

;-| 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.
;stick user blazblue
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;controller user blazblue
;remove the ";" to use this layout but
;add the ";" to the layout above it.
;[Remap]
;x = x
;y = y
;b = z
;a = a
;z = b
;c = c
;s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.


command.buffer.time = 1

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;

[command]
name = "FE"
command = ~$F,D,$B,$U,a
time = 40
buffer.time=10
[command]
name = "FE"
command = ~$F,D,$B,$U,~a
time =40
buffer.time=10
[command]
name = "FE"
command = ~D,$B,$U,$F,a
time = 40
buffer.time=10
[command]
name = "FE"
command =~D,$B,$U,$F,~a
time = 40
buffer.time=10
[command]
name = "FE"
command = ~$B,$U,$F,D,a
time = 40
buffer.time=10
[command]
name = "FE"
command =~$B,$U,$F,D,~a
time = 40
buffer.time=10
[command]
name = "FE"
command = ~$U,$F,D,$B,a
time =40
buffer.time=10
[command]
name = "FE"
command =~$U,$F,D,$B,~a
time = 40
buffer.time=10

[Command]
name = "FC"   ;Same name as above
command = ~F,D,B,F,a
time = 20


[Command]
name = "FC"   ;Same name as above
command = ~F,D,B,F,~a
time = 30
buffer.time=8

[Command]
name = "FD"
command = ~D, $F, D, $F, a
time =25
buffer.time=3
[Command]
name = "FD"
command =~D, $F, D, $F, ~a
time = 25
buffer.time=12

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

[Command]
name = "HCF2"
command = ~D,DF,$F,y
buffer.time=3
[Command]
name = "HCF3"
command = ~D,DF, $F,z
buffer.time=3
[Command]
name = "HCF4"
command = ~D,DF,$F,a
buffer.time=3
[Command]
name = "DP_y"
command = ~F, D,DF, y
time=15
buffer.time=3
[Command]
name = "DP_y"
command = F, D,DF, ~y
time=15
buffer.time=3
[Command]
name = "DP_z"
command = ~F, D,DF, z
time=15
buffer.time=3
[Command]
name = "DP_z"
command = F, D,DF, ~z
time=15
buffer.time=3
[Command]
name = "DP_a"
command = ~F, D,DF,a
time=15
buffer.time=3
[Command]
name = "DP_a"
command = F, D,DF,~a
time=15
buffer.time=3
[Command]
name = "HCB_z"
command = ~$F,D, $B,z
time=25
buffer.time=3
[Command]
name = "HCB_z"
command = ~$F,D, $B,~z
time=20
buffer.time=3
[Command]
name = "HCB_y"
command = ~$F,D, $B,~y
time=20
buffer.time=3
[Command]
name = "HCB_y"
command = ~$F,D, $B,y
time=20
buffer.time=3
[Command]
name = "HCB_a"
command = ~$F,D, $B,~a
time=20
buffer.time=3
[Command]
name = "HCB_a"
command = ~$F,D, $B,a
time=20
buffer.time=3
[Command]
name = "QCF_y"
command = ~D, DF, F, y
buffer.time=3
[Command]
name = "QCF_y"
command = ~D, DF, F, ~y
buffer.time=3
[Command]
name = "QCF_z"
command = ~D, DF, F, z
buffer.time=3
[Command]
name = "QCF_z"
command = ~D, DF, F, ~z
buffer.time=3
[Command]
name = "QCF_a"
command = ~D, DF, F, a
buffer.time=3
[Command]
name = "QCF_a"
command = ~D, DF, F, ~a
buffer.time=3

[Command]
name = "QCB_y"
command = ~D, DB, B, y
buffer.time=3
[Command]
name = "QCB_y"
command = ~D, DB, B, ~y
buffer.time=3
[Command]
name = "QCB_z"
command = ~D, DB, B, z
buffer.time=3
[Command]
name = "QCB_z"
command = ~D, DB, B, ~z
buffer.time=3
[Command]
name = "QCB_a"
command = ~D, DB, B, a
buffer.time=3
[Command]
name = "QCB_a"
command = ~D, DB, B, ~a
buffer.time=3

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

[Command]
name = "DD_x"
command = D, D, x
[Command]
name = "DD_x"
command = D, D, ~x

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

[Command]
name = "DD_z"
command = D, D, z
[Command]
name = "DD_z"
command = D, D, ~z

[Command]
name = "DD_a"
command = D, D, a
[Command]
name = "DD_a"
command = D, D, ~a

[Command]
name = "DU_a"
command = ~D, U, a
[Command]
name = "DU_a"
command = ~D, U, ~a
;-| 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
[Command]
name = "SJ"
command = ~$D,$U
time = 15
[Command]
name = "FF+"     ;Required (do not remove)
command = F, F
time = 15
buffer.time = 2
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y+z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1

[Command]
name = "recovery";Required (do not remove)
command = /x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /y+z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /x+z
time = 1

[Command]
name = "cancel";Required (do not remove)
command = x+y+z
time = 1

[Command]
name = "cancel";Required (do not remove)
command = c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "dwn_a"
command = /$D,a
time = 1

