
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[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

;-|A.I.|------------------------------------------------------------------



;-| Super Motions |--------------------------------------------------------

;------------mvc2
[Command]
name = "WFX"
command = ~F, D, DF,  x+y
time =15

[Command]
name = "WFX"
command = ~F, D, DF,  y+z
time = 15

[Command]
name = "WFX"
command = ~F, D, DF,  x+z
time = 15

[Command]
name = "MHG"   ;Same name as above
command = ~D, DF, F,  x+y
time = 15

[Command]
name = "MHG"   ;Same name as above
command =  ~D, DF, F,   x+z
time = 15

[Command]
name = "MHG"   ;Same name as above
command = ~D, DF, F,  y+z
time = 15

[Command]
name = "AB"   ;Same name as above
command = ~F, $D, B,  a+b
time = 15

[Command]
name = "AB"   ;Same name as above
command = ~F, $D, B,  a+c
time = 15

[Command]
name = "AB"   ;Same name as above
command = ~F, $D, B, b+c
time = 15
;--------------

;------------mvc3 alpha
[Command]
name = "WFXA"
command = ~F, D, DF,  x+y
time = 15

[Command]
name = "WFXA"
command = ~F, D, DF,  y+b
time = 15

[Command]
name = "WFXA"
command = ~F, D, DF,  x+b
time = 15

[Command]
name = "MHGA"   ;Same name as above
command = ~D, DF, F,  x+y
time = 15

[Command]
name = "MHGA"   ;Same name as above
command =  ~D, DF, F,   y+b
time = 15

[Command]
name = "MHGA"   ;Same name as above
command = ~D, DF, F,  x+b
time = 15

[Command]
name = "ABA"   ;Same name as above
command = ~F, $D, B,  x+y
time = 15

[Command]
name = "ABA"   ;Same name as above
command = ~F, $D, B, y+b
time = 15

[Command]
name = "ABA"   ;Same name as above
command = ~F, $D, B,  x+b
time = 15
;--------------

;------------mvc3 beta

[Command]
name = "ABB"   ;Same name as above
command = ~F, $D, B, x+y
time = 15

[Command]
name = "ABB"   ;Same name as above
command = ~F, $D, B,  y+z
time = 15

[Command]
name = "ABB"   ;Same name as above
command = ~F, $D, B,  x+z
time = 15
;--------------

;------------mvc3 gamma
[Command]
name = "WFXG"
command = ~F, D, DF,  b+y
time = 20

[Command]
name = "WFXG"
command = ~F, D, DF,  x+y
time = 20

[Command]
name = "WFXG"
command = ~F, D, DF,  b+x
time = 20

[Command]
name = "MHGG"   ;Same name as above
command = ~D, DF, F,  b+y
time = 15

[Command]
name = "MHGG"   ;Same name as above
command =  ~D, DF, F,   x+y
time = 15

[Command]
name = "MHGG"   ;Same name as above
command = ~D, DF, F,  b+x
time = 15

[Command]
name = "ABG"   ;Same name as above
command = ~F, $D, B, b+y
time = 15

[Command]
name = "ABG"   ;Same name as above
command = ~F, $D, B, x+y
time = 15

[Command]
name = "ABG"   ;Same name as above
command = ~F, $D, B, b+x
time = 15
;--------------
;-| Special Motions |------------------------------------------------------
;--mvc2
[Command]
name = "DP1"
command = ~F, $D, B, x
time = 15

[Command]
name = "DP2"
command = ~F, $D, B, y
time = 15

[Command]
name = "DP3"
command = ~F, $D, B,z
time = 15

[Command]
name = "DP1"
command = ~F, $D, B, ~x
time = 15
buffer.time=6

[Command]
name = "DP2"
command = ~F, $D, B, ~y
time = 15
buffer.time=6
[Command]
name = "DP3"
command = ~F, $D, B, ~z
time = 15
buffer.time=6

[Command]
name = "gou1"
command = ~D, DF, F, x
time = 15

[Command]
name = "gou2"
command = ~D, DF, F, y
time = 15

[Command]
name = "gou3"
command = ~D, DF, F, z
time = 15

[Command]
name = "gou1"
command = ~D, DF, F, ~x
time = 15
buffer.time=7
[Command]
name = "gou2"
command = ~D, DF, F, ~y
time = 15
buffer.time=7
[Command]
name = "gou3"
command = ~D, DF, F, ~z
time = 15
buffer.time=7

[Command]
name = "sk1"
command = ~F, $D, B, a
time = 15

[Command]
name = "sk2"
command = ~F, $D, B, b
time = 15

[Command]
name = "sk3"
command = ~F, $D, B,c
time = 15
[Command]
name = "sk1"
command = ~F, $D, B, ~a
time = 15
buffer.time=7
[Command]
name = "sk2"
command = ~F, $D, B,~b
time = 15
buffer.time=7
[Command]
name = "sk3"
command = ~F, $D, B,~c
time = 15
buffer.time=7
;-------------------
;--mvc3 alpha
[Command]
name = "gou1A"
command = ~D, DF, F, x
time = 15

[Command]
name = "gou2A"
command = ~D, DF, F, y
time = 15

[Command]
name = "gou3A"
command = ~D, DF, F, b
time = 15

[Command]
name = "gou1A"
command = ~D, DF, F, ~x
time = 15
buffer.time=7
[Command]
name = "gou2A"
command = ~D, DF, F, ~y
time = 15
buffer.time=7
[Command]
name = "gou3A"
command = ~D, DF, F, ~b
time = 15
buffer.time=7
;-------------------
;--mvc3 gamma
[Command]
name = "gou1G"
command = ~D, DF, F, b
time = 15

[Command]
name = "gou2G"
command = ~D, DF, F, x
time = 15

[Command]
name = "gou3G"
command = ~D, DF, F,y
time = 15

[Command]
name = "gou1G"
command = ~D, DF, F, ~b
time = 15
buffer.time=7
[Command]
name = "gou2G"
command = ~D, DF, F, ~x
time = 15
buffer.time=7
[Command]
name = "gou3G"
command = ~D, DF, F, ~y
time = 15
buffer.time=7
;-------------------


