20)*((7*(7-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(7-4))+fvar(21)*7))
trigger4 = (p2dist Y+floor((fvar(19)*8)+(fvar(20)*((8*(8-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(8-4))+fvar(21)*8))
trigger5 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(9-4))+fvar(21)*9))
trigger6 = (p2dist Y+floor((fvar(19)*10)+(fvar(20)*((10*(10-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(10-4))+fvar(21)*10))
trigger7 = (p2dist Y+floor((fvar(19)*11)+(fvar(20)*((11*(11-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(11-4))+fvar(21)*11))
trigger8 = (p2dist Y+floor((fvar(19)*12)+(fvar(20)*((12*(12-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(12-4))+fvar(21)*12))
trigger9 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(13-4))+fvar(21)*13))
trigger10= (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-10])&&(p2bodydist X>10-var(34)+ceil((8.5*(14-4))+fvar(21)*14))
trigger11 = p2bodydist X>ceil((8.5*(15-4))+fvar(21)*15)
[State -1, AC1];空中追撃用歩行
type = ChangeState
value = 25
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53
trigger1 = p2bodydist X>10+ceil(2.1*5+fvar(21)*5)
[State -1, AC1];空中追撃遠C
type = ChangeState
value = 202
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25])
trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30
[State -1, AC1];空中追撃円水斬
type = ChangeState
value = 410
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=2&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&((p2stateno=[154,155])||var(37))
triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80)
trigger1 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-50,-5])
trigger2 = (p2bodydist X<80-var(34)+fvar(21)*9&&p2dist X>-30+fvar(21)*9)||(p2bodydist X>-30-var(34)+fvar(21)*9&&helper(10001),var(10)<=80)
trigger2 = !((p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80))
trigger2 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-60,-5])
;---------------------------------------------------------------------------
;飛翼コンボレベル1
[State -1, AC1]
type = ChangeState
value = ifelse(random%2,421,411)
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=1
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15])
triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 420
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=1
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)])
triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12]
trigger1 = stateno=237
[State -1, AC1];雷光掌一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=14,=-1&&var(47)=1&&power>=1000&&var(17)=1
[State -1, AC1];雷光掌螺刹旋
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=12,=0&&var(47)=1&&!(power>=1000&&var(17)=1)
[State -1, AC1];空中追撃一陣ノ風
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&var(37)&&var(17)=1&&power>=1000
triggerall = (stateno=237&&p2dist X>=0)||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(13-13))+fvar(21)*13))&&(p2bodydist X<45-var(34)+ceil((8.5*(13-13))+fvar(21)*13))
trigger2 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(15-13))+fvar(21)*15))&&(p2bodydist X<45-var(34)+ceil((8.5*(15-13))+fvar(21)*15))
trigger3 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(17-13))+fvar(21)*17))&&(p2bodydist X<45-var(34)+ceil((8.5*(17-13))+fvar(21)*17))
trigger4 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40-var(34)+ceil((8.5*(19-13))+fvar(21)*19))&&(p2bodydist X<45-var(34)+ceil((8.5*(19-13))+fvar(21)*19))
[State -1, AC1];空中追撃一陣ノ風 飛翼裏落ち時
type = ChangeState
value = 570
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&var(37)&&var(17)=1&&power>=1000
triggerall = stateno=237&&p2dist X<0
trigger1 = (p2dist Y+floor((fvar(19)*13)+(fvar(20)*((13*(13-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(13-13))-fvar(21)*13))&&(p2bodydist X<45+var(34)-ceil((8.5*(13-13))-fvar(21)*13))
trigger2 = (p2dist Y+floor((fvar(19)*14)+(fvar(20)*((14*(14-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(14-13))-fvar(21)*14))&&(p2bodydist X<45+var(34)-ceil((8.5*(14-13))-fvar(21)*14))