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time =2
[Command]
name = "b"
command = b
time = 2
[Command]
name = "c"
command = c
time = 2
[Command]
name = "x"
command = x
time = 1 
[Command]
name = "y"
command = y
time = 2
[Command]
name = "z"
command = z
time = 2
[Command]
name = "start"
command = s
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$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
;-| Hold button |--------------------------------------------------------------
[Command]
name = "holda";Required (do not remove)
command = /a
time = 1

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

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

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

[Command]
name = "holdy";Required (do not remove)
command = /y
time = 1
[Command]
name = "holdz";Required (do not remove)
command = /z
time = 1
[Command]
name = "dwn";Required (do not remove)
command = D
time = 1
buffer.time=1
[Command]
name = "up";Required (do not remove)
command = U
time = 1
buffer.time=1
[Command]
name = "fwd";Required (do not remove)
command = F
time = 1
buffer.time=1
[Command]
name = "back";Required (do not remove)
command = B
time = 1
buffer.time=1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]


;===========================================================================
;-----------------------------------------------------------------------
[State -1, Falcon Overdrive AI]
type = ChangeState
value = 3060
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) || (p2statetype=C)
triggerall = stateno !=[800,899]
triggerall = movetype!=H
triggerall = p2stateno!=[1025,1029]
triggerall = statetype!=A
triggerall = numenemy=1
triggerall= roundno>1 && random<85 * AIlevel
triggerall = enemynear,life <=var(9)
triggerall=power>=1000
trigger1 = (ctrl||stateno=[10,20])&& var(33)=0 &&var(34)<=0 && (p2movetype =A || p2stateno=2000)
trigger2 = (ctrl||stateno=[10,20])&&!var(35) &&AIlevel >6&&var(34)=3060
;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 3050
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = p2stateno!=5120
triggerall = p2stateno!=[5201,5210]
triggerall =(Random <=25*AIlevel)
triggerall =  power >=500
triggerall = fvar(4)=0
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = StateType != A &&var(34)<=0
triggerall = roundstate = 2&& (p2bodydist x >80||movecontact)
triggerall = stateno !=[3000,9999]
trigger1 =(ctrl||stateno=20)&& (AIlevel >6&&var(34)=-1 || var(10)=0)
trigger2= (stateno=205||stateno=210||stateno=405||stateno=410)
trigger2 = (movecontact && AIlevel <4 || moveguarded && AIlevel >=4) && (AIlevel >6&&var(34)=-1 || var(10)=0)
trigger3= (stateno=210)
trigger3 = (movecontact && AIlevel <4 || movehit && AIlevel >=4)&& (AIlevel >6&&var(34)=-1 || var(10)=0)
trigger4 = var(35) && AIlevel >6&&var(34)=3050
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=3050
;----------------------------------------------------------------------------
[State -1, supershard AI]
type = ChangeState
value = 3010
triggerall = power >=500
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=45*AIlevel)
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = fvar(4)=0 && p2stateno!=2000
triggerall = movetype!=H && p2movetype!=H
triggerall = p2stateno!=[833,834]
triggerall = p2bodydist x >=80 || p2stateno=5120 || (p2stateno=[5200,5210]) || movecontact
triggerall = p2statetype!=A || p2stateno=2000
triggerall = stateno!=[3000,3055]
trigger1 = ctrl&& var(33)=0 &&var(34)<=0
;trigger2 = (anim=[212,213])&&movehit && var(6)>0
trigger2 = stateno=210  && movehit && p2statetype!=A  && (Random <=35*AIlevel)

;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 3000
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = p2stateno!=5120
triggerall = p2stateno!=[5201,5210]
triggerall =(Random <=25*AIlevel)
triggerall =  power >=350
triggerall = fvar(4)>0 && var(10)>0
triggerall = StateType != A &&var(34)<=0
triggerall = roundstate = 2&& (p2bodydist x >60||movecontact)
triggerall = stateno !=[3000,9999]
trigger1 =(ctrl||stateno=20) && (p2movetype=A || enemy,hitfall)
trigger2= (stateno=205||stateno=210)
trigger2 = (movecontact && AIlevel <4 || movehit && AIlevel >=4)
trigger3 = var(35) && AIlevel >6&&var(34)=3050
trigger4 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=3050