;------------
;--mvc3 alpha
[Command]
name = "sk1A"
command = ~F, $D, B, x
time = 15

[Command]
name = "sk2A"
command = ~F, $D, B,y
time = 15

[Command]
name = "sk3A"
command = ~F, $D, B,b
time = 15
[Command]
name = "sk1A"
command = ~F, $D, B, ~x
time = 15
buffer.time=7
[Command]
name = "sk2A"
command = ~F, $D, B, ~y
time = 15
buffer.time=7
[Command]
name = "sk3A"
command = ~F, $D, B,~b
time = 15
buffer.time=7
;------------
;--mvc3 Beta
[Command]
name = "sk1B"
command = ~F, $D, B, x
time = 15

[Command]
name = "sk2B"
command = ~F, $D, B,y
time = 15

[Command]
name = "sk3B"
command = ~F, $D, B,z
time = 15
[Command]
name = "sk1B"
command = ~F, $D, B, ~x
time = 15
buffer.time=7
[Command]
name = "sk2B"
command = ~F, $D, B, ~y
time = 15
buffer.time=7
[Command]
name = "sk3B"
command = ~F, $D, B,~z
time = 15
buffer.time=7
;------------
;--mvc3 Gamma
[Command]
name = "sk1G"
command = ~F, $D, B, b
time = 15

[Command]
name = "sk2G"
command = ~F, $D, B,x
time = 15

[Command]
name = "sk3G"
command = ~F, $D, B,y
time = 15
[Command]
name = "sk1G"
command = ~F, $D, B,~b
time = 15
buffer.time=7
[Command]
name = "sk2G"
command = ~F, $D, B, ~x
time = 15
buffer.time=7
[Command]
name = "sk3G"
command = ~F, $D, B,~y
time = 15
buffer.time=7
;------------
;--mvc3 alpha
[Command]
name = "DP1A"
command = ~F, D, DF, x
time = 15

[Command]
name = "DP2A"
command = ~F, D, DF, y
time = 15

[Command]
name = "DP3A"
command = ~F, D, DF,b
time = 15

[Command]
name = "DP1A"
command = ~F, D, DF, ~x
time = 15
buffer.time=6

[Command]
name = "DP2A"
command = ~F, D, DF, ~y
time = 15
buffer.time=6
[Command]
name = "DP3A"
command = ~F, D, DF, ~b
time = 15
buffer.time=6
;---------------
;--mvc3 beta
[Command]
name = "DP1B"
command = ~F, D, DF, x
time = 15

[Command]
name = "DP2B"
command = ~F, D, DF, y
time = 15

[Command]
name = "DP3B"
command = ~F, D, DF,z
time = 15

[Command]
name = "DP1B"
command = ~F, D, DF, ~x
time = 15
buffer.time=6

[Command]
name = "DP2B"
command = ~F, D, DF, ~y
time = 15
buffer.time=6
[Command]
name = "DP3B"
command = ~F, D, DF, ~z
time = 15
buffer.time=6
;---------------
;--mvc3 gamma
[Command]
name = "DP1G"
command = ~F, D, DF,b
time = 15

[Command]
name = "DP2G"
command = ~F, D, DF, x
time = 15

[Command]
name = "DP3G"
command = ~F, D, DF,y
time = 15

[Command]
name = "DP1G"
command = ~F, D, DF, ~b
time = 15
buffer.time=6

[Command]
name = "DP2G"
command = ~F, D, DF, ~x
time = 15
buffer.time=6
[Command]
name = "DP3G"
command = ~F, D, DF, ~y
time = 15
buffer.time=6
;---------------
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "fwd"     ;Required (do not remove)
command = F
time = 1
[Command]
name = "back"     ;Required (do not remove)
command = B
time = 1
[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

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

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

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

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

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

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

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

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

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


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

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

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

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

[Command]
name = "up" ;Required (do not remove)
command = U
time = 1
[Command]
name = "down" ;Required (do not remove)
command = D
time = 1
[Command]
name = "SJ"
command = $D,$U
time = 15


[Command]
name="2p"
command=x+y
time=5
[Command]
name="2p"
command=x+z
time=5
[Command]
name="2p"
command=y+z
time=5

[Command]
name="2k"
command=a+b
time=5
[Command]
name="2k"
command=a+c
time=5
[Command]
name="2k"
command=b+c
time=5


[Command]
name="cancel"
command=x+y+a+b
time=5

[Command]
name="cancel"
command=x+y+a+z
time=5

;-------------------------------------------------------------------------------
[Statedef -1]


;==|A.I.|=================================================================
;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 3049
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = power >=ifelse(var(59)=1,3000,1000)
trigger1 =  (stateno=1000&&p2stateno=1001)
trigger2= p2statetype=C&&p2movetype=A && ctrl && var(59)=0
trigger3= p2movetype=A && ctrl && var(59)=1
trigger4=  ( var(28)=2) && ctrl
triggerall = (p2bodydist x=[0,220]) && (p2bodydist y = [-65,0])
triggerall = random<149
triggerall = stateno!=210&& stateno!=211&&stateno!=410
triggerall = stateno != [800,899]
triggerall = stateno != [1050,3999]
triggerall = movetype!=H
triggerall = p2movetype!=I
triggerall =p2statetype!=L || ( var(28)=2)
triggerall = (Statetype!=A)
;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 3060
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall =  statetype !=A
triggerall = random<99
triggerall = power >=1000
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2stateno!=1030
triggerall = numhelper(1101)<1
triggerall = p2statetype!=L || var(59)=0
triggerall = p2bodydist x >90 || p2statetype=L
trigger1=ctrl && backedgebodydist > 60
trigger2= moveguarded && p2bodydist x >90
trigger3= (p2stateno=10612 || p2stateno= 854) && ctrl

