
;-| 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 = ~D, DB, B,  x+y
time = 15

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

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

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

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

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

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

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

[Command]
name = "ABG"   ;Same name as above
command = ~D, DB, 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 = "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


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


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


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


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

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

[Command]
name = "sk3A"
command = ~D, $D, B,b
time = 15

;------------
;--mvc3 Beta
[Command]
name = "sk1B"
command = ~D, $D, B,x
time = 15

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

[Command]
name = "sk3B"
command = ~D, $D, B,z
time = 15

;------------
;--mvc3 Gamma
[Command]
name = "sk1G"
command = ~D, $D, B, b
time = 15

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

[Command]
name = "sk3G"
command = ~D, $D, B,y
time = 15

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


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


;---------------
;--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 = "dash"
command = ~D, D, x
time = 15

[Command]
name = "dash"
command = ~D, D, y
time = 15

[Command]
name = "dash"
command = ~D, D, z
time = 15


;-------------------
;--mvc3 alpha
[Command]
name = "dashA"
command = ~D, D, x
time = 15

[Command]
name = "dashA"
command = ~D, D, y
time = 15

[Command]
name = "dashA"
command = ~D, D, b
time = 15


;-------------------
;--mvc3 gamma
[Command]
name = "dashG"
command = ~D, D, b
time = 15

[Command]
name = "dashG"
command = ~D, D, x
time = 15

[Command]
name = "dashG"
command = ~D, D,y
time = 15


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

;---------------
;-| 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 = 8

[Command]
name = "SJ"
command = D,$U
time = 8
[Command]
name="2p"
command=x+y
time=5
[Command]
name="2pB"
command=x+z
time=5
[Command]
name="2pB"
command=y+z
time=5
[Command]
name="2pA"
command=x+b
time=5
[Command]
name="2pA"
command=b+y
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

;-| Single Button |---------------------------------------------------------
[Command]
name = "mashableA"
command = x
time = 2
[Command]
name = "mashableA"
command = y
time = 2
[Command]
name = "mashableA"
command =b
time = 2
[Command]
name = "mashableB"
command = x
time = 2
[Command]
name = "mashableB"
command = y
time = 2
[Command]
name = "mashableB"
command =z
time = 2


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


;==|A.I.|=================================================================
;--ordered list of combos
[State -1, Null]
type = Null
triggerall = movehit=1
triggerall = p2stateno!=5120	
triggerall = AILevel >6
trigger1= stateno=200||stateno=400
trigger1 =var(40):=ifelse((var(40)=[4,5]),5,ifelse((var(40)=[8,9]),9,1))
trigger2=stateno=205 || stateno=500 && p2statetype!=A
trigger2 =var(40):=ifelse((var(40)=[6,7]),7,3)
trigger3= stateno=210 && p2life >floor(380/(ifelse(fvar(11)=1,.6,1)))
trigger3=var(40):=ifelse((var(40)=[18,19]),19,13)
trigger4=stateno=206
trigger4=var(40):=ifelse((var(40)=[5,6]),6,2)
trigger5=stateno=1101
trigger5=var(40):=4
trigger6=stateno=1100&& var(40)=7
trigger6=var(40):=8
trigger7=(stateno=500&&p2statetype=A||stateno=1102&& var(40)=10) && ((random <30*AILevel)||p2life < 450) 
trigger7=var(40):=11
trigger8=stateno=405&& var(40)=11 || stateno=500 && p2statetype=A
trigger8=var(40):=12
trigger9=stateno=440
trigger9=var(40):=ifelse((var(40)=[17,18]),18,10)  
trigger10=(stateno=600 ||stateno=601) && (var(9)=2 && movehit=1||var(40)=19 && var(9)=1 && movehit=1)
trigger10=var(40):=ifelse((var(40)=[19,20]),20,14) 
trigger11=stateno=605 && var(40)!=0
trigger11=var(40):=ifelse((var(40)=[20,21]),21,15)
trigger12=stateno=610&& var(40)!=0
trigger12=var(40):=ifelse((var(40)=[21,22])||fvar(10)=0,22,16)
trigger13=stateno=3010
trigger13=var(40):=23
trigger14=stateno=3049
trigger14=var(40):=22
ignorehitpause=1