;-----------------------------------------------------------------------
;-----------------------------------------------------------------------------
[State -1,Nope]
type = ChangeState
value = 700
triggerall = random = 40*AIlevel
triggerall = AILevel>0
triggerall =power>=350
triggerall = p2bodydist x <70
trigger1 = ((stateno=[150,153])&&statetype!=A)
;-----------------------------------------------------------------------
[State -1, dashAI]
type = ChangeState
value = 1050
triggerall = statetype!=A
triggerall = AILevel>0 && roundstate = 2
triggerall = movetype!=H
triggerall = (Random <=45*AIlevel)|| AIlevel >6&&var(34)=1050
triggerall = (p2bodydist x =[0,200]) && p2stateno!=[833,834]
triggerall = movecontact ||p2statetype!=A|| p2statetype=A&&(fvar(21) >-45 && enemy,vel y >-2 && p2bodydist x >100 )
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=2000
triggerall =  (p2stateno!=[833,834])&&p2stateno!=[3003,3005]
triggerall = p2statetype!=L||p2stateno=5120
triggerall = p2stateno!=[1031,1034]
trigger1 = var(31)=0&&(ctrl||stateno=20) &&(fvar(4)>0)&& p2movetype=A  &&var(34)<=0
[State -1, HKS]
type = ChangeState
value = 1002
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = p2bodydist x >115
Triggerall = (Random <=43*AIlevel)
triggerall = var(31)=0
triggerall = numhelper(1002)=0
triggerall = numhelper(1003)=0
triggerall = var(10)>2
triggerall = p2stateno!=2000
triggerall = numhelper(1001)=0
triggerall = p2stateno!=[3003,3005]
triggerall = p2stateno!=[833,834]
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0 && var(34)<=0
triggerall = p2stateno!=[1031,1032]
triggerall = helper(10003),var(8)=0
trigger1 = (ctrl||stateno=[10,20])&&enemy,numproj>0&& AIlevel >6
 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H || stateno=5210
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall = ctrl||stateno!=[55,59]
triggerall=AILevel>0
triggerall = (statetype!=A)||(statetype=A && p2bodydist x >5)
triggerall =(StateNo !=[200,3999])&&(StateNo != [100,105])
Triggerall =  Random < (cond(fvar(4)>0,45,113)*AILevel)
triggerall =InGuardDist||((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20||stateno=100
;------------------------------------------------------------------------------
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel>0
triggerall = (Random <=41*AIlevel)
triggerall = stateno != [1000,9999]
Triggerall = (RoundState = 2)
triggerall = (MoveType != H)
triggerall = (statetype!=A&&p2bodydist x = [-5,27])||(statetype=A&&p2bodydist x = [-5,35])
triggerall = fvar(21) = [-30,30]
triggerall = stateno!=56 || ctrl
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0 &&helper(10003),var(11)=0  
triggerall = p2statetype!=L
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = var(31)=0
triggerall = p2movetype!=H||(p2stateno=[120,155])
triggerall = (p2statetype != A&& statetype!=A)||(statetype=A&&p2statetype=A)||var(33)=1
trigger1 = ctrl
trigger2 = stateno=200&&moveguarded&& random<99 && p2statetype=S
trigger3 = stateno=210&&movecontact&&var(34)<=0&& random<99
trigger4= stateno=400&&moveguarded&& random<99 && p2statetype=S
trigger5=stateno=600&&movecontact&&var(34)<=0
trigger6=stateno=605&&movecontact&&var(34)<=0
trigger7=stateno=610&&movecontact&&var(31)=56 && random<99
trigger8=(p2stateno=[120,155])&& ctrl
trigger9 = (stateno=205||stateno=405||stateno=200||stateno=400)&&movehit &&p2stateno!=[5000,5020]
trigger10= var(33)=1 && ctrl


;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0
Triggerall = (p2bodydist x = [-25,25])&&(p2movetype!=H||p2stateno=[120,155])|| AIlevel >6&&var(34)=200 
triggerall =p2statetype!=A;||var(31)=32&&var(32)<=0;||((fvar(21)= [-125,5])&& (p2movetype=H)&&p2stateno=[300,303])
Triggerall = (Random <=43*AIlevel) || AIlevel >6&&var(34)=200
triggerall = p2statetype !=L
trigger1 =(ctrl||stateno=20)&& helper(10003),var(10)>0&& p2bodydist x <45 
trigger2 = ctrl&& (p2bodydist x=[-15,25]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3 = var(35) && AIlevel >6&&var(34)=200
trigger4 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=200
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 205
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=55*AIlevel)|| AIlevel >6&&var(34)=205
triggerall = p2statetype !=L || p2stateno=5120
triggerall = helper(10003),var(8)=0
triggerall = (p2statetype!=A&&p2bodydist x = [-15,65])||((fvar(21)=[-55,0])&&(p2bodydist x=[-15,45])&&p2statetype=A && enemy,vel y >=.55)
trigger1 = ctrl&& (p2bodydist x=[31,60]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger2 = ctrl&& (p2bodydist x=[-10,30]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0&& p2statetype=C
trigger3= (stateno=200||stateno=400) && moveguarded && p2statetype=C && p2bodydist x <26&&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=205
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=205
trigger6 =(stateno = 205 || stateno=405) && p2statetype=S && moveguarded && var(34)<=0 && random <35*AIlevel 

