;=====================================================================
;MUGEN CharData (01.04.14)
;"King 2K3"                                                 ActJapan
;=====================================================================

;=====================================================================
; Definition of the Commands
;=====================================================================

;-| CPU Function |----------------------------------------------------
[Command]
name = "cpu01"
command = ~F,DF,D,DB,B,F,DF,D,DB,B,a+b+c
time = 0

;-| Super Motions |---------------------------------------------------
;---------------------------------------------------------------------
; イリュージョンダンス MAX
[Command]
name = "IllnDnc_MAX"
command = ~D, DF, F, DF, D, DB, B, a+b
time = 25

; イリュージョンダンス
[Command]
name = "IllnDnc_a"
command = ~D, DF, F, DF, D, DB, B, a
time = 25

[Command]
name = "IllnDnc_b"
command = ~D, DF, F, DF, D, DB, B, b
time = 25

;---------------------------------------------------------------------
; ファントムストライク
[Command]
name = "FBnmStr_x"
command = ~D, DF, F, D, DF, F, x
time = 23

[Command]
name = "FBnmStr_y"
command = ~D, DF, F, D, DF, F, y
time = 23

;---------------------------------------------------------------------
; サイレントフラッシュ/サイレントスラッシュ
[Command]
name = "SlntFlsh_a"
command = ~D, DB, B, D, DB, B,a
time = 23

[Command]
name = "SlntFlsh_b"
command = ~D, DB, B, D, DB, B,b
time = 23

;---------------------------------------------------------------------
; サイレントスラッシュ Ex
[Command]
name = "SlntSrsh_MAX"
command = ~D, DF, F, D, DF, F, a+b
time = 23

;---------------------------------------------------------------------
; 交代 １
[Command]
name = "Change_ay"
command = ~D, DF, F, y+a
time = 18

; 交代 ２
[Command]
name = "Change_by"
command = ~D, DF, F, y+b
time = 18

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

;---------------------------------------------------------------------
; ダブルストライク
[Command]
name = "WBnmStr_a"
command = ~D, DF, F, D, DF, F, a
time = 20

[Command]
name = "WBnmStr_b"
command = ~D, DF, F, D, DF, F, b
time = 20

;---------------------------------------------------------------------
; トラップショット
[Command]
name = "TrapShot_a"
command = ~B, D, DB, a
time = 18

[Command]
name = "TrapShot_b"
command = ~B, D, DB, b
time = 18

;---------------------------------------------------------------------
; サプライズローズ
[Command]
name = "SpRs_x"
command = ~F, D, DF, x
time = 18

[Command]
name = "SpRs_y"
command = ~F, D, DF, y
time = 18

;---------------------------------------------------------------------
; トラップショット
[Command]
name = "TrapShot2001_a"
command = ~F, D, DF, a
time = 18

[Command]
name = "TrapShot2001_b"
command = ~F, D, DF, b
time = 18

;---------------------------------------------------------------------
; トルネードキック
[Command]
name = "TndKick_a"
command = ~F, DF, D, DB, B, a
time = 18

[Command]
name = "TndKick_b"
command = ~F, DF, D, DB, B, b
time = 18

;---------------------------------------------------------------------
; ミラージュキック
[Command]
name = "MrjKick_x"
command = ~F, DF, D, DB, B, x
time = 18

[Command]
name = "MrjKick_y"
command = ~F, DF, D, DB, B, y
time = 18

;---------------------------------------------------------------------
; ミラージュダンス
[Command]
name = "MrjDnc_x"
command = ~B, DB, D, DF, F, x
time = 18

[Command]
name = "MrjDnc_y"
command = ~B, DB, D, DF, F, y
time = 18

;---------------------------------------------------------------------
; ベノムストライク(トップベノム)/アンダーベノム
[Command]
name = "BnmStr_x"
command = ~D, DF, F, x
time = 15

