

;-| 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 = c;~$F,D,$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,y
time = 20


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

[Command]
name = "FD"
command = ~D, $F, D, $F, z
time =25

[Command]
name = "FD"
command =~D, $F, D, $F, ~z
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
buffer.time=3
[Command]
name = "QCF_a"
command = ~D, DF, F, ~a
buffer.time=3
[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
buffer.time=3
[Command]
name = "DD_z"
command = D, D, ~z
buffer.time=3
[Command]
name = "DD_a"
command = D, D, a
buffer.time=3
[Command]
name = "DD_a"
command = D, D, ~a
buffer.time=3
[Command]
name = "DU_a"
command = ~D, U, a
buffer.time=3
[Command]
name = "DU_a"
command = ~D, U, ~a
buffer.time=3

[Command]
name = "DD_alt"
command = D, D, a+x
[Command]
name = "DD_alt"
command = D, D, ~a+x

[Command]
name = "DU_alt"
command = ~D, U, a+x
[Command]
name = "DU_alt"
command = ~D, U, ~a+x

[Command]
name = "QCB_alt"
command = ~D, DB, B, a+x
[Command]
name = "QCB_alt"
command = ~D, DB, B, ~a+x

[Command]
name = "QCF_alt"
command = ~D, DF, F, a+x
[Command]
name = "QCF_alt"
command = ~D, DF, F, ~a+x
;-| 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 = "cancel";Required (do not remove)
command = x+y+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 = 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
buffer.time=3
[Command]
name = "b"
command = b
time = 2
buffer.time=3
[Command]
name = "c"
command = c
time = 2
buffer.time=3
buffer.time=3
[Command]
name = "x"
command = x
time = 1 
buffer.time=3
[Command]
name = "y"
command = y
time = 2
buffer.time=3
[Command]
name = "z"
command = z
time = 2
buffer.time=3
[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 && p2bodydist x =[-90,90]
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, BigTornadoAI]
type = ChangeState
value = 3000
triggerall = power >=500
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=45*AIlevel)
triggerall = movetype!=H&&var(32)<=0
triggerall = numhelper(3001)=0
triggerall = fvar(22) >=60 || movecontact
triggerall = backedgebodydist <40 || enemy,backedgedist <40||AIlevel >6&&var(34)=3000
triggerall = p2statetype=A ||p2stateno!=[120,150]
trigger1 = ctrl  && (p2stateno!=5120 &&p2stateno!=5210&&p2stateno!=5201) && var(34)<=0
trigger2= (stateno=410 ||stateno=210) && (frontedgebodydist <35 || backedgebodydist <45) && movehit=1&& (var(34)<=0||random%4<1)
trigger3 = (ctrl||stateno=[10,20])&&!var(35) &&AIlevel >6&&var(34)=3000
trigger4 =var(35) &&AIlevel >6&&var(34)=3000
;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 3050
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall =(Random <=75*AIlevel)
triggerall =  power >=500
triggerall = StateType = A
triggerall =p2statetype=A&& var(32)=0
triggerall = fvar(21) =[-50,35]
triggerall = roundstate = 2&& fvar(22) =[-15,45]
triggerall = stateno !=[1001,9999]
triggerall = p2stateno !=[5200,5210]
trigger1 =(ctrl||stateno=1000 && statetype=A && animelemtime(2)>0) 
trigger2= stateno=605 && movehit
trigger3= stateno=610&& movehit && var(21)=0
;--------------------------------------------------------------------
[State -1, sokoAI]
type = ChangeState
value = 1050
triggerall = AILevel>0 && roundstate = 2&& statetype!=A
triggerall = var(32)<=0 
triggerall = var(10)=cond(facing=1,6,4)||fvar(22) = [-15,110]
triggerall = stateno !=[800,899]
triggerall = stateno!=1010
triggerall = stateno!=[3000,3065]
triggerall = stateno!=[1001,3999]
triggerall = (Random <=30*AIlevel)
triggerall = movetype!=H
triggerall = helper(10003),var(8)=0 && (p2movetype!=H || fvar(22)>75)
trigger1 = enemy,numproj>0&& (ctrl||stateno=20) && fvar(22) >55 
;--------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1000
Triggerall = (Random <=65*AIlevel) && var(32)=0
triggerall = var(6)<2
triggerall = numhelper(3001)=0 && (numhelper(10011)=0||p2statetype!=L)
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall = stateno!=[1001,3999]
triggerall = fvar(22) >50 && (p2movetype!=H || fvar(22)>75)
triggerall = helper(10003),var(8)=0 || fvar(22)>75
Triggerall = (RoundState = 2) && (AILevel>0) &&(((fvar(21)= [-45,40])||movecontact)||stateno=100)
trigger1 =  enemy,numproj>0&& (ctrl||stateno=20||stateno=100) && fvar(22) >55 
 ;--------------------------------------------
[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(7)>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,Nope]
type = ChangeState
value = 700
triggerall = random = 55*AIlevel
triggerall = AILevel>0
triggerall =power>=350
triggerall = fvar(22) <70
trigger1 = ((stateno=[150,155])&&statetype!=A)
;------------------------------------------------------------------------
[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&&fvar(22) = [-5,29])||(statetype=A&&fvar(22) = [-5,35])
triggerall = fvar(21) = [-30,30]
triggerall = helper(10003),var(8)=0
triggerall = p2statetype!=L
triggerall = var(34)<=0
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(12)=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 && random <76
trigger9 = (stateno=205||stateno=405||stateno=200||stateno=400)&&movehit &&p2stateno!=[5000,5020]
trigger10= var(33)=1 && ctrl