;-oki devicez with ryu
[State -1, Null]
type = Null
triggerall = stateno!=3049
triggerall = statetype!=A
triggerall = AILevel >6
triggerall = p2movetype!=H || p2stateno=5120|| p2stateno=[120,155]
triggerall =  p2stateno=5120|| (p2bodydist y >-100&&enemy,vel y  >0)
trigger1= p2statetype=S && (random<42*AILevel)&& p2movetype!=A
trigger1 =var(40):=31
trigger2=p2statetype=C && (random<42*AILevel) && p2movetype!=A
trigger2 =var(40):=32
trigger3= p2statetype=A&& (random<42*AILevel)
trigger3=var(40):=33
ignorehitpause=1



;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 3049
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = p2bodydist x <=85 && (p2bodydist y >-65 && enemy,vel y >0||p2bodydist y =[-55,15])
triggerall = power >=3000
trigger1 =  ctrl && p2movetype=A && p2life <=floor(380/(ifelse(fvar(11)=1,.6,1)))
trigger2= (var(40)=10||var(40)=18)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4)) && (power >=4000||p2life<=floor(380/(ifelse(fvar(11)=1,.6,1))))
triggerall = random<31*AILevel  || (var(40)=13||var(40)=19)&&AILevel=8
triggerall = stateno!=210 && stateno!=610&& stateno!=211&&stateno!=410
triggerall = stateno != [800,899]
triggerall = stateno!=1052 && (prevstateno!=3000&&prevstateno!=3010) || stateno=1052 && (prevstateno!=3000&&prevstateno!=3010)
triggerall = stateno != [1050,3999]
triggerall = movetype!=H
triggerall = (Statetype!=A)
;---------------------------------------------------------------------
[State -1, AIgh4]
type = ChangeState
value = 3000
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = power >=1000
trigger1 =p2movetype=A&& ctrl && p2life <floor(200/(ifelse(fvar(11)=1,.6,1)))&&(random<14*AILevel||AILevel=8 ) 
trigger2= stateno=405 && movehit && p2life <floor(200/(ifelse(fvar(11)=1,.6,1)))
triggerall = (p2bodydist x=[-20,125]) && ((p2bodydist y =[-35,15])||p2statetype!=A)
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = stateno!=1052 && (prevstateno!=3000&&prevstateno!=3010) || stateno=1052 && (prevstateno!=3000&&prevstateno!=3010)
triggerall = random<21*AILevel 
triggerall = (Statetype!=A)
;---------------------------------------------------------------------
[State -1, AIgh4]
type = ChangeState
value = 3010
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = power >=1000
trigger1 =var(40)=22&& ctrl
triggerall = (p2bodydist x=[-20,40]) && ((p2bodydist y =[-35,15])||p2statetype!=A)
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2movetype!=A
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 = prevstateno!=[4,5]
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, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = roundstate = 2
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [-15,35])&&(P2BodyDist Y = [-25,5] )
Triggerall = Random <= 400 || (var(40)=ifelse(var(40)=3,4,ifelse(var(40)=7,8,1)) || var(3)=2||p2movetype=H)&&AILevel=8
triggerall = p2statetype != L 
triggerall = p2stateno !=[120,150]
Triggerall = stateno !=405
Triggerall = stateno !=435
triggerall = p2stateno!=1003
Triggerall = stateno !=200
triggerall = p2statetype !=C
triggerall = var(40)!=11
triggerall = var(40)!=[30,32]
triggerall = var(42)=0
triggerall = p2statetype!=A || var(40)!=0
trigger1 = ctrl 
value = 200
;------------------------------------------------------
[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 = [0,65])&&movecontact)||((P2BodyDist X = [45,75])&&!movecontact)) && (P2BodyDist Y = 0)
Triggerall = Random <41*AILevel || AILevel = 8
Triggerall = stateno !=405
triggerall = p2stateno!=1003
Triggerall = stateno !=435
trigger1 = ctrl && p2statetype=A &&p2movetype=A &&p2stateno!=5120&& var(40)!=[30,33]
trigger2 = (var(40)=1 || var(40)=5)&&movecontact 
trigger3 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
value =206