[Command]
name = "BnmStr_y"
command = ~D, DF, F, y
time = 15

[Command]
name = "BnmStr_a"
command = ~D, DF, F, a
time = 15

[Command]
name = "BnmStr_b"
command = ~D, DF, F, b
time = 15

;---------------------------------------------------------------------
; サプライズローズ
[Command]
name = "SpRs2001_a"
command = ~B, F, DF, D, a
time = 15

[Command]
name = "SpRs2001_b"
command = ~B, F, DF, D, b
time = 15

;---------------------------------------------------------------------
;-| 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+x
time = 1

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

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

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

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

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

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

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

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

;------------------- KOF Seriese only
[Command]
name = "gc_fwd"
command = a+x
time = 1

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

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

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

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

[Command]
name = "fwd_x"
command = /F,x
time = 1

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

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

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

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

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

[Command]
name = "back_x"
command = /B,x
time = 1

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

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

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

;-----------------------------For KOF Seriese only
[Command]
name = "gc_fwd"
command = /DF, a+x
time = 1

;[Command]
;name = "gc_fwd"
;command = /DF, z
;time = 1

[Command]
name = "gc_fwd"
command = /F, a+x
time = 1

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

[Command]
name = "gc_back"
command = /DB, a+x
time = 1

;[Command]
;name = "gc_back"
;command = /DB, z
;time = 1

[Command]
name = "gc_back"
command = /B, a+x
time = 1

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

[Command]
name = "q_fwd"
command = /F, a+x
time = 1

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

[Command]
name = "q_back"
command = /B, a+x
time = 1

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

;-| Single Button |---------------------------------------------------
[Command]
name = "x"
command = x
time = 1

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

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

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

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

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

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

;[Command]
;name = "recovery"
;command = z
;time = 1

;----------------------------- KOF Seriese only
;[Command]
;name = "gc_fwd"
;command = z
;time = 1

;[Command]
;name = "q_fwd"
;command = z
;time = 1

;-| Hold Button |-----------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

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

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

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

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

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

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

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

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

;------------------------ For KOF Series Only
[Command]
name = "holdupfwd"
command = /UF
time = 1

[Command]
name = "holdupback"
command = /UB
time = 1

;------------------------ Or
[Command]
name = "Selectfwd"
command = F
time = 1

[Command]
name = "Selectback"
command = B
time = 1


[Command]
name = "holdfwdup";Required (do not remove)
command = /UF
time = 1

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

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

;=====================================================================
; State Entry for Commands
;=====================================================================

[Statedef -1]

;=====================================================================
; CPU Function
;=====================================================================

; ＣＰＵ専用フラグ
;[State -1,cpu01]
;type = VarSet
;triggerall = var(30)=0
;trigger1 = Command = "cpu01"
;persistent = 0
;v = 30
;value = 1

;=====================================================================
; Super Arts
;=====================================================================
;---------------------------------------------------------------------
; イリュージョンダンス
[State -1]
type = ChangeState
value = 3200
triggerall = Var(36)=0 || Var(36)=2
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "IllnDnc_a"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger14 = MoveContact && (StateNo = 1700 && AnimElemTime(3) >= 2 && AnimElemTime(12) <= 1) && Var(36)=2 && Power >= 2000-fVar(2)

; イリュージョンダンス
[State -1]
type = ChangeState
value = 3250
triggerall = Var(36)=0 || Var(36)=2
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "IllnDnc_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger14 = MoveContact && (StateNo = 1700 && AnimElemTime(3) >= 2 && AnimElemTime(12) <= 1) && Var(36)=2 && Power >= 2000-fVar(2)

;---------------------------------------------------------------------
; イリュージョンダンス 2001 MAX
[State -1]
type = ChangeState
value = 3700
triggerall = Var(36)=1 && Ceil(fVar(36))=Var(36)
triggerall = Power >= 2000-fVar(2)
triggerall = Command = "IllnDnc_MAX"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)

;---------------------------------------------------------------------
; イリュージョンダンス 2001
[State -1]
type = ChangeState
value = 3500
triggerall = Var(36)=1
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "IllnDnc_a"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)