;---------------------------------------------------------------------------
;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
triggerall = helper(10003),var(8)=0&& var(32)=0
triggerall = (AIlevel >6&&var(34)=205||fvar(21)= [-75,5])&&fvar(22) = [-15,60]
trigger1 = (ctrl||stateno=20) && p2statetype!=C&&(helper(10003),var(10)>0|| helper(10003),var(11)>0)&&var(34)<=0
trigger2 = (ctrl||stateno=20)& (fvar(22)=[25,50]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3 = stateno=400 && movecontact&&var(34)<=0
trigger4 = stateno=200 && movecontact&&var(34)<=0
trigger5 = var(35) && AIlevel >6&&var(34)=205
trigger6 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=205
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0
Triggerall = (fvar(22) = [-15,40])&&(p2movetype!=H||p2stateno=[120,155])
triggerall = ((fvar(21)= [-45,5]));||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&& var(32)=0
triggerall =p2statetype != C
trigger1 =(ctrl||stateno=20)&& helper(10003),var(10)>0&& fvar(22) <45 && var(34)<=0
trigger2 = (ctrl||stateno=20)&& (fvar(22)=[0,30]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3 =(ctrl||stateno=20)&& helper(10003),var(12)>0&& fvar(22) <45 && var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=200
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=200
;trigger5 = (ctrl||stateno=20) && var(31)=21
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 211
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = helper(10003),var(8)=0
triggerall = stateno != [800,3999]
Triggerall = (Random <=70*AIlevel)||AIlevel >6&&var(34)=211;||(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58||var(31)=1||var(31)=95)
triggerall = p2statetype !=L&& var(32)=0
triggerall = p2statetype=C||p2stateno=1101 ||AIlevel >6&&var(34)=211
triggerall = (fvar(22) = [25,75]) || AIlevel >6&&var(34)=211
trigger1 = (ctrl||stateno=20)&& (fvar(22)=[60,75]) && p2statetype=C&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger2 = (stateno=210 || stateno=410) && moveguarded
trigger3 = var(35) && AIlevel >6&&var(34)=211
trigger4 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=211
;---------------------------------------------------------------------------
;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 && var(32)=0
triggerall = p2stateno!=[20010,20011]
triggerall = (var(10)=cond(facing=1,6,4)&&p2stateno=[1045,1047])||(fvar(21)= [-70,-15])&& enemy,vel y>0||p2statetype!=A||movecontact||(fvar(21)= [-15,-5])||(fvar(21)= [-80,-60])&& enemy,vel y>0 && p2stateno=20013 ; || movehit && var(31)>0 
triggerall = (fvar(22) = [-20,65])
trigger1 =(ctrl||stateno=20)&& (fvar(22)=[0,40]) && p2statetype=A&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)>0)&&var(34)<=0
trigger2 = (ctrl||stateno=20)&& (fvar(22)=[25,60]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3= stateno=405&&movecontact&&var(34)<=0 && fvar(22) <55
trigger4 = stateno=205&&movecontact&&var(34)<=0&& fvar(22) <55
trigger5 = (ctrl||stateno=20)&& enemy,hitfall &&var(34)<=0
trigger6 = var(35) && AIlevel >6&&var(34)=210
trigger7 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=210
;---------------------------------------------------------------------------
;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 = fvar(22) = [0,45]
Triggerall = (Random <=63*AIlevel)||AIlevel >6&&var(34)=400
triggerall = var(32)<=0
triggerall = p2statetype !=L 
triggerall = helper(10003),var(8)=0
triggerall = p2statetype != A
triggerall  =var(4)<4
trigger1 = (ctrl||stateno=20) && (fvar(22)=[0,45]) && (p2statetype=S||p2movetype=H) && (enemy,vel x >=0 ||p2movetype=I)&&random <199 && var(34)<=0
trigger2 = stateno = 400 && moveguarded
trigger3=(ctrl||stateno=20) && p2statetype=S&&(helper(10003),var(10)>0|| helper(10003),var(11)>0)&&var(34)<=0
trigger4 =(ctrl||stateno=20)&& helper(10003),var(12)>0&& fvar(22) <45 && var(34)<=0
trigger5 = var(35) && AIlevel >6&&var(34)=400
trigger6 = (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&& var(32)=0
triggerall = stateno != [800,3999]
triggerall = p2statetype != L || movehit
Triggerall = (fvar(22) = [-8,60])
Triggerall = Random <= 65*AILevel || (AIlevel >6 && movehit)||AIlevel >6&&var(34)=405
triggerall = movetype != H
triggerall = helper(10003),var(8)=0
trigger1 = stateno=400&&movehit && var(34)<=0
trigger2= (ctrl||stateno=20)&&(helper(10003),var(10)>0|| helper(10003),var(11)>0)&&var(34)<=0
trigger3 = stateno=400 && movecontact&&var(34)<=0
trigger4 = stateno=200 && movecontact&&var(34)<=0
trigger5 =(ctrl||stateno=20)&& helper(10003),var(12)>0&& fvar(22) <50 && var(34)<=0
trigger6 = var(35) && AIlevel >6&&var(34)=405
trigger7 = (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 =  movecontact || p2movetype=I
triggerall = fvar(22)=[-5,65]
triggerall = (fvar(21)=[-45,0]) && enemy,vel y >=0 || movecontact
trigger1 = (ctrl||stateno=20)&& (fvar(22)=[35,60]) && p2statetype=S && (enemy,vel x >0 ||p2movetype=I)&&random <199 && var(6)=0
trigger2= stateno=405&&movecontact&&var(34)<=0 && fvar(22) <40
trigger3 = stateno=205&&movecontact&&var(34)<=0&& fvar(22) <40
trigger4 = var(35) && AIlevel >6&&var(34)=410
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=410
;---------------------------------------------------------------------------
;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 = p2movetype!=A || fvar(22) >55
triggerall =var(34)<=0
triggerall =(fvar(21)=[-53,70]) || movecontact
triggerall =  movecontact||(fvar(22) = [-25,75]) && p2statetype!=A || fvar(22) =[30,70]
triggerall =vel y>=0 || p2statetype=A
trigger1 = ctrl &&var(34)<=0
trigger2 = stateno=600&&movecontact&&var(34)<=0;&& AIlevel <7
trigger3 = var(35) && AIlevel >6&&var(34)=605
trigger4 = (ctrl||stateno=57)&&!var(35) && AIlevel >6&&var(34)=605
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand 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 = p2movetype!=A || fvar(22) >40 || fvar(21) >60
triggerall = (fvar(22) = [-5,55])|| movecontact 
triggerall =(vel y>=0 && fvar(21)=[-5,95]) || p2statetype=A
trigger1 = ctrl  
trigger2 = stateno=605&&movecontact;&& AIlevel <7
trigger3 = var(35) && AIlevel >6&&var(34)=610
trigger4 = (ctrl||stateno=57)&&!var(35) && AIlevel >6&&var(34)=610