;------------------------------------------------------
[state -1, sH]
type = changestate
triggerall =roundstate=2&&AILevel>0
triggerall =statetype!=A
triggerall =stateno!=[800,3999]
triggerall =p2bodydist x =[-7,75]
triggerall = p2bodydist y =[-40,0]
triggerall = random <41*AILevel || AILevel = 8
triggerall =p2statetype!=L
triggerall =p2stateno!=[120,155]
triggerall = stateno!=205
trigger1 = var(40)=2 && p2stateno!=5120
trigger2 = var(40)=6&& p2stateno!=5120
trigger3 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
value=205
;------------------------------------------------------
[State -1, AI22]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [-15,65]) && ((P2BodyDist Y = [-70,15] ))
;Triggerall = Random < 600
triggerall = p2statetype != L
triggerall = p2stateno !=[120,150]
triggerall = movecontact
Triggerall = stateno !=210
trigger1 = (var(40)=12||var(40)=18)&&((movecontact && AILevel <5)|| (movehit&& AILevel >4)) && power <3000
trigger2 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger3 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
value = 210


;------------------------------------------------------
[State -1, OVAHAY]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [-10,45])&&((P2BodyDist Y = [-25,5] )|| (p2movetype=H && p2bodydist  y =[-40,10]))
Triggerall = Random <41*AILevel || var(40)=31
triggerall = p2statetype != L || p2stateno=5120
trigger1 = ctrl && p2statetype=C && p2stateno=[120,155]
trigger2 = (stateno = 200 || stateno=400|| stateno=405|| stateno=206)&& moveguarded && p2statetype=C && Random <21*AILevel
trigger3 = var(40)=31&&ctrl && (p2stateno=5120 && enemy,time>5)
Triggerall = stateno !=435
Triggerall = stateno !=405
triggerall = p2stateno!=1003
triggerall = p2stateno !=[120,150]
triggerall = var(42)=0
value = 500

;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [-15,35])&&(P2BodyDist Y = [-45,15] )
Triggerall = Random < 400|| var(40)=ifelse(var(40)=3,4,ifelse(var(40)=7,8,1))|| var(3)=2
triggerall = p2statetype != L 
Triggerall = stateno !=405
triggerall = p2stateno!=1003
Triggerall = stateno !=435
triggerall = var(40)!=11
triggerall = var(40)!=[30,32]
triggerall = var(42)=0
trigger1 = ctrl && p2statetype=C
value=400
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [-10,45])&&((P2BodyDist Y = [-32,5] )|| (p2movetype=H && p2bodydist  y =[-40,10]))
Triggerall = Random < 41*AILevel|| var(40)=10
triggerall = stateno !=[1100,3099]
triggerall = p2statetype != L || p2stateno=[1029,1030]
trigger1 = ctrl && var(40)=0 && p2statetype=S
trigger2 = (var(40)=11)&&ctrl
trigger3 = var(40)=31&&ctrl
trigger4 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
Triggerall = stateno !=435
Triggerall = stateno !=405
triggerall = p2stateno!=1003
triggerall = p2stateno !=[120,150]
value = 405

;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = stateno !=[1100,3099]
Triggerall = (P2BodyDist X = [-15,45])&&((P2BodyDist Y = [-25,15] )|| (p2movetype=H && p2bodydist  y =[-55,15]))
Triggerall = Random < 41*AILevel || var(40)=17||var(40)=9
triggerall = p2statetype != L 
;trigger1 = ctrl && var(40)=0
trigger1 = (var(40)=17)&&ctrl
trigger2= var(40)=9&&movehit
trigger3= stateno=206&&moveguarded && p2statetype=S 
trigger4 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
Triggerall = stateno !=435
Triggerall = stateno !=405
triggerall = p2stateno!=1003
triggerall = p2stateno !=[120,150]
value = 440



;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 600
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,45])
triggerall =(p2bodydist y =[-90,45]) ||vel y >0&&p2bodydist y =[-90,65]
triggerall = p2statetype=A||vel y >0
triggerall = var(9)=0
Triggerall = Random <= 61*AILevel||((movecontact && AILevel <5)|| (movehit&& AILevel >4))|| ((var(40)=13)||(var(40)=19)) 
triggerall =vel y >0 || stateno=56 || ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = roundstate = 2
trigger1 = ctrl && var(40)=0
trigger2 =(ctrl) && ((var(40)=13)||(var(40)=19)) 
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 601
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,45])
triggerall =(p2bodydist y =[-90,45]) ||vel y >0&&p2bodydist y =[-90,65]
triggerall = p2statetype=A||vel y >0
triggerall = var(9)=1
Triggerall = Random <= 61*AILevel||((movecontact && AILevel <5)|| (movehit&& AILevel >4))|| ((var(40)=13)||(var(40)=19)) 
triggerall =vel y >0 || stateno=56 || ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = roundstate = 2
trigger1 =(movecontact) && ((var(40)=13)||(var(40)=19)) 
trigger2= stateno=600&&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6