; イリュージョンダンス 2001
[State -1]
type = ChangeState
value = 3550
triggerall = Var(36)=1
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "IllnDnc_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) <= 2) && Power >= 2000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) <= 2) && Power >= 2000-fVar(2)

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

; サイレントスラッシュ Ex MAX
[State -1]
type = ChangeState
value = 3800
triggerall = Var(36)=2 && Ceil(fVar(36))=Var(36)
triggerall = Power >= 2000-fVar(2)
triggerall = Command = "SlntSrsh_MAX"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 3000-fVar(2)
trigger14 = MoveContact && (StateNo = 1700 && AnimElemTime(3) >= 2 && AnimElemTime(12) <= 1) && Power >= 2000-fVar(2)

;---------------------------------------------------------------------
; ファントムストライク X
[State -1]
type = ChangeState
value = 3300
triggerall = Var(36)=0 && Ceil(fVar(36))=Var(36)
triggerall = Power >= 2000-fVar(2)
triggerall = Command = "FBnmStr_x"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; ファントムストライク Y
[State -1]
type = ChangeState
value = 3350
triggerall = Var(36)=0 && Ceil(fVar(36))=Var(36)
triggerall = Power >= 2000-fVar(2)
triggerall = Command = "FBnmStr_y"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; サイレントフラッシュ
[State -1]
type = ChangeState
value = 3000
triggerall = Var(36)=0
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "SlntFlsh_a" || Command = "SlntFlsh_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; サイレントフラッシュ 2000
[State -1]
type = ChangeState
value = 3600
triggerall = Var(36)=2
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "SlntFlsh_a"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)
trigger14 = MoveContact && (StateNo = 1700 && AnimElemTime(3) >= 2 && AnimElemTime(12) <= 1) && Power >= 2000-fVar(2)

[State -1]
type = ChangeState
value = 3650
triggerall = Var(36)=2
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "SlntFlsh_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)
trigger14 = MoveContact && (StateNo = 1700 && AnimElemTime(3) >= 2 && AnimElemTime(12) <= 1) && Power >= 2000-fVar(2)

;---------------------------------------------------------------------
; サプライズローズ
[State -1]
type = ChangeState
value = 3100
triggerall = Var(36)=1
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "SpRs2001_a"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) < 2) && Power >= 2000-fVar(2)

; イリュージョンダンス 2001
[State -1]
type = ChangeState
value = 3150
triggerall = Var(36)=1
triggerall = Power >= 1000-fVar(2)
triggerall = Command = "SpRs2001_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)
trigger12 = MoveContact && (StateNo = 1600 && AnimElemTime(4) >= 1 && AnimElemTime(15) <= 2) && Power >= 2000-fVar(2)
trigger13 = MoveContact && (StateNo = 1650 && AnimElemTime(4) >= 1 && AnimElemTime(15) <= 2) && Power >= 2000-fVar(2)