;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = fvar(21)=[-50,45]
triggerall = fvar(22) = [0,40]
Triggerall = (Random <=20*AIlevel)||AIlevel >6&&var(34)=210
triggerall = p2statetype=A
triggerall = var(32)<=0
triggerall = p2movetype!=A || fvar(22) >20 || fvar(21) <20
triggerall = p2statetype !=L
triggerall = var(4)<=2;||var(31)>0
trigger1 = ctrl
trigger2 = var(35) && AIlevel >6&&var(34)=600
trigger3 = (ctrl||stateno=57)&&!var(35) && AIlevel >6&&var(34)=600
;trigger2 = stateno = 600 && movecontact


;-----------------------------------------------------------------------
[State -1, PillarAI]
type = ChangeState
value = 1100
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = stateno!=[1001,3999]
triggerall = statetype!=A
triggerall = (Random <=40*AIlevel)|| AIlevel >6&&var(34)=1100
triggerall = fvar(22) <160 && var(32)=0
triggerall = movecontact ||p2stateno=20013&enemy,vel y >=0&&fvar(21)>-100||enemy,vel y >-3 && fvar(21)<-65 ||enemy,vel y >0 &&fvar(21) =[-65,-10]
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=5210 && p2stateno!=5201
triggerall = p2statetype!=L
trigger1 = (ctrl||stateno=20) &&enemy,numproj>0   && random<79 &&var(34)<=0
trigger2 = (ctrl||stateno=20)&& p2statetype=A && fvar(22) >70 && p2movetype=H&&var(34)<=0
trigger3= (ctrl||stateno=20) && var(19)&&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=1100
trigger5 = (ctrl||stateno=[10,20])&&!var(35) && AIlevel >6&&var(34)=1100
;trigger2 = movehit && anim=212 && var(21)>1
;trigger3 = ctrl &&((p2statetype=A && enemy,hitfall)||p2stateno=5120)
;trigger3= stateno=1001 && animelemtime(6)>=1&&animelemtime(7)<=1&&helper(10003),var(20)=2
;trigger4= stateno=1003 && animelemtime(4)>=10&&animelemtime(4)<=20&&helper(10003),var(20)=2
;--------------------------------------------------------------------
[State -1, sokoAI]
type = ChangeState
value = 1050
triggerall = AILevel>0 && roundstate = 2&& statetype!=A
triggerall = var(32)<=0
triggerall = var(10)=cond(facing=1,6,4)||fvar(22) = [-15,110]
triggerall = stateno !=[800,899]
triggerall = stateno!=1010
triggerall = stateno!=[3000,3065]
triggerall = stateno!=[1001,3999]
triggerall = (Random <=45*AIlevel)||AIlevel >6&&var(34)=1050
triggerall = movecontact &&AIlevel >6&&var(34)=1050||(fvar(21) =[-85,10]) && enemy,vel y >=0 || p2statetype!=A
triggerall = movetype!=H
triggerall = helper(10003),var(8)=0
triggerall = var(19)=0 || p2stateno!=[1025,1028]
triggerall = var(19)=0 ||p2stateno!=[1040,1045]
trigger1 =(ctrl||stateno=20) && (fvar(22)=[55,100]) && (enemy,vel x >0 ||p2movetype!=H)&&random <88 && var(34)<=0
;trigger2 = (stateno=210||stateno=410)&&movehit &&(var(34)<=0) && fvar(22) <60
trigger2 = (stateno=205&&fvar(22) >60||stateno=210||stateno=405&&fvar(22) >50||stateno=410||stateno=211)&&moveguarded &&(var(34)<=0) 
trigger3=(p2stateno=20014 && enemy,time =44  )  && (ctrl||stateno=20) 
trigger4= (ctrl||stateno=20)&&fvar(22) <75 &&(var(19)=0||p2statetype!=A)&&p2stateno=[5200,5211]
trigger5 = p2statetype=L && var(19) && ctrl && fvar(22) <60 && random <39
trigger6 = var(35) && AIlevel >6&&var(34)=1050
trigger7 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1050
trigger8 = enemy,numproj>0&& (ctrl||stateno=20) && fvar(22) >55 && random <30*AIlevel
;--------------------------------------------------------------------
[State -1, sokoAI]
type = ChangeState
value = 1010
triggerall = AILevel>0 && roundstate = 2&& statetype!=A
triggerall = var(32)<=0
triggerall = fvar(22) = [-15,80]
triggerall = stateno !=[800,899]
triggerall = stateno!=1010
triggerall = var(7) <40
triggerall = stateno!=[1001,3999]
triggerall = (Random <=55*AIlevel) ||AIlevel >6&&var(34)=1010
triggerall = (fvar(21) =[-45,10]) && enemy,vel y >=0 || movecontact
triggerall = movetype!=H