;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 605
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,60])
triggerall = p2statetype=A||vel y >0
Triggerall = Random <= 61*AILevel||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall =(p2bodydist y =[-70,55]) ||vel y >0&&p2bodydist y =[-90,75]
triggerall = roundstate = 2
trigger1 = ((var(40)=14)||(var(40)=20)) && ((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger2= ctrl && p2statetype!=A&& var(40)=0
trigger3= stateno=600&&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4= stateno=601&&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value = 610
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(50) =1
triggerall = stateno !=[1100,3099]
Triggerall = (P2BodyDist X = [0,60])
triggerall = (p2bodydist y =[-70,75])
triggerall = vel y >0 || (stateno=[600,640])
Triggerall = Random <= 61*AILevel||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
triggerall = roundstate = 2
triggerall = movecontact ||vel y >0
trigger1 = ((var(40)=15)||(var(40)=21))&&((movecontact && AILevel <5)|| (movehit&& AILevel >4))
trigger2= stateno=600&&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger3= stateno=601&&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4= stateno=605&&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value =630
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = var(8)=0
triggerall = var(50) =1
Triggerall = (P2BodyDist X = [0,40])
triggerall = p2bodydist y =[-30,10]
triggerall =vel y >0 || stateno=56||((movecontact && AILevel <5)|| (movehit&& AILevel >4))
Triggerall = Random <=15*AILevel
triggerall = roundstate = 2
trigger1 = ctrl && var(40)=0
;trigger2 = stateno = 600 && movecontact

;----------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = ifelse(statetype!=A,800,830)
triggerall = random <= 35*AILevel
triggerall = AILevel >0
triggerall = statetype != A||(p2statetype=A&&statetype=A)
triggerall= ((p2statetype != A)&&statetype!=A)||p2statetype=A
triggerall = ctrl || stateno=20|| stateno=50
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (enemy,ctrl)|| p2movetype!=H
triggerall = var(40)=0 || var(42)=1 || (var(40)=30 && random<79||p2statetype!=A) 
trigger1 = p2bodydist X < 25 && (p2bodydist y = [-50,40]) && ctrl
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 25 && (p2bodydist y = [-50,40]))
;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 1005
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl&& (p2movetype!=I||statetype!=A)&&var(40)=0 && (numhelper(10009)>0|| p2bodydist x >120)
triggerall = stateno !=410
triggerall = numhelper(1001) <= 0
triggerall = ((p2bodydist x>120&& random < 85) || (statetype =A && p2bodydist y = [-0,60])) && random < 99
triggerall = stateno != [800,3999]
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = p2statetype!=L || statetype=A
;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 1004
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl && (p2movetype!=I||statetype!=A)&&var(40)=0&& numhelper(10009)>0
triggerall = stateno !=410
triggerall = numhelper(1001) <= 0
triggerall = ((p2bodydist x>100&& random < 85) || (statetype =A && p2bodydist y = [-0,60])) && random < 99|| var(40)=16
triggerall = stateno != [800,3999]
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = p2statetype!=L || statetype=A
trigger2 = p2statetype=L && stateno=50 && var(40)=16 && var(41)=0
;---------------------------------------------------------------------
[State -1, AIgh]
type = ChangeState
value = 1000
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl&& (p2movetype!=I||statetype!=A)&&var(40)=0 && numhelper(10009)>0
triggerall = stateno !=410
triggerall = numhelper(1001) <= 0
triggerall = ((p2bodydist x>50&& random < 65) || (statetype =A && p2bodydist y = [-0,60])) && random < 99|| var(40)=16
triggerall = stateno != [800,3999]
Triggerall = stateno !=245
triggerall = p2statetype!=L || statetype=A
Triggerall = stateno !=215
trigger2 = p2statetype=L && stateno=50 && var(40)=16&& var(41)=0