;---------------------------------------------------------------------
[State -1, AIgh4]
type = ChangeState
value = 3000
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = power >=1000
trigger1 = numprojid(1109) >=1 && p2movetype=H && ctrl
trigger2 = p2stateno=1001 && ctrl && var(18)
trigger3 = (stateno=206 || stateno=406) && movehit && var(18)
trigger4= ( var(28)=2) && ctrl
triggerall = (p2bodydist x=[0,280]) && ((p2bodydist y =[-85,-15])||p2statetype!=A)
triggerall = random<(ifelse((var(18)&&p2stateno=1001),149,89))||movehit&&var(18)
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2movetype!=A
triggerall = p2statetype!=L || ( var(28)=1)
triggerall = (Statetype!=A)
;--------------------------------------------------------------------------
 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall=AILevel>0
triggerall = (statetype!=A)||(statetype=A && p2bodydist x >5)
triggerall =(StateNo !=[200,3999])&&(StateNo != 105)
Triggerall =  Random < (113*AILevel)
triggerall =InGuardDist || enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA
triggerall =((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20
;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = roundstate = 2
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,55])&&(P2BodyDist Y = 0 )
Triggerall = Random <= 400
triggerall = p2statetype != L && p2statetype !=A
triggerall = p2stateno !=[120,150]
Triggerall = stateno !=405
Triggerall = stateno !=435
triggerall = p2stateno!=1003
Triggerall = stateno !=200
triggerall = p2statetype !=C
trigger1 = ctrl
trigger2 = stateno=401 && movecontact && AILevel <4
value = ifelse(Var(59)=1,201,200)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,90])
Triggerall = (P2BodyDist y = [-40,0])
Triggerall = Random < 400
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2stateno !=[120,150]
Triggerall = stateno !=205
Triggerall = stateno !=405
Triggerall = stateno !=435
triggerall = movecontact || var(59)=0
triggerall = p2stateno!=1030
triggerall = p2statetype !=C
trigger1 = (ctrl && (var(57)=0||var(59)=1)) || ((stateno = 200 || stateno=230 || stateno = 400 || stateno=430) && movecontact&& var(57)=1)
trigger2 = stateno = 200 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = stateno = 230 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4= (stateno=400|| stateno=430) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger5 = (stateno=201 &&animelemtime(5)>=0 ) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger6 = stateno = 236 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger7= (stateno=401|| stateno=406) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
value = ifelse(var(59),206,205)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,85]) && (((P2BodyDist Y = [-70,0] )&&enemy,vel y >=0)|| p2stateno=1030)
Triggerall = Random < ifelse(var(59)=1,600,400)
triggerall = p2statetype != L || (p2stateno=1030 && enemy,time>12)
triggerall = p2stateno !=[120,150]
Triggerall = stateno !=405
Triggerall = stateno !=435
triggerall = movecontact|| (p2stateno=1030 && enemy,time>18)
Triggerall = stateno !=210
trigger1 = ctrl
trigger2 = (stateno=201 &&animelemtime(5)>=0 ) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = (stateno = 230) &&(movecontact && AILevel <5)
trigger4 = (stateno = 235)&&(movecontact && AILevel <5)
trigger5 = (stateno = 205||stateno=206)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger6 = (stateno = 400) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger7 = (stateno = 430) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger8 = (stateno = 441) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger9 = (stateno = 405||stateno=406) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger10=p2stateno=1030&&ctrl
value = ifelse(var(59)=1,212,210)
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
trigger1 = ctrl
triggerall = stateno != [200,3999]
Triggerall = (P2BodyDist X = [0,45]) && (P2BodyDist Y = 0 )
Triggerall = Random < ifelse(AILevel <4,400,99)
triggerall = p2statetype != L ||numtarget(1001)
triggerall = p2stateno !=[120,150]
Triggerall = stateno !=405
Triggerall = stateno !=435
triggerall = var(59)=0
triggerall = p2stateno!=1003
Triggerall = stateno !=215
trigger1 = ctrl
trigger2= ctrl && numtarget(1001) && var(59)=0
value = 230

;------------------------------------------------------
[State -1, AI 15]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2stateno !=[120,150]
triggerall = p2statetype != L
Triggerall =( ((P2BodyDist X = [0,85])&&movecontact)||((P2BodyDist X = [55,85])&&!movecontact)) && (P2BodyDist Y = 0)
Triggerall = Random <400
Triggerall = stateno !=405
triggerall = p2stateno!=1003
Triggerall = stateno !=435
trigger1 = (ctrl && (var(57)=0||var(59)=1)) || (( stateno=230 || stateno = 400 || stateno=430||stateno=200) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))&& var(57)=1)
trigger2 = stateno = 200 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = stateno = 230 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4= (stateno=405|| stateno=430) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger5 = ((stateno=201 &&animelemtime(5)>=0 )|| stateno=401)&& ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
value = ifelse(var(59)=1,236,235)
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
trigger1 = ctrl
Triggerall = (((P2BodyDist X = [0,85])&&movecontact)||((P2BodyDist X = [55,85])&&!movecontact))  && (((P2BodyDist Y = [-40,0])&&enemy,vel y >=0&&p2movetype=H)||p2statetype!=A)
Triggerall = Random < 400
triggerall = p2statetype != L
triggerall = p2statetype !=C
triggerall = p2stateno !=[120,150]
triggerall = p2stateno!=1003
triggerall = var(59)=0
Triggerall = stateno !=240
trigger1 = ctrl
trigger2 = stateno = 205 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = stateno = 235 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4 = stateno = 200 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger5 = stateno = 230 &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger6= (stateno=400|| stateno=430) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger7= (stateno=405|| stateno=435) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
value = 240