;-----------------------------------
; 特殊チェンジ 発動
[State -1]
type = ChangeState
value = 930
triggerall = Var(36)!=3
triggerall = Var(36)<=2 && Power >= 1000-fVar(2)
triggerall = NumExplod(2600)!=0
triggerall = Command = "Change_ay"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; 特殊チェンジ 発動
[State -1]
type = ChangeState
value = 935
triggerall = Var(36)!=3
triggerall = Var(36)<=2 && Power >= 1000-fVar(2)
triggerall = NumExplod(2600)!=0
triggerall = Command = "Change_by"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4)
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;=====================================================================
; Special Arts 
;=====================================================================
;---------------------------------------------------------------------
; トラップショット
[State -1]
type = ChangeState
value = 1300
triggerall = Var(36)=0
triggerall = Command = "TrapShot_a" || Command = "TrapShot_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 0) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; トラップショット 2001
[State -1]
type = ChangeState
value = 1300
triggerall = Var(36)=1
triggerall = Command = "TrapShot2001_a" || Command = "TrapShot2001_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 0) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; サプライズローズ Ex
[State -1]
type = ChangeState
value = 1800
triggerall = Var(36)=2
triggerall = Command = "SpRs_x"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 0) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; サプライズローズ Ex
[State -1]
type = ChangeState
value = 1850
triggerall = Var(36)=2
triggerall = Command = "SpRs_y"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 0) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; ミラージュダンス
[State -1]
type = ChangeState
value = 1700
triggerall = Var(36)=1 || Var(36)=2
triggerall = Command = "MrjDnc_x" || Command = "MrjDnc_y"
triggerall = P2BodyDist X = [-5,15]
triggerall = P2Statetype = S || P2Statetype = C
triggerall = P2StateNo != [150,155]
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = MoveHit && (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = MoveHit && (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = MoveHit && (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = MoveHit && (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveHit || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveHit || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveHit || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveHit || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveHit && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; ダブルストライク A
[State -1]
type = ChangeState
value = 1500
triggerall = Var(36)=0
triggerall = Command = "WBnmStr_a"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; ダブルストライク B
[State -1]
type = ChangeState
value = 1550
triggerall = Var(36)=0
triggerall = Command = "WBnmStr_b"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; ミラージュキック
[State -1]
type = ChangeState
value = 1610
triggerall = Var(36)=1 || Var(36)=2
triggerall = Command = "MrjKick_x"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

[State -1]
type = ChangeState
value = 1660
triggerall = Var(36)=1 || Var(36)=2
triggerall = Command = "MrjKick_y"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; トルネードキック A
[State -1]
type = ChangeState
value = 1200
triggerall = Var(36)=0
triggerall = Command = "TndKick_a"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; トルネードキック B
[State -1]
type = ChangeState
value = 1250
triggerall = Var(36)=0
triggerall = Command = "TndKick_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; トルネードキック 2001 A
[State -1]
type = ChangeState
value = 1400
triggerall = Var(36)=1 || Var(36)=2
triggerall = Command = "TndKick_a"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; トルネードキック 2001 B
[State -1]
type = ChangeState
value = 1450
triggerall = Var(36)=1 || Var(36)=2
triggerall = Command = "TndKick_b"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; ベノムストライク(トップベノム) X
[State -1]
type = ChangeState
value = 1000
triggerall = Var(36)=0 || Var(36)=2
triggerall = Command = "BnmStr_x"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; ベノムストライク(トップベノム) Y
[State -1]
type = ChangeState
value = 1050
triggerall = Var(36)=0 || Var(36)=2
triggerall = Command = "BnmStr_y"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; ベノムストライク 2001 X
[State -1]
type = ChangeState
value = 1005
triggerall = Var(36)=1
triggerall = Command = "BnmStr_a"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; ダブルストライク 2001 Y
[State -1]
type = ChangeState
value = 1055
triggerall = Var(36)=1
triggerall = Command = "BnmStr_b"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;---------------------------------------------------------------------
; アンダーベノム A
[State -1]
type = ChangeState
value = 1100
triggerall = Var(36)=0 || Var(36)=2
triggerall = Command = "BnmStr_a"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

; アンダーベノム B
[State -1]
type = ChangeState
value = 1150
triggerall = Var(36)=0 || Var(36)=2
triggerall = Command = "BnmStr_b"
triggerall = NumProjID(1050)=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) && Pos Y = 0
trigger2 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger3 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger4 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger5 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger6 = (MoveContact || Var(32)!=0) && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger7 = (MoveContact || Var(32)!=0) && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger8 = (MoveContact || Var(32)!=0) && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5)
trigger9 = (MoveContact || Var(32)!=0) && (StateNo = 410 && AnimElemTime(2) >= 2 && AnimElemTime(4) <= 4)
trigger10 = MoveContact && (StateNo = 700 && AnimElemTime(5) >= 1 && AnimElemTime(6) <= 4) && Var(36)!=1
trigger11 = (StateNo = 600 && AnimElemTime(4) >= 2 && AnimElemTime(6) <= 2) && (Var(30)=0 || Var(30)!=0 && Var(48)!=0)