;---------------------------------------------------------------------
[State -1, AI4]
type = ChangeState
value = 1102
triggerall = AILevel >0 && roundstate =2 && p2statetype!=L
triggerall = (p2stateno!=[120,155])
triggerall = p2bodydist x = [-15,60]
triggerall = movetype != H
triggerall = stateno !=[800,899]
triggerall = stateno !=[1100,3099]
triggerall = stateno !=410
Triggerall = stateno !=245
triggerall = p2bodydist y=[-60,15]
Triggerall = stateno !=215
Triggerall = stateno !=610
triggerall = p2statetype !=L
triggerall = random < 66||movehit&& random<31*AILevel|| var(40)=10&&AIlevel=8
triggerall = statetype!=A
triggerall = var(3)=1 || stateno=440
trigger2 = stateno=440 && movehit && var(40)!=17 && var(16)=0
trigger1 = (var(40)=10) && movehit
trigger3 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger8 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
;---------------------------------------------------------------------
[State -1, AI5]
type = ChangeState
value = 1101
triggerall = AILevel >0 && roundstate = 2 && p2statetype!=L
triggerall = (p2stateno !=[120,155])
triggerall = p2bodydist x = [0,130]
triggerall = movetype != H
triggerall = stateno !=[800,899]
triggerall = p2statetype !=L
triggerall = stateno !=[1100,3099]
triggerall = p2bodydist y=[-5,75]
triggerall = random <99||var(40)=3&&AIlevel=8||movehit&& random<31*AILevel
triggerall = p2statetype!=A
;triggerall = var(3)=0 
;trigger1 = ctrl
trigger1 = (var(40)=3) && movehit && stateno!=500
trigger2 =statetype=A && p2statetype!=A && ctrl && random<88
trigger3 = stateno=405 && movehit && p2statetype!=A
trigger4 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger8 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger9 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
;---------------------------------------------------------------------
[State -1, AI6]
type = ChangeState
value = 1100
triggerall = AILevel >0 && roundstate = 2 && p2statetype!=L
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) 
triggerall = p2bodydist x = [-10,55]
triggerall = movetype != H
triggerall = stateno !=[800,899]
triggerall = stateno !=410
triggerall = stateno !=[1100,3099]
Triggerall = stateno !=245
Triggerall = stateno !=215
Triggerall = stateno !=610
triggerall = p2bodydist y=[-60,0]
triggerall = random < 20*AILevel || var(40)=7&&AIlevel=8
triggerall = var(3)=2 || p2statetype=A
trigger2 =statetype=A && p2statetype!=A && ctrl && random<88
trigger3 = stateno=440 && movehit && var(40)!=17
trigger1 = (var(40)=7) && movehit
trigger4= var(40)=0&&movecontact&&stateno=[600,605]
trigger5 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger8 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger9 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger10 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
;------------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1062
triggerall = AILevel >0 && (p2movetype!=H)
triggerall = roundstate = 2
triggerall = enemy,vel y >=0&& p2bodydist y=[-95,0]
triggerall = (p2statetype=A && p2bodydist x= [0,70]) || p2bodydist x=[0,55]
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = !(EnemyNear,IsHelper)
triggerall = movetype != H
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = numhelper(10009)=0 || (p2movetype=A && p2statetype=A)
triggerall = var(9)=0
triggerall = random < 12*AILevel
triggerall = p2movetype!=I
trigger1= ctrl
trigger2 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger3 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
triggerall = p2stateno !=[120,150]
;------------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1060
triggerall = AILevel >0 && (p2movetype!=H)
triggerall = roundstate = 2
triggerall = p2bodydist x=[0,45]
triggerall = p2bodydist y=[-95,0]
triggerall = stateno !=[800,4999]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=410
triggerall = movetype != H
triggerall = p2statetype != L
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = numhelper(10009)=0 || (p2movetype=A && p2statetype=A)
triggerall = var(9)=0
triggerall = random < 6*AILevel
triggerall = p2movetype!=I
trigger1= ctrl
trigger2 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger3 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
triggerall = p2stateno !=[120,150]