;trigger5 = (ctrl||stateno=20) && var(31)=21
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=60*AIlevel)|| AIlevel >6&&var(34)=210 
triggerall = helper(10003),var(8)=0
triggerall = p2statetype !=L
triggerall = (fvar(21)= [-60,-15])&& (enemy,vel y >=-2|| p2stateno=20013 && fvar(21)>-30||p2stateno=2000)  ||p2statetype!=A ||movecontact
triggerall = p2statetype != C || movecontact
triggerall = (p2bodydist x = [-20,75])
triggerall = p2stateno!=[1045,1047]
triggerall = p2stateno!=833 && stateno!=[1031,1032]
trigger1 = ctrl&& (p2bodydist x=[-10,45]) && p2statetype=A&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)>0)&&var(34)<=0
trigger2 = stateno=405&&movecontact&&var(34)<=0;;&& AIlevel <7
trigger3 = stateno=205&&movecontact&&var(34)<=0&& var(21)>0&&var(34)<=0
trigger4= ctrl&& (p2bodydist x=[45,70]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger5 = p2movetype=H && ctrl &&p2statetype=A&&var(34)<=0
trigger6 = var(35) && AIlevel >6&&var(34)=210
trigger7= (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=210 && (enemy,vel y >=-1 || p2statetype=A||(p2stateno=2000&&var(34) = [605,610]))
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 211
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0
Triggerall = (p2bodydist x = [0,105])
triggerall = ((fvar(21)= [-35,15]));||var(31)=32&&var(32)<=0;||((fvar(21)= [-125,5])&& (p2movetype=H)&&p2stateno=[300,303])
Triggerall = (Random <=43*AIlevel) || AIlevel >6&&var(34)=211
triggerall = p2statetype !=L
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0 || moveguarded
triggerall = fvar(4)=0 || moveguarded
triggerall = p2stateno!=833 && p2stateno!=[301,303]
trigger1 =(stateno=210||stateno=410&&p2stateno=2000) && movecontact && p2statetype!=A&&var(34)<=0
trigger2 = ctrl&& (p2bodydist x=[65,105]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3 = var(35) && AIlevel >6&&var(34)=211
trigger4 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=211
;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value =212
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = p2stateno!=[5110,5120]
triggerall = p2stateno!=[5201,5210]
triggerall =(Random <=75*AIlevel)|| AIlevel >6&&var(34)=212
triggerall = StateType != A
triggerall = p2statetype=C || p2statetype=A  || movecontact
triggerall =  p2bodydist x =[-10,100]
triggerall =  fvar(21) =[-60,5]
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0 || moveguarded
triggerall = roundstate = 2
triggerall = stateno !=[3000,9999]
trigger1 = (ctrl||stateno=20||stateno=[100,101]) &&p2movetype=A && p2statetype=C&&var(34)<=0
trigger2= helper(10003),var(8)>0 &&ctrl&& p2movetype=A && p2bodydist x >30&& p2statetype=C&&var(34)<=0
trigger3 = ctrl&& (p2bodydist x=[65,100]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0&& p2movetype!=H
trigger4= stateno=211 && movehit && var(10)>5&&var(34)<=0
trigger5 = ( movecontact||var(35)) && AIlevel >6&&var(34)=212
trigger6 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=212
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = p2bodydist x = [-15,45]
Triggerall = (Random <=63*AIlevel)|| AIlevel >6&&var(34)=400 
triggerall = p2statetype!=L || p2stateno=5120 
triggerall = helper(10003),var(8)=0
triggerall = p2statetype != A
triggerall  =var(4)<4|| AIlevel >6&&var(34)=400 
trigger1 = ctrl && (p2bodydist x=[-10,40]) && (p2statetype=S||p2movetype=H)&&random <199 &&var(34)<=0
trigger2 = stateno = 400 && moveguarded
trigger3= ctrl && p2statetype=C&&(helper(10003),var(10)>0|| helper(10003),var(11)>0) &&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=400
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=400

;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 405
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2statetype != L || movehit
triggerall =  p2statetype!=A|| enemy,vel y >0&&fvar(21) =[-70,0]
Triggerall = (p2bodydist x = [0,50]) || p2statetype=A &&  (p2bodydist x = [0,60]) 
Triggerall = Random <= 65*AILevel ||  AIlevel >6&&var(34)=405
triggerall = movetype != H
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=1101 || fvar(21)>0
trigger1 = (stateno=400||stateno=200)&&movehit&& AIlevel >6&&var(34)=405
trigger2= ctrl && (helper(10003),var(11)>0)&&var(34)<=0
trigger3= ctrl&& (p2bodydist x=[30,45]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=405
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=405


;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=88*AIlevel) || AIlevel >6&&var(34)=410 ;|| (var(31)=27||var(31)=5||var(31)=70)
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0 || moveguarded
triggerall = p2statetype=S || movecontact
trigger1 = ctrl && (p2bodydist x=[40,60]) && p2statetype=S && (enemy,vel x >0 ||p2movetype=I)&&random <199 && var(6)=0&&var(34)<=0
trigger2 = stateno=405&&movecontact&&var(34)<=0 
trigger3= stateno=205&&movecontact && p2stateno=2000&&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=410
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=410
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, J Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = fvar(21)=[-85,10]
triggerall = frontedgebodydist <30|| p2bodydist x = [-10,40]
Triggerall = (Random <=20*AIlevel)|| AIlevel >6&&var(34)=600
triggerall = p2statetype=A
triggerall = p2statetype !=L
triggerall = var(4)<=2;||var(31)>0
trigger1 = (ctrl||stateno=[56,57]) &&var(34)<=0
trigger2 = var(35) && AIlevel >6&&var(34)=600
trigger3 = (ctrl||stateno=[56,57]) &&!var(35) && AIlevel >6&&var(34)=600
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 605
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType =A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=75*AIlevel) || AIlevel >6&&var(34)=605;(var(31)=3||Var(31)=10||Var(31)=21||Var(31)=25||Var(31)=32||Var(31)=44||Var(31)=50||Var(31)=74||Var(31)=79||Var(31)=93||Var(31)=96)
triggerall = p2statetype !=L
triggerall = var(32)<=0
triggerall =(fvar(21)=[-95,20]) || movecontact 
triggerall = (p2bodydist x = [-20,75])
triggerall =vel y>=0 || p2statetype=A
trigger1 = (ctrl||stateno=57)  &&var(34)<=0
trigger2 = var(35) && AIlevel >6&&var(34)=605
trigger3 =(ctrl||stateno=[56,57]) &&!var(35) && AIlevel >6&&var(34)=605
;trigger2 = stateno=600&&movecontact;&& AIlevel <7