;=====================================================================
; Basic Animation
;=====================================================================
;---------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = Command = "FF" && StateType = S && Ctrl = 1 && StateNo != 100

;---------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = Command = "BB" && StateType = S && Ctrl = 1

;=====================================================================
; 2/3 Buttons
;=====================================================================

;----------------------------------
;クイック ＭＡＸモード 発動

[State -1]
type = Null ;ChangeState
value = 965
triggerall = Var(36)=3
triggerall = Command = "ay"
triggerall = NumHelper(8888)=0
triggerall = Var(32)=0 && Power >= 1000
triggerall = StateType != A
trigger1 = MoveContact && StateNo = [200,430]
trigger2 = MoveContact && StateNo = 600
trigger3 = MoveContact && StateNo = [700,799]

;-----------------------------------
;通常 ＭＡＸモード 発動
[State -1]
type = Null ;ChangeState
value = 960
triggerall = Var(36)=3
triggerall = Command = "ay"
triggerall = NumHelper(8888)=0
triggerall = Var(32)=0 && Power >= 1000
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

;-----------------------------------
; 通常チェンジ 発動
[State -1]
type = ChangeState
value = 900
triggerall = Var(36)<=2
triggerall = NumExplod(2600)!=0
triggerall = StateType = S && (Ctrl = 1 || StateNo = 100)
trigger1 = Command = "ay"

; 通常チェンジ 発動
[State -1]
type = ChangeState
value = 905
triggerall = Var(36)<=2
triggerall = NumExplod(2600)!=0
triggerall = StateType = S && (Ctrl = 1 || StateNo = 100)
trigger1 = Command = "by"

;---------------------------------------------------------------------
; ストライカー
;----------------
[State -1]
type = Null ;ChangeState
value = 950
triggerall = Command = "ay" && Power >= 1000-fVar(31)
triggerall = NumHelper(Var(40))=0
triggerall = NumHelper(Var(41))=0
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100)
;---------------------------------------------------------------------
;=====================================================================
; Basic Throws
;=====================================================================

;---------------------------------------------------------------------
; （Ｐ通常投げ）
[State -1]
type = ChangeState
value = 800
triggerall = StateNo != 100 && StateType = S && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = Command = "fwd_y" && P2BodyDist X < 8
trigger2 = Command = "back_y" && P2BodyDist X < 12

;---------------------------------------------------------------------
; （Ｋ通常投げ）
[State -1]
type = ChangeState
value = 850
triggerall = StateNo != 100 && StateType = S && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = Command = "fwd_b" && P2BodyDist X < 8
trigger2 = Command = "back_b" && P2BodyDist X < 12

;---------------------------------------------------------------------
; Special Attacks , Moves and so on.
;---------------------------------------------------------------------
;---------------------------------------------------------------------
; ふっとばし攻撃
[State -1]
type = Null ;ChangeState
value = 600
triggerall = Var(36)=3
triggerall = Command = "by"
trigger1 = StateType != A && (Ctrl = 1 || StateNo = 100) & Var(30)=0
trigger2 = StateType = S && (Ctrl = 1 || StateNo = 100) & Var(30)!=0
trigger2 = P2BodyDist X != [-20,80]
trigger3 = MoveContact && StateType != A && Var(32)!=0 && Var(36)=2

;---------------------------------------------------------------------
; 空中ふっとばし攻撃
[State -1]
type = Null ;ChangeState
value = 610
triggerall = Var(36)=3
triggerall = Command = "by"
triggerall = StateType = A
trigger1 =  Ctrl = 1
trigger2 = MoveContact && (StateNo = 500 || StateNo = 510) && Var(36)=1 && Var(32)!=0

;---------------------------------------------------------------------
; ガードキャンセル緊急回避動作（前・後）&& キャンセル緊急回避動作
[State -1]
type = ChangeState
value = 4000
triggerall = Command = "gc_fwd" && Power >= 1000
trigger1 = Var(4) = 1 && StateType != A
trigger1 = StateNo = 150 || StateNo = 152
trigger2 = MoveContact && StateType != A && Var(36)=3 && StateNo=[200,430] 
trigger3 = MoveContact && StateType != A && Var(36)=3 && StateNo=[600,699] 
trigger4 = MoveContact && StateType != A && Var(36)=3 && StateNo=[700,799] 