;---------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1050
triggerall = AILevel >0 && (p2movetype!=H)
triggerall = roundstate = 2
triggerall = p2bodydist x=[0,35]
triggerall = enemy,vel y >=0&&p2bodydist y=[-95,0]
triggerall = stateno !=[800,4999]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=410
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = numhelper(10009)=0 || (p2movetype=A && p2statetype=A)
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = random < 12*AILevel
triggerall = p2movetype!=I
trigger1= ctrl
trigger2 = stateno=206 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger3 = stateno=205 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger4 = stateno=200 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger5 = stateno=405 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger6 = stateno=400 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
trigger7 = stateno=440 &&(movecontact&&AILevel<=3 || movehit&&AILevel>3) && AILevel <=6
triggerall = p2stateno !=[120,150]
;---------------------------------------------------------------------------
[State -1,command roll......it sucks]
type = ChangeState
value = 750
triggerall = AILevel >0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 
triggerall = roundstate=2
triggerall = statetype!=A
triggerall = p2bodydist x <30
triggerall = stateno!=750
trigger1 =  var(40)=30 && ctrl && p2movetype!=A
;------------------------------------------------------------------------
[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 <  63*AILevel
;------------------------------------------------------------------------
[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 <  63*AILevel
;------------------------------------------------------------------------
[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 <  63*AILevel

;-------------------------------------------------------------------
[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = AILevel >0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = random <63*AILevel
trigger1 = stateno = 410 && movehit&&p2stateno=411
trigger2 = (stateno = 210) && movehit&&p2stateno=411


;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall=AILevel>0
triggerall = p2statetype !=L|| p2stateno=5120|| p2stateno=10612
triggerall = (p2stateno!=[5090,5119]) &&(p2stateno!=[5121,5899])
triggerall = statetype != A
triggerall = p2bodydist x >70 || p2movetype=H
triggerall = var(30)=1
triggerall = roundstate=2
trigger1 = ctrl && var(30)=1
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
triggerall = stateno!=100 
trigger1= (stateno!=[100,105]) && p2movetype!=A && (p2bodydist x=[150,788])&& random < 149
trigger2= numprojid(10001)>1 && ctrl && p2bodydist x >35 && p2movetype!=A
trigger3 = p2statetype=L && var(40)=23 && p2bodydist x >40 && ctrl
trigger4 = var(40)=30 && p2bodydist x >70 && ctrl && stateno!=100
trigger5 = var(42)=1 && p2statetype!=A && ctrl && p2bodydist x >28
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall=AILevel >0&& statetype=S && ctrl && random < 31*AILevel
triggerall = p2movetype!=H
triggerall=p2statetype!=L
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,149])
trigger2= p2statetype=L && p2bodydist x >30 && (var(40)=23||var(40)=0)
trigger3 = var(42)=1 && p2statetype!=A && ctrl && p2bodydist x >28
[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 < 49
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 <63*AILevel
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 < 63*AILevel
triggerall = roundstate = 2
triggerall = AILevel >0
trigger1 = stateno = 5120&& time=0


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

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

[State -1, TAIYOU NO MEGUMI]
type = ChangeState
value = 3049
triggerall = (command="ABA" &&var(57)=0) ||(command="ABB" &&var(57)=1)||(command="ABG" &&var(57)=2)
triggerall = power >= 3000
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = roundstate=2
triggerall = statetype!=A
triggerall = numhelper(3001) < 1
triggerall = stateno!=[800,899]
triggerall = stateno!=[3000,4999]
triggerall = stateno!=1052 && (prevstateno!=3000&&prevstateno!=3010) || stateno=1052 && (prevstateno!=3000&&prevstateno!=3010)
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3= (stateno=[1000,1103])
trigger4 = stateno=750 
;---------------------------------------------------------------------------


[State -1,Wild Fang X]
type = ChangeState
value = 3010
triggerall = (command="WFXA" &&var(57)=0) ||(command="WFX" &&var(57)=1)||(command="WFXG" &&var(57)=2)
triggerall = power >= 1000
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = roundstate=2
triggerall = statetype!=A
triggerall = stateno!=1052 && (prevstateno!=3000&&prevstateno!=3010) || stateno=1052 && (prevstateno!=3000&&prevstateno!=3010)
triggerall = stateno!=[800,899]
triggerall = stateno!=[3000,4999]
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3= (stateno=[1000,1103])
trigger4 = stateno=750 
;---------------------------------------------------------------------------