;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, J strong Punch2]
type = ChangeState
value = 610
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*AIlevel)||(Random <=95*AIlevel &&(stateno=[55,59]) ) || AIlevel >6&&var(34)=610
triggerall = p2statetype !=L
triggerall = var(32)<=0
triggerall =p2statetype=A|| fvar(21)=[-30,100]
triggerall = movecontact ||(vel x <=0&&p2bodydist x = [0,90]) ||(vel x >0&&p2bodydist x = [35,135]) ||((p2movetype=H|| enemy,backedgebodydist <40)&&p2bodydist x = [-25,105]) 
triggerall =vel y>=-1 || p2statetype=A
trigger1 = (ctrl||stateno=[56,57])  &&var(34)<=0
trigger2 = stateno=605&&movecontact&&var(34)<=0;&& AIlevel <7
trigger3= var(35) && AIlevel >6&&var(34)=610
trigger4 = (ctrl||stateno=[56,57])&&!var(35) && AIlevel >6&&var(34)=610

;trigger2 = stateno = 600 && movecontact
;-----------------------------------------------------------------------
[State -1, dashAI]
type = ChangeState
value = 1050
triggerall = statetype!=A
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) ||p2statetype=S
triggerall = movetype!=H
triggerall = (Random <=45*AIlevel)|| AIlevel >6&&var(34)=1050
triggerall = (p2bodydist x =[0,200]) && p2stateno!=[833,834]
triggerall = movecontact ||p2statetype!=A|| p2statetype=A&&(fvar(21) >-45 && enemy,vel y >-2 && p2bodydist x >100 )
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=2000
triggerall =  (p2stateno!=[833,834])&&p2stateno!=[3003,3005]
triggerall = p2statetype!=L||p2stateno=5120
triggerall = p2stateno!=[1031,1034]
trigger1 = var(31)=0&&ctrl &&(p2statetype!=C && p2bodydist x >100||fvar(4)>0&& p2bodydist x >60)&& p2movetype=A  &&var(34)<=0
trigger1 =  numhelper(1001)=0 
trigger2 = var(31)=0&&ctrl &&(p2statetype!=C&& p2bodydist x >100||fvar(4)>0&& p2bodydist x >60)&& p2movetype=A  &&var(34)<=0
trigger2 =  numhelper(1001)>0 
trigger2= helper(1001),vel x >0
trigger3= (stateno=210)&& movecontact&&var(34)<=0
trigger4= (stateno=410)&& moveguarded&&var(34)<=0
trigger5 = var(35) && AIlevel >6&&var(34)=1050
trigger6 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1050
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, KS]
type = ChangeState
value = 1000
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (p2bodydist x =[75,220]) &&p2movetype=A && var(10)>3 || movecontact || enemy,hitfall &&p2bodydist x <45 && fvar(21) >-35 || p2statetype=A && p2bodydist x >80|| AIlevel >6&&var(34)=1000 
Triggerall = (var(10)<5&&Random <=63*AIlevel) ||(var(10)>=5&&Random <=33*AIlevel)|| AIlevel >6&&var(34)=1000 
triggerall = var(31)=0
triggerall = p2statetype!=L
triggerall = fvar(4)=0 || p2bodydist x >140
triggerall = p2stateno!=2000
triggerall = numhelper(1001)=0
triggerall = p2stateno!=[833,834]
triggerall = numhelper(1002)=0
triggerall = p2stateno!=[1031,1032]
triggerall = p2stateno!=[5200,5201]
triggerall = p2stateno!=[3003,3005]
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=2000
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
trigger1 = ctrl &&var(34)<=0 && var(10)>2
trigger2 = stateno = 211&& movehit && var(10)<5&&var(34)<=0
trigger3 = var(35) && AIlevel >6&&var(34)=1000
trigger4 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1000
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, HKS]
type = ChangeState
value = 1002
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = p2bodydist x >115 || enemy,hitfall && p2bodydist x >55|| p2stateno=[1025,1028]
Triggerall = (Random <=43*AIlevel)
triggerall = var(31)=0
triggerall = numhelper(1002)=0
triggerall = numhelper(1003)=0
triggerall = fvar(21)>-90 || p2statetype=A && p2bodydist x >70 || p2stateno=[1025,1028]
triggerall = var(10)>2
triggerall = fvar(4)=0 || p2statetype=A
triggerall = p2stateno!=2000
triggerall = numhelper(1001)=0
triggerall = p2stateno!=[3003,3005]
triggerall = p2stateno!=[833,834]
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = p2stateno!=[1031,1032]
triggerall = helper(10003),var(8)=0
triggerall  =var(4)<12
trigger1 = ctrl &&var(34)<=0
trigger2 = var(35) && AIlevel >6&&var(34)=1002
trigger3 = (ctrl||stateno=[10,20])&&!var(35) && AIlevel >6&&var(34)=1002
;-----------------------------------------------------------------------
[State -1, KickAI]
type = ChangeState
value = 1010
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = (Random <=35*AIlevel)||AIlevel >6&&var(34)=1010
triggerall = (p2bodydist x =[-15,130]) && p2stateno!=[833,834]
triggerall = movecontact ||(p2statetype!=A&&fvar(21) =[-10,70])|| p2statetype=A&&(fvar(21) >-55 && p2stateno=2000||fvar(21) =[-40,40])
triggerall = helper(10003),var(8)=0 || power >300 && p2statetype!=A
triggerall = p2stateno!=5210 && p2stateno!=5201
triggerall = p2statetype!=L||p2stateno=5120
triggerall = p2stateno!=[1029,1034]
triggerall = stateno!=[1000,3000]
triggerall = p2movetype!=A || p2statetype!=A
triggerall = fvar(4)=0 || p2statetype=A
trigger1 = var(34)<=0&&ctrl &&(p2movetype=A ||(p2statetype=C && (p2movetype!=H ||p2stateno=[120,155])))
trigger2 = movehit && stateno=610 && p2statetype=A&&var(34)<=0
trigger3 = p2stateno=2000 && ctrl&&(var(34)<=0 || p2bodydist x <65)
trigger4= (stateno=410||stateno=211)&& movehit && (p2stateno=2000)&&var(34)<=0
trigger5= (stateno=210)&& movehit &&var(34)<=0
trigger6 = var(35) && AIlevel >6&&var(34)=1010
trigger7 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1010
;trigger3 = ctrl &&((p2statetype=A && enemy,hitfall)||p2stateno=5120)
;-----------------------------------------------------------------------
[State -1, DSAI]
type = ChangeState
value = 1001
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = p2stateno!=[5110,5120]
triggerall = p2stateno!=[5201,5210]
triggerall =(Random <=65*AIlevel)|| AIlevel >6&&var(34)=1001
triggerall = numhelper(1002)=0
triggerall = var(10)>1 || var(19)>0 && var(10)>0 
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = StateType != A 
triggerall = p2bodydist x >90 ||var(19)>0 ||p2stateno!=[800,899]
triggerall = roundstate = 2&& (p2bodydist x >150 || p2statetype=L|| var(19)|| p2stateno=[3003,3005])|| AIlevel >6&&var(34)=1001
triggerall = stateno !=[3000,9999]
triggerall =( p2stateno!=[301,303])|| AIlevel >6&&var(34)=1001
trigger1 = ctrl && (p2statetype=L|| (var(19)&&p2stateno=[833,834]) || p2stateno=[3003,3005])&&var(34)<=0
trigger2= stateno=410 &&movehit&&var(34)<=0
trigger3 = var(35) && AIlevel >6&&var(34)=1001
trigger4 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1001
;trigger2= stateno=1003 && animelemtime(4)>=20&&animelemtime(4)<=25&&helper(10003),var(20)=1
;trigger3= stateno=1002 && animelemtime(3)>=0&&animelemtime(4)<=2&&helper(10003),var(20)=1