trigger3 = (p2dist Y+floor((fvar(19)*15)+(fvar(20)*((15*(15-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(15-13))-fvar(21)*15))&&(p2bodydist X<45+var(34)-ceil((8.5*(15-13))-fvar(21)*15))
trigger4 = (p2dist Y+floor((fvar(19)*16)+(fvar(20)*((16*(16-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(16-13))-fvar(21)*16))&&(p2bodydist X<45+var(34)-ceil((8.5*(16-13))-fvar(21)*16))
trigger5 = (p2dist Y+floor((fvar(19)*17)+(fvar(20)*((17*(17-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(17-13))-fvar(21)*17))&&(p2bodydist X<45+var(34)-ceil((8.5*(17-13))-fvar(21)*17))
trigger6 = (p2dist Y+floor((fvar(19)*18)+(fvar(20)*((18*(18-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(18-13))-fvar(21)*18))&&(p2bodydist X<45+var(34)-ceil((8.5*(18-13))-fvar(21)*18))
trigger7 = (p2dist Y+floor((fvar(19)*19)+(fvar(20)*((19*(19-1.0))/2.0)))=[-70,-20])&&(p2bodydist X>-40+var(34)-ceil((8.5*(19-13))-fvar(21)*19))&&(p2bodydist X<45+var(34)-ceil((8.5*(19-13))-fvar(21)*19))
[State -1, AC1];空中追撃用歩行
type = ChangeState
value = 25
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1
triggerall = p2movetype=H&&p2statetype=A&&var(37)
triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53
trigger1 = p2bodydist X>50
[State -1, AC1];空中追撃遠C
type = ChangeState
value = 202
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&var(37)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25])
trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30
[State -1, AC1];空中追撃円水斬
type = ChangeState
value = 410
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=1&&p2dist Y<-5&&enemynear(var(44)),gethitvar(hitshaketime)=0
triggerall = p2movetype=H&&p2statetype=A&&var(37)
triggerall = stateno=237||(ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53||(var(53)&&var(51)>=1)
trigger1 = (p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80)
trigger1 = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-50,-5])
trigger2 = (p2bodydist X<80-var(34)+fvar(21)*9&&p2dist X>-30+fvar(21)*9)||(p2bodydist X>-30-var(34)+fvar(21)*9&&helper(10001),var(10)<=80)
trigger2 = !((p2bodydist X<70-var(34)+fvar(21)*6&&p2dist X>10+fvar(21)*6)||(p2bodydist X>10-var(34)+fvar(21)*6&&helper(10001),var(10)<=80))
trigger2 = (p2dist Y+floor((fvar(19)*9)+(fvar(20)*((9*(9-1.0))/2.0)))=[-60,-5])
;---------------------------------------------------------------------------
;飛翼コンボレベル0
[State -1, AC1]
type = ChangeState
value = 421
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=0
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-20,15])
triggerall = (p2bodydist X=[-80-var(34),70-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[13,15]
trigger1 = stateno=237
[State -1, AC1]
type = ChangeState
value = 420
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&var(47)=0
triggerall = p2movetype=H&&(p2stateno!=[150,155])&&p2statetype!=A&&(p2bodydist X!=[-40-var(34),40+var(34)])
triggerall = (p2bodydist X=[-90-var(34),90-var(34)])&&enemynear(var(44)),gethitvar(hittime)=[10,12]
trigger1 = stateno=237
[State -1, AC1];雷光掌螺刹旋
type = ChangeState
value = 411
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(30)=0&&p2movetype=H&&(p2stateno!=[150,155])
trigger1 = stateno=451&&animelem=12,=0&&var(47)=0&&random<500
[State -1, AC1];空中追撃用歩行
type = ChangeState
value = 25
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=0
triggerall = p2movetype=H&&p2statetype=A&&var(37)
triggerall = (ctrl&&statetype!=A)||((stateno=[120,131])&&statetype!=A)||stateno=53
trigger1 = p2bodydist X>85
[State -1, AC1];空中追撃遠C
type = ChangeState
value = 202
triggerall = var(59)!=0&&roundstate=2&&var(39)=0&&var(47)=0&&enemynear(var(44)),gethitvar(hitshaketime)=0&&random<350
triggerall = p2movetype=H&&p2statetype=A&&var(37)
triggerall = (ctrl&&statetype!=A)||(stateno=[25,26])||(stateno=[100,101])||((stateno=[120,131])&&statetype!=A)||stateno=53
triggerall = (p2dist Y+floor((fvar(19)*6)+(fvar(20)*((6*(6-1.0))/2.0)))=[-65,-25])
trigger1 = (p2bodydist X<85+fvar(21)*6&&p2bodydist X>=30-var(34)+fvar(21)*6)&&p2bodydist X>=30