;---------------------------------------------------------------------
; 緊急回避動作（前）
[State -1]
type = ChangeState
value = 4050
triggerall = Command = "q_fwd" && !Command = "holdback"
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

;---------------------------------------------------------------------
; 緊急回避動作（後）
[State -1]
type = ChangeState
value = 4150
triggerall = Command = "q_back" && !Command = "holdfwd"
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

;---------------------------------------------------------------------
; ガードキャンセル吹っ飛ばし攻撃
[State -1]
type = Null ;ChangeState
value = 4500
triggerall = Command = "by"
triggerall = Var(4) = 1 && Power >= 1000 && StateType != A
trigger1 = StateNo = 150 || StateNo = 152

;=====================================================================
; Dir + Button
;=====================================================================
;  スライディング キャンセル時
[State -1]
type = ChangeState
value = 700
triggerall = Command = "b" && Command = "holddown" && Command = "holdfwd"
trigger1 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 2)
trigger2 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 2)
trigger3 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 3)
trigger4 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 1)
trigger5 = MoveContact && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger6 = MoveContact && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger7 = MoveContact && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5) && Var(36)=0

; スライディング
[State -1]
type = ChangeState
value = 710
triggerall = Command = "b" && Command = "holddown" && Command = "holdfwd"
trigger1 = StateType != A && Ctrl = 1
trigger2 = StateNo = 100


[State -1]
type = ChangeState
value = 720
triggerall = Var(36)=1
triggerall = Command = "a" && Command != "holddown" && Command = "holdfwd"
trigger1 = (StateNo = 200 && AnimElemTime(4) >= 1 && AnimElemTime(5) < 0)
trigger2 = (StateNo = 210 && AnimElemTime(3) >= 1 && AnimElemTime(5) < 0)
trigger3 = (StateNo = 220 && AnimElemTime(4) >= 1 && AnimElemTime(6) <= 1)
trigger4 = (StateNo = 230 && AnimElemTime(3) >= 2 && AnimElemTime(8) <= 0)
trigger5 = MoveContact && (StateNo = 400 && AnimElemTime(2) >= 1 && AnimElemTime(4) <= 2)
trigger6 = MoveContact && (StateNo = 420 && AnimElemTime(3) >= 1 && AnimElemTime(6) <= 4)
trigger7 = MoveContact && (StateNo = 430 && AnimElemTime(3) >= 1 && AnimElemTime(5) <= 5) && Var(36)=0

; 
[State -1]
type = ChangeState
value = 730
triggerall = Var(36)=1
triggerall = Command = "a" && Command != "holddown" && Command = "holdfwd"
trigger1 = StateType != A && Ctrl = 1
trigger2 = StateNo = 100
trigger3 = (StateNo = 200 && AnimElemTime(5) >= 0)
trigger4 = (StateNo = 210 && AnimElemTime(5) >= 0)
trigger5 = (StateNo = 220 && AnimElemTime(6) >= 2 && AnimElemTime(7) <= 5)
trigger6 = (StateNo = 230 && AnimElemTime(8) >= 1 && AnimElemTime(9) <= 4)
trigger7 = MoveContact && (StateNo = 400 && AnimElemTime(4) >= 3)
trigger8 = MoveContact && (StateNo = 420 && AnimElemTime(6) >= 5 && AnimElemTime(8) < 0)
trigger9 = MoveContact && (StateNo = 430 && AnimElemTime(5) >= 6 && AnimElemTime(6) <= 5) && Var(36)=0

;=====================================================================
; Taunts
;=====================================================================
;---------------------------------------------------------------------
; 挑発
[State -1]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = StateType = S && Ctrl = 1

;=====================================================================
; Basic Arts
;=====================================================================