;-----------------------------------------------------------------------
[State -1, DSAI]
type = ChangeState
value = 1003
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall =(Random <=55*AIlevel)
triggerall = p2stateno=2000 && enemy,vel x =0 && enemy,vel y =0
triggerall = StateType != A 
triggerall = roundstate = 2&& (p2bodydist x >90|| AIlevel >6&&var(34)=1003)
triggerall = stateno !=[3000,9999]
trigger1 = ctrl && var(34)<=0
trigger2 = var(35) && AIlevel >6&&var(34)=1003
trigger3 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1003
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, J strong Punch2]
type = ChangeState
value =1005
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*AIlevel)||(Random <=95*AIlevel &&(stateno=[55,59]) ) || var(31)>0
triggerall = p2statetype !=L
triggerall = var(32)<=0
triggerall = vel x >=0 || p2bodydist x <30 || AIlevel >6&&var(34)=1005
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = var(10)>5
triggerall = p2movetype!=a || fvar(21) <-15
triggerall =p2statetype=A|| fvar(21)=[-25,100]
triggerall =(p2bodydist x = [40,90]) || ( p2movetype=H &&p2bodydist x = [-20,90])
triggerall =vel y>=0 || p2statetype=A
trigger1 = ctrl   && var(34)<=0
trigger2 = var(35) && AIlevel >6&&var(34)=1005
trigger3 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1005
;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = stateno!=40
triggerall = statetype!=A
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall = stateno!=[3000,3055]
trigger1= var(30)=1 &&(ctrl||stateno=20)
value = 40
[state -1, AI jump]
type = changestate
triggerall = stateno!=45 && prevstateno!=45
triggerall = statetype=A
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(6)=0
trigger1= (stateno=[600,610]) && movecontact && (fvar(21) <-40||moveguarded)
trigger2 = p2movetype= A && ctrl
value = 45
[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(8)=0
triggerall = statetype = A
triggerall = random < 33*AIlevel||AIlevel >6&&var(34)=55
triggerall = pos y <-35
triggerall = frontedgebodydist > 40 || AIlevel >6&&var(34)=55
triggerall = fvar(21) =[-90,450]
triggerall = helper(10003),var(14) ||AIlevel >6&&var(34)=55
trigger1= ctrl&&var(34)<=0
trigger2= (stateno=[600,610]) && movehit && ((fvar(21) =[-30,0]))&&var(34)<=0
trigger3 = var(35) && AIlevel >6&&var(34)=55
trigger4 = (ctrl||stateno=57)&&!var(35) && AIlevel >6&&var(34)=55
[State -1, AISuper Jump]
type = ChangeState
value = 59
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(8)=0 &&  var(31)=0
triggerall = statetype = A
triggerall = helper(10003),var(15)
triggerall = random < 33*AIlevel
triggerall = pos y <-41
trigger1= ctrl