;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,80])&&(P2BodyDist Y = 0 )
Triggerall = Random < 400
triggerall = p2statetype != L && p2statetype !=A
Triggerall = stateno !=405
triggerall = p2stateno!=1003
Triggerall = stateno !=435
trigger1 = ctrl
triggerall = p2stateno !=[120,150]
value = ifelse(var(59)=1,401,400)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,95])&&(P2BodyDist Y = 0 )
Triggerall = Random < 400
triggerall = p2statetype != L
trigger1 = (ctrl && (var(57)=0||var(59)=1)) || ((stateno = 200 || stateno=230 || stateno = 400 || stateno=430) && movecontact&& var(57)=1)
trigger2 = stateno = 400 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = stateno = 430 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4= (stateno=200|| stateno=230) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
Triggerall = stateno !=435
Triggerall = stateno !=405
triggerall = p2stateno!=1003
triggerall = p2stateno !=[120,150]
value = ifelse(var(59)=1,406,405)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = ((p2BodyDist X = [0,65])) &&((P2BodyDist Y = [-50,0] )&&(enemy,vel y >=0))
Triggerall = Random < 600
triggerall = movecontact
triggerall = var(59)=0
triggerall = p2statetype != L
trigger1 = ctrl
trigger2 = (stateno = 200) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = (stateno = 230) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4 = (stateno = 235)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger5 = (stateno = 205)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger6 = (stateno = 400) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger7 = (stateno = 430) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger8 = (stateno = 435) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger9 = (stateno = 405) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = p2stateno !=[120,150]
value = 410
;------------------------------------------------------
[State -1, AI11]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,65] )
triggerall = p2statetype != L ||numtarget(1001)
triggerall = p2statetype!=A
Triggerall = Random < 400
triggerall = var(59)=0
trigger1 = ctrl
trigger2 = p2statetype =S && (p2stateno = [120,155]) && ctrl
trigger3= ctrl && numtarget(1001)&& var(59)=0
triggerall = p2stateno !=[120,150]
value = 430
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,70])&&(P2BodyDist Y = 0)
Triggerall = Random < 500
triggerall = p2statetype != L
trigger1 = (ctrl && var(57)=0) || (( stateno=230 || stateno = 400 || stateno=430||stateno=200) && movecontact&& var(57)=1)
trigger2 = stateno = 200 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = stateno = 230 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4= (stateno=400|| stateno=430) && movehit
trigger5 = p2statetype =S && ctrl&& var(57)=0
Triggerall = stateno !=435
triggerall = var(59)=0
triggerall = p2stateno!=1001
Triggerall = stateno !=405
triggerall = p2stateno !=[120,150]
value = 435

;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2statetype != L&& p2statetype !=A
trigger1 = ctrl
Triggerall = P2BodyDist X = [55,95]
Triggerall = Random < 400
triggerall = stateno !=210&&stateno!=240  &&stateno!=212
trigger2 = (stateno = [200,435])&& ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = p2statetype =S  && ctrl
trigger4 = (stateno=201 &&animelemtime(5)>=0 )&& ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger5 = stateno = 236 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger6= (stateno=401|| stateno=406) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = p2stateno !=[120,150]
triggerall = p2stateno!=1003
Triggerall = stateno !=410
value = ifelse(var(59)=1,441,440)

;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = ifelse(var(59)=1,601,600)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,65])
triggerall = p2bodydist y =[-650,50]
triggerall = p2statetype=A
triggerall = var(9)=0
Triggerall = Random <= 500||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall =vel y >0 || stateno=56 || ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = roundstate = 2
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 602
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,65])
triggerall = p2bodydist y =[-650,50]
triggerall = p2statetype=A
triggerall = var(9)=1
Triggerall = ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = roundstate = 2
trigger1 = (stateno=601) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = ifelse(var(59)=1,606,605)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,50])
triggerall = p2statetype=A
Triggerall = Random <= 500||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = p2bodydist y =[-70,35]
triggerall = roundstate = 2
triggerall =(var(9)=1&&var(59) && var(20)<8)||var(59)=0  ||(var(20)>=8&&var(9)=0)
trigger1 = (ctrl && (var(57)=0||var(59)=1)) || ((stateno = 600 || stateno=630) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))&& var(57)=1)
trigger2 = (stateno = 600||stateno = 630) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = (stateno = 631||stateno=602) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))



;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value = ifelse(var(59)=1,611,610)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,70])
triggerall = (p2bodydist y =[-70,75])
triggerall = vel y >0 || (stateno=[600,640])
Triggerall = Random <= 500||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = roundstate = 2
triggerall = movecontact ||vel y >0
trigger1 = ctrl
trigger2 = (stateno = 600|| stateno = 605 || stateno = 630|| stateno = 635)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = ( stateno = 606 || stateno = 631||stateno=602)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4))


;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value = ifelse(var(59)=1,631,630)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(8)=0
triggerall = var(50) =1
triggerall = (AILevel <4 && var(59)=1)||(var(59)=0)
Triggerall = (P2BodyDist X = [0,40])
triggerall = p2bodydist y =[-30,10]
triggerall =vel y >0 || stateno=56||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
Triggerall = Random <= 500
triggerall = roundstate = 2
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------

[State -1, AI9]
type = ChangeState
value = 635
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,80])
Triggerall = Random <= 500||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = var(59)=0
triggerall = roundstate = 2
trigger1 = (ctrl && (var(57)=0||var(59)=1)) || ((stateno = 605 || stateno=630) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))&& var(57)=1)
trigger2 = stateno = 630 && movecontact
trigger3 = stateno = 605&& movecontact
;---------------------------------------------------------------------------
[State -1, AI9]
type = ChangeState
value = 640
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=615
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,75])
triggerall = (p2bodydist y =[-60,55])
triggerall = vel y <0 || (stateno=[600,640])
Triggerall = Random <= 500||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = var(59)=0
triggerall = roundstate = 2
triggerall = movecontact
trigger1 = ctrl
trigger2 = stateno = 600 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = stateno = 605 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger4 = stateno = 630 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger5 = stateno = 635 && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))