[State -1,Berserker Claw X]
type = ChangeState
value = 3000
triggerall = (command="MHGA" &&var(57)=0) ||(command="MHG" &&var(57)=1)||(command="MHGG" &&var(57)=2)
triggerall = power >= 1000
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype!=A
triggerall = roundstate=2
triggerall = stateno!=1052 && (prevstateno!=3000&&prevstateno!=3010) || stateno=1052 && (prevstateno!=3000&&prevstateno!=3010)
triggerall = stateno!=[3000,4999]
triggerall = stateno!=[800,899]
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3= (stateno=[1000,1103])
trigger4 = stateno=750 

;---------------------------------------------------------------------------
[State -1,Assault Birdie mvc3]
type = ChangeState
value = 1102
triggerall = ((command = "sk3A")&&var(57)=0)||((command="sk3B")&&var(57)=1)||((command="sk3G")&&var(57)=2)
triggerall = AILevel =0
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = numhelper(1101)<1
trigger1 = ctrl||stateno=40||stateno=55
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1,Assault Birdie mvc3]
type = ChangeState
value = 1101
triggerall = ((command = "sk2A")&&var(57)=0)||((command="sk2B")&&var(57)=1)||((command="sk2G")&&var(57)=2)
triggerall = AILevel =0
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = numhelper(1101)<1
trigger1 = ctrl||stateno=40||stateno=55
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1,Assault Birdie mvc3]
type = ChangeState
value = 1100
triggerall = ((command = "sk1A")&&var(57)=0)||((command="sk1B")&&var(57)=1)||((command="sk1G")&&var(57)=2)
triggerall = AILevel =0
Triggerall = stateno !=245
Triggerall = stateno !=215
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = numhelper(1101)<1
trigger1 = ctrl||stateno=40||stateno=55
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1, Wild Fang mvc3]
type = ChangeState
value =1062
triggerall = ((command = "DP3A")&&var(57)=0)||((command="DP3B")&&var(57)=1)||((command="DP3G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1, Wild Fang mvc3]
type = ChangeState
value =1060
triggerall = ((command = "DP2A")&&var(57)=0)||((command="DP2B")&&var(57)=1)||((command="DP2G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1, Wild Fang mvc3]
type = ChangeState
value =1050
triggerall = ((command = "DP1A")&&var(57)=0)||((command="DP1B")&&var(57)=1)||((command="DP1G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1,Berserker Claw mvc]
type = ChangeState
value =1005
triggerall = ((command = "gou3A")&&var(57)=0)||((command="gou3")&&var(57)=1)||((command="gou3G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])
;---------------------------------------------------------------------------
[State -1,Berserker Claw mvc]
type = ChangeState
value = 1004
triggerall = ((command = "gou2A")&&var(57)=0)||((command="gou2")&&var(57)=1)||((command="gou2G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])

;---------------------------------------------------------------------------
[State -1,Berserker Claw mvc]
type = ChangeState
value = 1000
triggerall = ((command = "gou1A")&&var(57)=0)||((command="gou1")&&var(57)=1)||((command="gou1G")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = stateno!=210 && stateno!=610
trigger1 = ctrl
trigger2 =  (stateno = [200,441])
trigger3 =  (stateno = [600,645])

;---------------------------------------------------------------------------
[State -1,command roll......it sucks]
type = ChangeState
value = 750
triggerall = ((command = "dashA")&&var(57)=0)||((command="dash")&&var(57)=1)||((command="dashG")&&var(57)=2)
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = statetype!=A
trigger1 = ctrl
trigger2 =  (stateno = [200,441])

;-------------------------------------------------------------------------
[State -1, guard push]
type = ChangeState
value = 1600
triggerall =(command = "2p"||command="2pA"&&var(57)!=1||command="2pB"&&var(57)=1)
triggerall= statetype = S
triggerall = AILevel =0
trigger1 = stateno = 150 || stateno = 151
;-------------------------------------------------------------------------
[State -1, guard push]
type = ChangeState
value = 1601
triggerall =(command = "2p"||command="2pA"&&var(57)!=1||command="2pB"&&var(57)=1)
triggerall= statetype = C
triggerall = AILevel =0
trigger1 =  stateno =  152 || stateno = 153
;-------------------------------------------------------------------------
[State -1, guard push]
type = ChangeState
value = 1602
triggerall=   (command = "2p"||command="2pA"&&var(57)!=1||command="2pB"&&var(57)=1)
triggerall= statetype = A
triggerall = AILevel =0
trigger1 = stateno =  154 || stateno = 155