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=[1025,1028]
triggerall = p2stateno!=[1040,1045]
trigger1 =(ctrl||stateno=20) && (fvar(22)=[30,75]) && (enemy,vel x >0 ||p2movetype!=H)&&random <88 && var(34)<=0
trigger2 = (stateno=205&&fvar(22) >45||stateno=210||stateno=405&&fvar(22) >40||stateno=410)&&movehit &&(var(34)<=0) && (var(19)=0||p2statetype!=A)
trigger3 = (stateno=205&&fvar(22) >45||stateno=210||stateno=405&&fvar(22) >40||stateno=410)&&movecontact &&(var(34)<=0) && p2statetype=S && var(7)=0
trigger4 = var(35) && AIlevel >6&&var(34)=1010
trigger5 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1010
;--------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1000
Triggerall = (Random <=75*AIlevel) && var(32)=0
triggerall = var(6)<2
triggerall = numhelper(3001)=0 && (numhelper(10011)=0||p2statetype!=L)
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall = stateno!=[1001,3999]
triggerall = helper(10003),var(8)=0 || fvar(22)>75
triggerall = fvar(22) >50 || p2movetype=H || movecontact||p2stateno=5120||stateno=100 || AIlevel >6&&var(34)=1000
Triggerall = (RoundState = 2) && (AILevel>0) &&(((fvar(21)= [-45,40])||movecontact)||stateno=100)
trigger1 = (ctrl||stateno=20||stateno=[100,101]) && (p2statetype=L && enemy,pos y=0) && fvar(22) < 100 &&(var(34)<=0)
trigger2= (stateno=[210,211])&& moveguarded  &&(var(34)<=0)
trigger3= stateno=410 && moveguarded &&(var(34)<=0)
trigger4= (ctrl||stateno=20||stateno=1000&&time >20) && (fvar(22) =[70,100])&&(var(34)<=0)&& random <25*AIlevel && p2stateno!=[20012,20014]
trigger5 = (ctrl&&statetype=A||stateno=57) &&p2movetype=A && (fvar(22) >70||fvar(21)>45)
trigger6= (ctrl||stateno=20||stateno=100||stateno=1000&&animelemtime(3)>3) && (fvar(22) =[50,70]) && random <15*AIlevel && p2statetype=A && enemy,vel x >0&&(var(34)<=0)
trigger7=stateno=1005 && movecontact&&(var(34)<=0)
trigger8= time >20 && p2statetype=L && p2stateno!=5120 && pos y >-30 && stateno=1000&&(var(34)<=0)
trigger9= (stateno=100) && p2statetype!=L&& fvar(22) <65&&(var(34)<=0)
trigger10=stateno=1000&&animelemtime(5)>3 && (fvar(22) >80 || fvar(21) <35) && p2statetype!=L&&(var(34)<=0)
trigger11=(stateno=605||stateno=600) && movecontact&&(var(34)<=0)
trigger12 = var(35) && AIlevel >6&&var(34)=1000
trigger13 = (ctrl||stateno=[10,20])&&!var(35) && AIlevel >6&&var(34)=1000
;-------------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1007
Triggerall = (stateno=1000 &&animelemtime(3)>0 && Random <=55*AIlevel)
Triggerall = (RoundState = 2) && (AILevel>0)   && var(32)=0
triggerall = (fvar(22) = [-30,5]) 
triggerall = pos y <-25 || vel y >0 && pos y <-15
trigger1=  (p2stateno=5120 && enemy,time>7)
trigger2 = (p2movetype= A||(p2statetype=S || p2statetype=C))  && fvar(21) >25
trigger3 =  AIlevel >6&&var(34)=1007
[State -1, SUPAH JAWMP]
type = ChangeState
value =1006
Triggerall = animelemtime(3)>0  &&stateno=1000 && (Random <=45*AIlevel)
Triggerall = (RoundState = 2) && (AILevel>0) &&(fvar(22)= [5,120])  && var(32)=0
triggerall =fvar(21) =[0,90] 
triggerall = p2statetype!=L || p2stateno=5120 && enemy,time>6
triggerall = pos y <-35 || vel y >0 && pos y <-15
trigger1 = ((fvar(22) / fvar(21)) < 1.25 && (fvar(22)/ fvar(21)) >= .3) && p2statetype!=A
trigger2 = (fvar(21) =[-30,55]) && fvar(15)< 100 && p2statetype=A
trigger3 =  AIlevel >6&&var(34)=1006
[State -1, SUPAH JAWMP]
type = ChangeState
value =1005
Triggerall = stateno=1000&& animelemtime(3)>0 &&(Random <=45*AIlevel)&&var(34)<=0
triggerall = statetype=A && p2statetype=A && var(6)=1 && var(32)=0
triggerall = p2stateno!=[5200,5210]
Triggerall = (RoundState = 2) && (AILevel>0) &&(fvar(21)= [-35,35]) && (fvar(22) =[-25,40])
trigger1 = prevstateno=[605,610]
trigger2 = p2movetype=A
trigger3 =  AIlevel >6&&var(34)=1005