;----------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = ifelse(statetype=A,800,830)
triggerall = random <= 30*AILevel
triggerall = AILevel >0
triggerall = statetype != A||(p2statetype=A&&statetype=A)
triggerall= ((p2statetype != A)&&statetype!=A)||p2statetype=A
triggerall = ctrl || stateno=20
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (enemy,ctrl)
trigger1 = p2bodydist X < 28 && (p2bodydist y = [-40,40])
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 28 && (p2bodydist y = [-40,40]))

;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 1000
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl
trigger2 = (stateno =205||stateno=206||stateno=240||stateno=235||stateno=236||stateno=405||stateno=406||stateno=435||stateno=441) &&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger3 = p2stateno=1001 && ctrl && var(18)
trigger4=  (var(28)=2) && ctrl  && power<1000
trigger5 = p2statetype=L && stateno=430 &&movehit
triggerall = (p2bodydist x=[0,290]) && (((p2bodydist y =[-85,-15])&&enemy,vel y>=0&&p2movetype=H)||p2statetype!=A)||movehit
triggerall = random<(ifelse((var(18)&&p2stateno=1001),149,49))||(movehit && var(59)=0)
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2stateno!=1030
triggerall = p2movetype!=A
triggerall = p2statetype!=L ||( var(28)=2) || movehit
triggerall = (Statetype!=A)
;---------------------------------------------------------------------
[State -1, AIgh1]
type = ChangeState
value = 1049
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl &&var(16)=0
trigger2= ( (stateno = [200,441]))&& AILevel <4
trigger3 =  (p2stateno=10612 || p2stateno= 854) && p2bodydist x <60   &&var(16)=0
trigger4= p2statetype=C&&p2movetype=A && ctrl
trigger5=  (var(28)=2) && ctrl && power<1000
triggerall = (p2bodydist x=[0,220]) && (p2bodydist y = [-65,0])
triggerall = random<49 || (p2stateno=10612 && var(59)=1&&var(16)=0)
triggerall = stateno!=210&& stateno!=211&&stateno!=410
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2movetype!=I
triggerall = p2statetype!=L|| (var(59)=1&& (p2stateno=10612 || p2stateno= 854)&&var(16)=0)|| (var(59)=1&& var(28)=2)
triggerall = (Statetype!=A)
;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 1100
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall =  statetype !=A
triggerall = random<99
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = numhelper(1101)<1
triggerall = numexplod(1100)<2 || var(59)=0
triggerall = p2bodydist x >80 || (p2statetype=L&&var(59)=1) || (p2stateno=10612 || p2stateno= 854)
triggerall =  (var(59)=1&& (p2stateno=10612 || p2stateno= 854)&&(var(16)=1|| var(16)=0 &&random<333))
trigger1=ctrl && backedgebodydist > 60
trigger2= (p2stateno=10612 || p2stateno= 854) && ctrl
trigger3= enemy,anim=5120 && ctrl

;------------------------------------------------------------------------
[State -1, AIgp]
type = ChangeState
value = 1600
triggerall = AILevel >0 && StateType != A
triggerall= statetype = S
triggerall = roundstate = 2
trigger1 = stateno = 150 || stateno = 151
triggerall = p2bodydist x < 25
triggerall = random < 499
;------------------------------------------------------------------------
[State -1, AIgp]
type = ChangeState
value = 1601
triggerall = AILevel >0 && StateType != A
triggerall= statetype = C
triggerall = roundstate = 2
trigger1 = stateno = 152 || stateno = 153
triggerall = p2bodydist x < 25
triggerall = random < 499
;------------------------------------------------------------------------
[State -1, AIgp]
type = ChangeState
value = 1602
triggerall = AILevel >0
triggerall= statetype = A
triggerall = roundstate = 2
trigger1 = stateno = 153 || stateno = 154
triggerall = p2bodydist x < 25
triggerall = random < 499

;-------------------------------------------------------------------
[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = AILevel >0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = random < 499
trigger1 = stateno = 410 && movehit&&p2stateno=411
trigger2 = (stateno = 210||stateno=212) && movehit&&p2stateno=411


;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall=AILevel>0
triggerall = p2statetype !=L|| p2stateno=5120
triggerall = (p2stateno!=[5090,5119]) &&(p2stateno!=[5121,5899])
triggerall = statetype != A
triggerall = p2bodydist x >70 || p2movetype=H
triggerall = var(30)=1
triggerall = p2stateno!=1030&& (p2stateno=10612 && p2stateno= 854)
trigger1 = ctrl && p2movetype=A && p2statetype=C  && random<119
trigger2 =p2statetype = C && (p2bodydist x = [50,90]) && ctrl && random<119
trigger3= enemy,hitdefattr=SC,AT  && ctrl
trigger4= p2bodydist x >60 && ctrl&& random<249 && p2movetype=A
trigger5= p2stateno =5120 && p2bodydist x <50 && ctrl && random<69
value = 40


[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall=AILevel >0 && statetype=S && ctrl
triggerall = p2bodydist y =[-150,0]
triggerall = p2movetype!=A
trigger1= (stateno!=[100,105]) && p2movetype!=A && (p2bodydist x=[150,788])&& random < 149
trigger2= numhelper(1101)>1 && ctrl && p2bodydist x >75 && p2movetype!=A

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall=AILevel >0&& statetype=S && ctrl && random < 249
triggerall = p2movetype!=H
triggerall=p2statetype!=L
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,149])
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = AILevel >0
triggerall = roundstate=2||winko
triggerall = random<299
triggerall = gametime%30=0
triggerall = enemy,life < (enemy,lifemax/2.25) ||winko
triggerall = life >700 ||winko
triggerall = p2statetype = L
triggerall = p2bodydist x >120
triggerall = statetype != A
trigger1 = ctrl
[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall =AILevel >0
triggerall =(stateno!=[100,105])
triggerall = statetype != A
triggerall = random < 149
triggerall = p2stateno!= 1030 &&p2stateno!=10612 && p2stateno!= 854
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = (p2statetype =L&&var(59)=0 || p2movetype = A) && (p2bodydist x=[-99,10])
;--------------------------------------------------------------------------
[State -1, roll]
type=changestate
value=702
triggerall = backedgedist <= 100  && p2movetype!=A
triggerall = alive
triggerall = random <55
triggerall = roundstate = 2
triggerall = AILevel >0
trigger1 = stateno = 5120&& time=0
;--------------------------------------------------------------------------
[State -1, roll]
type=changestate
value=703
triggerall = backedgedist >= 100 && p2movetype=A
triggerall = alive
triggerall = random < 55
triggerall = roundstate = 2
triggerall = AILevel >0
trigger1 = stateno = 5120&& time=0