;--------------------------------------------------------------------------
[State -1, roll]
type=changestate
value=702
triggerall = command = "holdfwd" && (command = "2p"||command="2pA"&&var(57)!=1||command="2pB"&&var(57)=1)
triggerall = alive
triggerall = AILevel =0
trigger1 = stateno = 5120
;--------------------------------------------------------------------------
[State -1, roll]
type=changestate
value=703
triggerall = command = "holdback" &&  (command = "2p"||command="2pA"&&var(57)!=1||command="2pB"&&var(57)=1)
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"||command="2pA"&&var(57)!=1||command="2pB"&&var(57)=1)
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="2pA"&&var(57)!=1||command="2pB"&&var(57)=1) &&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
triggerall = stateno!=210 && stateno!=610
trigger1 = command = "holdfwd"  ||command = "holdback"
triggerall = p2bodydist X <28
triggerall = p2movetype != H





;===========================================================================
;Stand Light Punch


;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value =200
triggerall =( command = "x" && ( var(57)=[0,1]))||( command = "b" && ( var(57)=2))
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact

triggerall  = stateno !=410


;---------------------------------------------------------------------------
;Stand Strong Punch`
[State -1, Stand Strong Punch]
type = ChangeState
value =205
triggerall =( ((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 = 200 && movecontact
trigger3 = stateno = 206 && movecontact
trigger4= (stateno=400|| stateno=405) && movecontact
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing medium Kick]
type = ChangeState
value = 206
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 = stateno!=210 && stateno!=610
triggerall = statetype != A
triggerall = command != "holdfwd" 
trigger1= ctrl
trigger2 = (stateno = 200 || stateno=400)&& movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall =command = "a" 
triggerall  =stateno !=210
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 206 && movecontact
trigger4 = stateno = 205 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 405 && movecontact
trigger7 = stateno = 440 && movecontact


 ;---------------------------------------------------------------------------
;Stand Strong Punch`
[State -1, Stand Strong Punch]
type = ChangeState
value =500
triggerall =(var(59)=1 &&(((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = command = "holdfwd" && command!="holddown"
triggerall  =stateno !=205
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = AILevel =0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno=400|| stateno=405|| stateno=206)&& movecontact

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

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value =400
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 = stateno!=210 && stateno!=610
triggerall = statetype != A
trigger1 = ctrl
trigger2= stateno=200 && movecontact
triggerall  = stateno !=410

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing medium Kick]
type = ChangeState
value = 405
triggerall =  ((((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 = stateno!=210 && stateno!=610
triggerall = statetype != A
trigger1= ctrl
trigger2 = (stateno = 200 || stateno=400||stateno=206)&& movecontact





 ;---------------------------------------------------------------------------
;Stand Strong Punch`
[State -1, Stand Strong Punch]
type = ChangeState
value =440
triggerall =( (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 = stateno!=210 && stateno!=610
triggerall = AILevel =0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 206 && movecontact
trigger4= (stateno=400|| stateno=405) && movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall =((((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = statetype = A
triggerall = var(9)=0
trigger1 = ctrl
trigger2= stateno = 630 && movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 601
triggerall =((((var(57)=[0,1]) && command="y")||(var(57)=2 && command="x")))
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = statetype = A
triggerall = var(9)=1
trigger1 = stateno = 600 && movecontact

;------------------------------------------------------------------------------
[State -1, Jump medium Punch]
type = ChangeState
value = 605
triggerall =( (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!=210 && stateno!=610
triggerall = stateno !=640

trigger1 = ctrl
trigger2= stateno = 600 && movecontact
trigger3= stateno = 601 && movecontact
trigger4 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "a"
triggerall = AILevel =0
triggerall = var(50)=1
triggerall = stateno !=610
triggerall = var(59)=1
triggerall = stateno!=210 && stateno!=610
triggerall = stateno !=640
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 605 && movecontact
trigger3= stateno = 600 && movecontact
trigger4= stateno = 601 && movecontact
trigger5 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
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 = stateno!=210 && stateno!=610
triggerall = statetype = A
triggerall = var(8)=0
trigger1 = ctrl
trigger2 = stateno = 630 && movecontact