;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 1001
triggerall = AILevel>0 && roundstate = 2
triggerall = movetype!=H&& var(32)=0
triggerall = p2stateno!=5120
triggerall = numhelper(10011)=0
triggerall = stateno!=[1001,3999]
triggerall = p2stateno!=[5201,5210]
triggerall = numhelper(10011)=0||AIlevel >6&&var(34)=1002
triggerall =(Random <=85*AIlevel)|| AIlevel >6&&var(34)=1002
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall = StateType != A && var(32)<=0
triggerall = roundstate = 2&&( fvar(22) >80|| p2movetype=H)
triggerall = stateno !=[3000,9999]
trigger1 =(ctrl||stateno=20) && numhelper(3001)>0&& (p2stateno=[120,155])&& var(34)<=0
trigger2 = var(35) && AIlevel >6&&var(34)=1001
trigger3 = (ctrl||stateno=20)&&!var(35) && AIlevel >6&&var(34)=1001
;trigger2= stateno=1100 && animelemtime(9)>=0 && animelemtime(10)<0 && p2movetype=H && var(21)>0
;trigger3 = stateno=100 && time >10 && frontedgebodydist >65&& p2movetype=A
;trigger4 = (p2statetype=L && var(21)>0 || var(6)=2)&&ctrl && (fvar(22) > 150 || enemy,backedgebodydist <50)
;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 1002
triggerall = AILevel>0 && roundstate = 2
triggerall = movetype!=H
triggerall = p2stateno!=5120&& var(32)=0
triggerall = stateno!=[1001,3999]
triggerall = numhelper(10011)=0||AIlevel >6&&var(34)=1002
triggerall = p2stateno!=[5201,5210]
triggerall =(Random <=85*AIlevel) || AIlevel >6&&var(34)=1002
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall = StateType != A && var(32)<=0
triggerall = roundstate = 2&&( fvar(22) >80|| p2movetype=H)||AIlevel >6&&var(34)=1002
trigger1 =(ctrl||stateno=[10,20]) && numhelper(3001)>0 && backedgebodydist <60 && var(34)<=0 && p2stateno!=[120,155]
trigger2 = var(35) && AIlevel >6&&var(34)=1002
trigger3 = (ctrl||stateno=[10,20])&&!var(35) && AIlevel >6&&var(34)=1002
;-------------------------------------------------
[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 && var(34)<=-1
trigger2= var(30)=1 &&ctrl && AIlevel >6&&var(34)=[600,610]
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&&(var(31)=9||(var(31)=87|| var(31)=91||var(31)=95||var(31)=99))
;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|| var(31)>0
;triggerall = pos y <-41
;triggerall = frontedgebodydist > 40 || var(31)>0
;triggerall = fvar(21) =[-90,450]
;triggerall = helper(10003),var(14) || var(31)>0
;trigger1= ctrl&&var(34)<=0
;trigger2 = (var(31)=4||var(31)=44||var(31)=25||var(31)=75||var(31)=113) && movehit