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

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

[State -1, TAIYOU NO MEGUMI]
type = ChangeState
value = 3060
triggerall = (command="AB" && var(59)=0)||(command="ABA" && var(59)=1&&var(57)=0) ||(command="ABB" && var(59)=1&&var(57)=1)||(command="ABG" && var(59)=1&&var(57)=2)
triggerall = power >= 1000
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno!=212
triggerall = numhelper(1101) < 1
triggerall = numhelper(3051) < 1
triggerall = stateno!=[3000,4999]
triggerall = stateno !=610
Triggerall = stateno !=245
triggerall = statetype!=A
Triggerall = stateno !=215
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3= (stateno=1000&&!movecontact)||(stateno=1000&&p2stateno=1001&&(anim=1002||anim=1003||anim=1007))
;---------------------------------------------------------------------------


[State -1,Wild Fang X]
type = ChangeState
value = 3049
triggerall = (command="WFX" && var(59)=0)||(command="WFXA" && var(59)=1&&var(57)=0) ||(command="WFX" && var(59)=1&&var(57)=1)||(command="WFXG" && var(59)=1&&var(57)=2)
triggerall = (power >= 1000 && var(59)=0)||(power >=3000 && var(59)=1)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = roundstate=2
triggerall = statetype!=A
triggerall = stateno!=212
triggerall = numhelper(3001) < 1
triggerall = stateno!=[800,899]
triggerall = stateno!=[3000,4999]
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3= (stateno=1000&&!movecontact)||(stateno=1000&&p2stateno=1001&&(anim=1002||anim=1003||anim=1007))
;---------------------------------------------------------------------------

[State -1,Berserker Claw X]
type = ChangeState
value = 3000
triggerall = (command="MHG" && var(59)=0)||(command="MHGA" && var(59)=1&&var(57)=0) ||(command="MHG" && var(59)=1&&var(57)=1)||(command="MHGG" && var(59)=1&&var(57)=2)
triggerall = power >= 1000
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype!=A
triggerall = stateno!=212
triggerall = roundstate=2
triggerall = numhelper(3001) < 1
triggerall = stateno!=[3000,4999]
triggerall = stateno!=[800,899]
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3= (stateno=1000&&!movecontact)||(stateno=1000&&p2stateno=1001&&(anim=1002||anim=1003||anim=1007))
;---------------------------------------------------------------------------
[State -1,Assault Birdie]
type = ChangeState
value = 1100
triggerall = ((command = "sk1"||command = "sk2"||command="sk3")&&var(57)=0)||((command = "sk1"||command = "sk2")&&var(57)=1)
triggerall = AILevel =0
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = var(50)=1
triggerall = var(59)=0
triggerall = stateno!=212
triggerall = statetype!=A
triggerall = numhelper(1101)<1
trigger1 = ctrl||stateno =40||stateno=55
trigger2 =  (stateno = [200,441])
;---------------------------------------------------------------------------
[State -1,Assault Birdie mvc3]
type = ChangeState
value = 1100
triggerall = ((command = "sk1A"||command = "sk2A"||command = "sk3A")&&var(57)=0)||((command="sk1B"||command="sk2B"||command="sk3B")&&var(57)=1)||((command="sk1G"||command="sk2G"||command="sk3G")&&var(57)=2)
triggerall = AILevel =0
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=212
triggerall = numexplod(1100)<2
triggerall = statetype!=A
triggerall = numhelper(1101)<1
trigger1 = ctrl||stateno=40||stateno=55
trigger2 =  (stateno = [200,441])
;---------------------------------------------------------------------------
[State -1, Wild Fang]
type = ChangeState
value = 1049
triggerall = ((command = "DP1"||command = "DP2")&&var(57)=1)||((command="DP1"||command="DP2"||command="DP3")&&var(57)=0)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno!=212
triggerall = statetype!=A
triggerall = var(59)=0
trigger1 = ctrl
trigger2 =  (stateno = [200,441])

;---------------------------------------------------------------------------
[State -1, Wild Fang mvc3]
type = ChangeState
value = 1049
triggerall = ((command = "DP1A"||command = "DP2A"||command = "DP3A")&&var(57)=0)||((command="DP1B"||command="DP2B"||command="DP3B")&&var(57)=1)||((command="DP1G"||command="DP2G"||command="DP3G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno!=212
triggerall = statetype!=A
triggerall = var(59)=1
trigger1 = ctrl
trigger2 =  (stateno = [200,441])

;---------------------------------------------------------------------------
[State -1,Berserker Claw]
type = ChangeState
value = 1000
triggerall = ((command = "gou1"||command = "gou2"||command = "gou3")&&var(57)=0)||((command="gou1"||command="gou2")&&var(57)=1)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=0
triggerall = stateno!=212
triggerall =statetype!=A
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1,Berserker Claw mvc]
type = ChangeState
value = 1000
triggerall = ((command = "gou1A"||command = "gou2A"||command = "gou3A")&&var(57)=0)||((command="gou1"||command="gou2"||command="gou3")&&var(57)=1)||((command="gou1G"||command="gou2G"||command="gou3G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=212
triggerall =statetype!=A
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])