[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall = numhelper(1001)=0
triggerall=AILevel>0 && statetype!=A 
triggerall = (stateno!=[100,105])
triggerall = p2stateno!=[301,303]
triggerall = p2stateno!=[833,834]
triggerall = p2stateno!=[3003,3004]
triggerall = p2bodydist x >100 || p2stateno=1101|| movecontact
trigger1= p2movetype!=A && (p2bodydist x=[130,788])&& (Random <=25*AIlevel)&& (ctrl || stateno=20) &&var(34)<=0
trigger2= p2movetype=H && p2statetype=A && p2bodydist x>35&& (Random <=50*AIlevel)&& (ctrl || stateno=20) &&var(34)<=0 && p2statetype!=L
trigger3= (p2stateno=[1029,1030]) && p2bodydist x >80&& (ctrl||stateno=20) &&var(34)<=0
trigger4= var(15)=1 && p2bodydist x >90 && ctrl &&var(34)<=0
trigger5=  p2bodydist x >100 && ctrl && var(31)>0 && (var(31)!=1||p2stateno=[1045,1048])
trigger6= (anim=1050) && movecontact &&fvar(4)>0
trigger7= p2movetype!=H && (p2bodydist x=[70,150])&& (Random <=25*AIlevel)&& (ctrl || stateno=20) &&var(34)<=0 && fvar(4)>0
trigger8= (ctrl||stateno=[10,20]) && p2bodydist x >120 && AIlevel >6&&var(34)=210
trigger9 = var(35) && AIlevel >6&&var(34)=100
trigger10 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=100
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = AILevel>0 
triggerall = p2stateno!=834 || p2bodydist x >20
triggerall=statetype=S && ctrl && (Random <=41*AIlevel) || var(34)>0&& statetype=S && p2bodydist x >60
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,109]) &&var(34)<=0
trigger2 = p2stateno=1030 && p2bodydist x >20&&var(34)<=0
trigger3 =  (helper(10003),var(10)||helper(10003),var(11))&& ctrl && (p2bodydist x >50)
trigger4 = p2statetype=L && p2bodydist x <10 && ctrl

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random < 149
triggerall = backedgebodydist >30
triggerall = roundstate = 2
triggerall =var(31)=0
trigger1 = ( p2movetype = A) && (p2bodydist x=[-99,100])&& (ctrl || stateno=20)
trigger2 = p2movetype=A && prevstateno=140 && (ctrl || stateno=20)

;===========================================================================
[State -1, Falcon Overdrive]
type = ChangeState
value = 3060
triggerall = command="FE"
triggerall = statetype !=A
triggerall = power >=1000
triggerall = AILevel=0
triggerall = numenemy=1
triggerall = roundstate=2
triggerall= roundno>1
triggerall =p2life <=var(9)
trigger1= ctrl
;
;;-----------------------------------------------------------------------------
[State -1, Rapter Drive]
type = ChangeState
value = ifelse(fvar(4)=0,3050,3000)
triggerall = command="FC"
triggerall = statetype !=A
triggerall = power >=ifelse(fvar(4)=0,500,350)
triggerall = AILevel=0
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8= stateno=211 &&movecontact
;
;;---------------------------------------------------------------------------
[State -1, Falcon Dive]
type = ChangeState
value = 3010
triggerall =command="FD"
triggerall = power >=350
triggerall = AILevel=0
triggerall = numhelper(3010)=0
triggerall = numhelper(3011)=0
triggerall = statetype!=A
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8= stateno=211 &&movecontact
;---------------------------------------------------------------------------
[State -1, Falcon kick]
type = ChangeState
value = 1050
triggerall = AILevel=0
triggerall = statetype!=A
triggerall = command="DP_y" || command="DP_z"||(command="DP_a"&&power>=250)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8= stateno=211&&movecontact
;---------------------------------------------------------------------------

[State -1, Rapter Boost]
type = ChangeState
value = 1010
triggerall = command="QCB_y"||command="QCB_z"||(command="QCB_a"&&power>=250)
triggerall = AILevel=0
trigger1 = ctrl 
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8= stateno=600&&movecontact
trigger9= stateno=605&&movecontact
trigger10= stateno=610&&movecontact
trigger11= stateno=211&&movecontact


;---------------------------------------------------------------------------
;Run Fwd
;ƒ_ƒbƒVƒ…
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel=0
triggerall= command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2= (anim=1050) && movecontact &&fvar(4)>0
;trigger3= anim=1005 && movehit && time>5&&command="holdfwd"

;---------------------------------------------------------------------------
;Run Back
;Œã‘Þƒ_ƒbƒVƒ…
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = AILevel=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl


[State -1, air dash]
type = ChangeState
value = 55
triggerall = AILevel =0
triggerall= var(8)=0
triggerall = pos y <-35
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
trigger2= (stateno=[600,610]) && movecontact && command = "FF"