[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall = var(58)!=2
triggerall=AILevel>0 && statetype!=A 
triggerall = (stateno!=[100,105])
triggerall = p2stateno!=834 || fvar(22) >100
trigger1= p2movetype!=A && (fvar(22)=[130,788])&& (Random <=25*AIlevel)&& (ctrl || stateno=20) && var(34)<=0
trigger2= p2movetype=H && p2statetype=A && fvar(22)>35&& (Random <=50*AIlevel)&& (ctrl || stateno=20) && var(34)<=0
trigger3= (p2stateno=[1029,1030]) && fvar(22) >80&& ctrl && var(34)<=0
trigger4= var(15)=1 && fvar(22) >90 && ctrl && var(34)<=0
trigger5=  fvar(22) >80 && ctrl && AIlevel >6&&var(34)=210 
trigger6=  fvar(22) >170 && (ctrl||stateno=[10,20]) && AIlevel >6&&var(34)=1100 
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = p2stateno!=3002&&(var(34)!=[1001,1002])
triggerall=AILevel>0 && statetype=S && ctrl && (Random <=31*AIlevel); || var(31)>0&& statetype=S 
trigger1= (stateno!=[20,105]) && p2movetype!=A && (fvar(22)=[20,109]) && var(34)<=0
trigger2 = p2stateno=1030 && fvar(22) >20&& var(34)<=0
trigger3 = AIlevel >6&&var(34)=1100 && ctrl && (fvar(22) <25)
trigger4 = AIlevel >6&&var(34)=210&& ctrl && (fvar(22) >60)
[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(34)<=0
trigger1 = ( p2movetype = A) && (fvar(22)=[-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
trigger2 = stateno=1000
;-----------------------------------------------------------------------------
[State -1, Rapter Drive]
type = ChangeState
value = 3050
triggerall = command="FC"
triggerall = statetype =A
triggerall = power >=500
triggerall = AILevel=0
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=605&&movecontact
trigger4 = stateno=610&&movecontact
trigger5= stateno=1000 