;-------------------------------------------------------------------------
[State -1, guard push]
type = ChangeState
value = 1600
triggerall = command = "2p"
triggerall= statetype = S
triggerall = AILevel =0
trigger1 = stateno = 150 || stateno = 151
;-------------------------------------------------------------------------
[State -1, guard push]
type = ChangeState
value = 1601
triggerall =command = "2p"
triggerall= statetype = C
triggerall = AILevel =0
trigger1 =  stateno =  152 || stateno = 153
;-------------------------------------------------------------------------
[State -1, guard push]
type = ChangeState
value = 1602
triggerall= command = "2p"
triggerall= statetype = A
triggerall = AILevel =0
trigger1 = stateno =  154 || stateno = 155

;--------------------------------------------------------------------------
[State -1, roll]
type=changestate
value=702
triggerall = command = "holdfwd" && command = "2p"
triggerall = alive
triggerall = AILevel =0
trigger1 = stateno = 5120
;--------------------------------------------------------------------------
[State -1, roll]
type=changestate
value=703
triggerall = command = "holdback" && command = "2p"
triggerall = alive
triggerall = AILevel =0
trigger1 = stateno = 5120

;===========================================================================
[State -1, Super Jump]
type = ChangeState
value = 55
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=[3000,4999]
trigger1 = command = "SJ"
trigger1 = statetype != A
trigger1 = ctrl
trigger2= stateno = 410 && command = "holdup" && movecontact  &&p2stateno=411
trigger3= stateno = 210 && command = "holdup" && movecontact  &&p2stateno=411
trigger4= stateno = 212 && command = "holdup" && movecontact  &&p2stateno=411
[State -1, Jump]
type = changestate
value = 40
triggerall = AILevel =0
triggerall = statetype != A
triggerall = command = "up"
triggerall = var(50)=1
trigger1 = ctrl


;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall=AILevel =0
triggerall = var(50)=1
triggerall = command!="holdback"
triggerall = stateno!=100
trigger1 = command = "FF"||command="2p"
trigger1 = statetype = S
trigger1 = ctrl

;Run Fwd
;ダッシュ

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno!=105
trigger1 = command = "BB" ||(command="2p" &&command="holdback")
trigger1 = statetype = S
trigger1 = ctrl


;;---------------------------------------------------------------------------
[State -1, Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = (command = "b" && var(57)=0) || (command="z" && var(57)=1) || (command="y" && var(57)=2)
triggerall = (statetype != A && p2statetype!=A) || (p2statetype=A && statetype=A)
triggerall = ctrl
triggerall = stateno != 100
triggerall = command!="holddown"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
trigger1 = command = "holdfwd"  ||command = "holdback"
triggerall = p2bodydist X <28
triggerall = p2movetype != H

;;---------------------------------------------------------------------------
[State -1, Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = (command = "z" && var(57)=0) || (command="y" && var(57)=1)
triggerall = (statetype != A && p2statetype!=A) || (p2statetype=A && statetype=A)
triggerall = ctrl
triggerall = stateno != 100
triggerall = command!="holddown"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=0
trigger1 = command = "holdfwd"  ||command = "holdback"
triggerall = p2bodydist X <28
triggerall = p2movetype != H



;===========================================================================
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall =command = "x" && var(59)=0
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = var(50)=1

triggerall = statetype = S
trigger1 = ctrl
triggerall  = stateno !=410

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value =201
triggerall =( command = "x" && ( var(57)=[0,1]))||( command = "b" && (var(59)=1 && var(57)=2))
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno=401 && movecontact
triggerall  = stateno !=410

;---------------------------------------------------------------------------
;Stand Strong Punch`
[State -1, Stand Strong Punch]
type = ChangeState
value = 205
triggerall =((var(57)=0 && command = "y") || (var(57)=1 && command = "x")) && var(59)=0
triggerall = command != "holddown"
triggerall  =stateno !=205
triggerall = var(50)=1
triggerall = AILevel =0
triggerall = statetype != A
trigger1 = (ctrl && var(57)=0) || ((stateno = 200 || stateno=230 || stateno = 400 || stateno=430) && movecontact&& var(57)=1)
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4= (stateno=400|| stateno=430) && movehit
;---------------------------------------------------------------------------
;Stand Strong Punch`
[State -1, Stand Strong Punch]
type = ChangeState
value =206
triggerall =(var(59)=1 && ((command = "b"  && var(57)=0)||(command = "y" && var(57)=2)||(command = "z" && var(57)=1)))
triggerall = command != "holddown"
triggerall  =stateno !=205
triggerall = var(50)=1
triggerall = AILevel =0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 236 && movecontact
trigger4= (stateno=401|| stateno=406) && movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall =((var(57)=0 && command = "z") || (var(57)=1 && command = "y"))
triggerall  =stateno !=210
triggerall = AILevel =0
triggerall = command!="holddown"
triggerall = var(50)=1
triggerall = var(59)=0
triggerall = statetype != A && var(59)=0
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 430 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8= (stateno=405|| stateno=435) && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 212
triggerall =command = "a" && var(59)=1
triggerall  =stateno !=210
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 236 && movecontact
trigger4 = stateno = 206 && movecontact
trigger5 = stateno = 401 && movecontact
trigger6 = stateno = 406 && movecontact
trigger7 = stateno = 441 && movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = var(59)=0
triggerall = var(50)=1
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing medium Kick]
type = ChangeState
value = 235
triggerall =(((var(57)=0 && command = "b") || (var(57)=1 && command = "a")) && var(59)=0)
triggerall = command != "holddown"
triggerall = var(50)=1
triggerall = AILevel =0
triggerall = statetype != A
trigger1 = (ctrl && var(57)=0) || (( stateno=230 || stateno = 400 || stateno=430||stateno=200) && movecontact&& var(57)=1)
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4= (stateno=405|| stateno=430) && movehit
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing medium Kick]
type = ChangeState
value = 236
triggerall =  (var(59)=1 &&(((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = command != "holddown"
triggerall = var(50)=1
triggerall = AILevel =0
triggerall = var(59)=1
triggerall = statetype != A
trigger1= ctrl
trigger2 = (stateno = 201 || stateno=401)&& movecontact
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall =(var(57)=0 && command = "c") || (var(57)=1 && command = "b")
triggerall = command != "holddown"
triggerall  =stateno !=240
triggerall = AILevel =0
triggerall = var(59)=0
triggerall = var(50)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6= (stateno=400|| stateno=430) && movehit
trigger7= (stateno=405|| stateno=435) && movehit