;---------------------------------------------------------------------
; 弱パンチ
[State -1]
type = ChangeState
value = 205
triggerall = P2BodyDist X != [-5,20]
triggerall = Command = "x" && !Command = "holddown"
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

; 弱パンチ
[State -1]
type = ChangeState
value = 200
triggerall = Command = "x" && !Command = "holddown"
triggerall = (P2BodyDist X = [-5,20])
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

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

; 弱キック
[State -1]
type = ChangeState
value = 215
triggerall = Command = "a" && !Command = "holddown"
triggerall = P2BodyDist X != [-5,20]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

; 弱キック
[State -1]
type = ChangeState
value = 210
triggerall = Command = "a" && !Command = "holddown"
triggerall = (P2BodyDist X = [-5,20])
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

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

; 強パンチ
[State -1]
type = ChangeState
value = 225
triggerall = Command = "y" && !Command = "holddown"
triggerall = P2BodyDist X != [-5,22]
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

; 強パンチ
[State -1]
type = ChangeState
value = 220
triggerall = Command = "y" && !Command = "holddown"
triggerall = (P2BodyDist X = [-5,22])
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

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

; 強キック
[State -1]
type = ChangeState
value = 235
triggerall = Command = "b" && (!Command = "holddown" || StateNo = 225)
triggerall = (P2BodyDist X != [-5,25])
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

; 強キック
[State -1]
type = ChangeState
value = 230
triggerall = Command = "b" && (!Command = "holddown" || StateNo = 225)
triggerall = (P2BodyDist X = [-5,25])
trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100)

;---------------------------------------------------------------------
; しゃがみ弱パンチ
[State -1]
type = ChangeState
value = 400
triggerall = Command = "x" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100

;---------------------------------------------------------------------
; しゃがみ弱キック
[State -1]
type = ChangeState
value = 410
triggerall = Command = "a" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100

;---------------------------------------------------------------------
; しゃがみ強パンチ
[State -1]
type = ChangeState
value = 420
triggerall = Command = "y" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100

;---------------------------------------------------------------------
; しゃがみ強キック
[State -1]
type = ChangeState
value = 430
triggerall = Command = "b" && Command = "holddown"
trigger1 = StateType = C && Ctrl = 1
trigger2 = StateNo = 100

;---------------------------------------------------------------------
; ジャンプ弱パンチ
[State -1]
type = ChangeState
value = IfElse(Var(25) = 0 && Vel X = 0,500,500)
triggerall = Command = "x" && StateType = A
trigger1 = StateNo != 105 && Ctrl = 1

;---------------------------------------------------------------------
; ジャンプ強パンチ
[State -1]
type = ChangeState
value = IfElse(Var(25) = 0 && Vel X = 0,520,520)
triggerall = Command = "y" && StateType = A
trigger1 = StateNo != 105 && Ctrl = 1

;---------------------------------------------------------------------
; ジャンプ弱キック
[State -1]
type = ChangeState
value = IfElse(Var(25) = 0 && Vel X = 0,510,510)
triggerall = Command = "a" && StateType = A
trigger1 = StateNo != 105 && Ctrl = 1

;---------------------------------------------------------------------
; ジャンプ強キック
[State -1]
type = ChangeState
value = IfElse(Var(25) = 0 && Vel X = 0,530,530)
triggerall = Command = "b" && StateType = A
trigger1 = StateNo != 105 && Ctrl = 1

;---------------------------------------------------------------------
; 
[State -1, 5050] ;Recover near ground
type = ChangeState
triggerall = Stateno = 5050
triggerall = Vel Y > 0 && Pos Y >= -20
triggerall = alive && CanRecover
trigger1 = Var(30)!=0 && Random < 200
value = 5200 ;HITFALL_RECOVER

[State -1, 5050]; Recover in mid air
type = ChangeState
triggerall = Stateno = 5050
triggerall = Vel Y > -1
triggerall = alive && CanRecover
trigger1 = Var(30)!=0 && Random < 200
value = 5210 ;HITFALL_AIRRECOVER