;---------------------------------------------------------------------------
[State -1, Falcon Dive]
type = ChangeState
value = 3000
triggerall =command="FD"
triggerall = power >=500
triggerall = AILevel=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 = !numhelper(1051)&&!numhelper(1050)&&!numhelper(1051)
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="QCF_y"||command="QCF_z"
triggerall = statetype !=A
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=211&&movecontact



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

[State -1, Rapter Boost]
type = ChangeState
value = 1100
triggerall = command="HCB_y"||command="HCB_z"||(command="HCB_a"&&power>=250)
triggerall = statetype !=A
;triggerall = numhelper(1003)=0
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=211&&movecontact
;----------------------------------------------------------------------
[State -1, Wind change]
type = ChangeState
value = 1002
triggerall = AILevel=0
triggerall = command="QCB_a"||command="DU_a"
triggerall=statetype!=A
trigger1 = ctrl || stateno=40
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, Wind change]
type = ChangeState
value = 1001
triggerall = AILevel=0
triggerall = command="QCF_a"||command="DD_a"
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=211&&movecontact
trigger8 = stateno=410&&movecontact
;---------------------------------------------------------------------------
;Run Fwd
;ƒ_ƒbƒVƒ…
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2= anim=1000 && movehit && time>52&&command="holdfwd"
;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,  JAWMP]
type = ChangeState
value = 40
triggerall = stateno!=1000
triggerall = AILevel =0
triggerall = statetype!=A
triggerall = command = "holdup"
trigger1 = ctrl
trigger2= (stateno=200) && movehit
;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 = fvar(22) < 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="a"
triggerall = command = "holdfwd"
triggerall = command!="holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&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=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&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 = command!="holdfwd" || statetype=A
triggerall = command="a" && var(6)<2
trigger1 = ctrl || stateno=100|| stateno=1000 && animelemtime(5)>0 && command!="holdup"&& command!="holddown" && command!="holdfwd"&& command!="holdback"
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
trigger9 = stateno=600&&movecontact
trigger10 = stateno=605&&movecontact
trigger11 = stateno=610&&movecontact
trigger12= stateno=1005 && 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
;---------------------------------------------------------------------------
;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