;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall =statetype = S
triggerall = AILevel =0
trigger1 = ctrl


;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value =401
triggerall =( command = "x" && (var(57)=[0,1]))||( command = "b" && var(57)=2)
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2= stateno=201 && movecontact
triggerall  = stateno !=410
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Medium Punch]
type = ChangeState
value = 405
triggerall =(var(57)=0 && command = "y") || (var(57)=1 && command = "x")
triggerall = command = "holddown"
triggerall = statetype != A
triggerall  =stateno !=405
triggerall = AILevel =0
triggerall = var(59)=0
triggerall = var(50)=1
trigger1 = (ctrl && var(57)=0) || ((stateno = 200 || stateno=230 || stateno = 400 || stateno=430) && movecontact&& var(57)=1)
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4= (stateno=400|| stateno=430) && movehit
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing medium Kick]
type = ChangeState
value = 406
triggerall =  (var(59)=1 &&(((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = command = "holddown"
triggerall = var(50)=1
triggerall = AILevel =0
triggerall = var(59)=1
triggerall = statetype != A
trigger1= ctrl
trigger2 = (stateno = 201 || stateno=401||stateno=236)&& movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall =(var(57)=0 && command = "z") || (var(57)=1 && command = "y")
triggerall = command = "holddown"
triggerall = statetype != A
triggerall  =stateno !=410
triggerall = AILevel =0
triggerall = var(59)=0
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4= (stateno=200|| stateno=230) && movehit
trigger5= (stateno=205|| stateno=235) && movehit
trigger6= (stateno=405|| stateno=435) && movehit

;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = AILevel =0
triggerall = var(59)=0
triggerall = var(50)=1
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching medium Kick]
type = ChangeState
value = 435
triggerall =(var(57)=0 && command = "b") || (var(57)=1 && command = "a")
triggerall = command = "holddown"
triggerall = statetype != A
triggerall  =stateno !=405
triggerall = AILevel =0
triggerall = var(59)=0
triggerall = var(50)=1
trigger1 = (ctrl && var(57)=0) || ((stateno = 200 || stateno=230 || stateno = 400 || stateno=430) && movecontact&& var(57)=1)
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4= (stateno=200|| stateno=230) && movehit

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall =(var(57)=0 && command = "c") || (var(57)=1 && command = "b")
triggerall = command = "holddown" 
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype != A
triggerall = var(59)=0
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4= (stateno=200|| stateno=230) && movehit
trigger5= (stateno=205|| stateno=235) && movehit
trigger6= (stateno=405|| stateno=435) && movehit
triggerall = stateno !=410
triggerall = stateno !=440
triggerall = stateno !=210
triggerall = stateno !=240
triggerall = stateno !=215
triggerall = stateno !=445

 ;---------------------------------------------------------------------------
;Stand Strong Punch`
[State -1, Stand Strong Punch]
type = ChangeState
value =441
triggerall =(var(59)=1 && (command = "b"  && var(57)=0)||(command = "y" && var(57)=2)||(command = "z" && var(57)=1))
triggerall = command = "holddown"
triggerall  =stateno !=205
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = AILevel =0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 236 && movecontact
trigger4= (stateno=401|| stateno=406) && movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=0
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 601
triggerall =(var(59)=1 &&(((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = statetype = A
triggerall = var(9)=0
trigger1 = ctrl
trigger2 = stateno = 631 && movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 602
triggerall =(var(59)=1 &&(((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = statetype = A
triggerall = var(9)=1
trigger1= stateno = 601 && movecontact
;------------------------------------------------------------------------------
[State -1, Jump medium Punch]
type = ChangeState
value = 605
triggerall =(var(57)=0 && command = "y") || (var(57)=1 && command = "x")
triggerall = statetype = A
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=0
triggerall = stateno !=640

trigger1 = (ctrl && var(57)=0) || ((stateno = 600 || stateno=630) && movecontact&& var(57)=1)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
;------------------------------------------------------------------------------
[State -1, Jump medium Punch]
type = ChangeState
value = 606
triggerall =(var(59)=1 && (command = "b"  && var(57)=0)||(command = "y" && var(57)=2)||(command = "z" && var(57)=1))
triggerall = statetype = A
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=1
triggerall = stateno !=640

trigger1 = ctrl
trigger2= stateno = 601 && movecontact
trigger3= stateno = 602 && movecontact
trigger4 = stateno = 631 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall =(var(57)=0 && command = "z") || (var(57)=1 && command = "y")
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=0
triggerall = stateno !=640
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 605 && movecontact
trigger3 = stateno = 635 && movecontact
trigger4 = stateno = 600 && movecontact
trigger5 = stateno = 630 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 611
triggerall = command = "a"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=1
triggerall = stateno !=640
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 606 && movecontact
trigger3 = stateno = 601 && movecontact
trigger4 = stateno = 631 && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(59)=0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 631
triggerall =( command = "x" && (var(57)=[0,1]))||( command = "b" && var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(59)=1
triggerall = statetype = A
triggerall = var(8)=0
trigger1 = ctrl
trigger2 = stateno = 631 && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 635
triggerall =(var(57)=0 && command = "b") || (var(57)=1 && command = "a")
triggerall = statetype = A
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=0
triggerall = stateno !=640
trigger1 = (ctrl && var(57)=0) || ((stateno = 605 || stateno=630) && movecontact && var(57)=1)
trigger2 = stateno = 630 && movecontact
trigger3 = stateno = 605 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall =(var(57)=0 && command = "c") || (var(57)=1 && command = "b")
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=0
triggerall = stateno !=640
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,635]) && movecontact