[State -1, air dash]
type = ChangeState
value = 59
triggerall = AILevel =0
triggerall= var(8)=0
triggerall = pos y <-35
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, SUPAH JAWMP]
type = ChangeState
value = 45
triggerall = AILevel =0
triggerall = stateno!=45
triggerall= var(6)=0
triggerall = (time >9 && stateno=50)|| (stateno=600 ||stateno=610||stateno=606||stateno=605)
trigger1 = statetype = A&&command = "up"
trigger1 = ctrl
trigger2= (stateno=[600,610]) && movecontact &&command = "holdup"
[State -1,  JAWMP]
type = ChangeState
value = 40
triggerall = stateno!=1000
triggerall = AILevel =0
triggerall = statetype!=A
triggerall = command = "holdup"
trigger1 = ctrl
;trigger3= (stateno=205) && movecontact 

;---------------------------------------------------------------------------
;Kung Fu Throw
;“Š‚°
[State -1, Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel=0
triggerall =(command="y" && command="z") || (command="b")
triggerall = stateno != 100
triggerall = p2bodydist x < 35
triggerall = command="holdfwd"||command="holdback"
triggerall = (((p2statetype = S) || (p2statetype = C)) && statetype!=A)||(statetype=A&&p2statetype=A)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8=stateno=600&&movecontact
trigger9=stateno=605&&movecontact
trigger10=stateno=610&&movecontact

[State -1,Nope]
type = ChangeState
value = 700
triggerall = command="x"&& command="y"
triggerall = AILevel=0
triggerall =power>=350
trigger1 = ((stateno=[150,155])&&statetype!=A)


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel=0
triggerall = command="x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;—§‚¿ŽãƒLƒbƒN
[State -1, Stand Light Kick]
type = ChangeState
value =205
triggerall = AILevel=0
triggerall = command="y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = AILevel=0
triggerall = command="z"
triggerall = command = "holdfwd"
triggerall = command!="holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 212
triggerall = AILevel=0
triggerall = command="z"
triggerall = command = "holdback"
triggerall = command!="holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=211&&movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel=0
triggerall = command="z"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=405&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=400&&movecontact
trigger5 = stateno=200&&movecontact


;---------------------------------------------------------------------------
;Taunt
;’§”­
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = AILevel=0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;‚µ‚á‚ª‚ÝŽãƒpƒ“ƒ`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel=0
triggerall = command="x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;‚µ‚á‚ª‚ÝŽãƒLƒbƒN
[State -1, Crouching Light Kick]
type = ChangeState
value = 405
triggerall =command="y"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3= stateno=200&&movecontact

;---------------------------------------------------------------------------
;Crouching Strong Punch
;‚µ‚á‚ª‚Ý‹­ƒpƒ“ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall =command="z"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&movecontact
;----------------------------------------------------------------------
;[State -1, low]
;type = ChangeState
;value = 1005
;triggerall = AILevel=0
;triggerall = command!="holdback"
;triggerall = command="holdfwd" || command="fwd"
;triggerall = command="holddown"|| command="dwn"
;triggerall = command="a"
;triggerall=statetype!=A
;trigger1= stateno=1001 && animelemtime(6)>=1&&animelemtime(7)<=1
;trigger2= stateno=1003 && animelemtime(4)>=10&&animelemtime(4)<=20
;trigger3= stateno=1002 && animelemtime(3)>=0&&animelemtime(4)<=2
;----------------------------------------------------------------------
[State -1, Backroll]
type = ChangeState
value = 1000
triggerall = AILevel=0
triggerall = numhelper(1001)=0
triggerall = statetype!=A
triggerall = command!="holdfwd" &&command!="holddown" || var(10)=0 || p2stateno=2000
triggerall = command="a" &&command!="holdback" 
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=211&&movecontact
trigger8 = stateno=410&&movecontact
;----------------------------------------------------------------------
[State -1, Backroll]
type = ChangeState
value = 1001
triggerall = AILevel=0
triggerall = var(10)>0
triggerall = p2stateno!=2000
triggerall = statetype!=A
triggerall = numhelper(1002)=0
triggerall = command="holddown"
triggerall = command="a" 
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=211&&movecontact
trigger8 = stateno=410&&movecontact
;----------------------------------------------------------------------
[State -1, Backroll]
type = ChangeState
value = 1002
triggerall = AILevel=0
triggerall = var(10)>0
triggerall = numhelper(1003)=0
triggerall = p2stateno!=2000
triggerall = statetype!=A
triggerall = command="holdfwd"&&command!="holddown" 
triggerall = command="a" 
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=211&&movecontact
trigger8 = stateno=410&&movecontact
;----------------------------------------------------------------------
[State -1, dodge]
type = ChangeState
value = 1003
triggerall = AILevel=0
triggerall = command="holdback"|| command="back"
triggerall = command!="holdfwd"
triggerall = command!="holddown"
triggerall = command="a"
triggerall=statetype!=A
trigger1 = ctrl
;----------------------------------------------------------------------
[State -1, dodge]
type = ChangeState
value = 1005
triggerall = AILevel=0
triggerall = command="a"
triggerall=statetype=A
trigger1 = ctrl
trigger2 = movecontact&&stateno=[600,610]
;---------------------------------------------------------------------------
;Jump Light Punch
;‹ó’†Žãƒpƒ“ƒ`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command="x"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 605
triggerall = command="y"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command="z"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=605&&movecontact

