

;-| 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 = 30

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

command.buffer.time = 1

;-| Super Motions |--------------------------------------------------------
[command]
name = "rocket"
command = ~D,DB,B,D,DB,B,~z
time = 25
buffer.time=12

[command]
name = "rocket"
command = ~D,DB,B,D,DB,B,~x
time = 25
buffer.time=12

[command]
name = "rocket"
command = ~D,DB,B,D,DB,B,~y
time = 25
buffer.time=12

[command]
name = "rocket"
command = ~D,DB,B,D,DB,B,z
time = 25

[command]
name = "rocket"
command = ~D,DB,B,D,DB,B,x
time = 25

[command]
name = "rocket"
command = ~D,DB,B,D,DB,B,y
time = 25

[command]
name = "sbeam"
command = ~D,DF,F,D,DF,F,~z
time = 25
buffer.time=12

[command]
name = "sbeam"
command = ~D,DF,F,D,DF,F,~y
time = 25
buffer.time=12
[command]
name = "sbeam"
command = ~D,DF,F,D,DF,F,~x
time = 25
buffer.time=12

[command]
name = "sbeam"
command = ~D,DF,F,D,DF,F,z
time = 25

[command]
name = "sbeam"
command = ~D,DF,F,D,DF,F,y
time = 25

[command]
name = "sbeam"
command = ~D,DF,F,D,DF,F,x
time = 25

[command]
name = "coptermil"
command = ~D,DB,B,D,DB,B,~c
time = 25
buffer.time=12

[command]
name = "coptermil2"
command = ~D,DB,B,D,DB,B,~b
time = 25
buffer.time=12

[command]
name = "coptermil3"
command = ~D,DB,B,D,DB,B,~a
time = 25
buffer.time=12

[command]
name = "coptermil"
command = ~D,DB,B,D,DB,B,c
time = 25

[command]
name = "coptermil2"
command = ~D,DB,B,D,DB,B,b
time = 25

[command]
name = "coptermil3"
command = ~D,DB,B,D,DB,B,a
time = 25
[command]
name = "DM"
command = ~D,DF,F,D,DF,F,~c
time = 25
buffer.time=12

[command]
name = "DM"
command = ~D,DF,F,D,DF,F,~b
time = 25
buffer.time=12

[command]
name = "DM"
command = ~D,DF,F,D,DF,F,~a
time = 25
buffer.time=12

[command]
name = "DM"
command = ~D,DF,F,D,DF,F,c
time = 25

[command]
name = "DM"
command = ~D,DF,F,D,DF,F,b
time = 25

[command]
name = "DM"
command = ~D,DF,F,D,DF,F,a
time = 25

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

[command]
name = "mover"
command = ~D,DF,F,~c
time = 15

[command]
name = "mover2"
command = ~D,DF,F,~b
time = 15

[command]
name = "mover3"
command = ~D,DF,F,~a
time = 15

[command]
name = "beam"
command = ~F,D,B,~z
time = 15

[command]
name = "JK"
command = ~F,D,DF,~c
time = 15

[command]
name = "JK2"
command = ~F,D,DF,~b
time = 15

[command]
name = "JK3"
command = ~F,D,DF,~a
time = 15

[command]
name = "copter"
command = ~D,DB,B,~c
time = 15

[command]
name = "copterm"
command = ~D,DB,B,~b
time = 15

[command]
name = "copterl"
command = ~D,DB,B,~a
time = 15

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

[command]
name = "photon2"
command = ~D,DF,F,~y
time = 15

[command]
name = "photon3"
command = ~D,DF,F,~x
time = 15

[command]
name = "mover"
command = ~D,DF,F,c
time = 15

[command]
name = "mover2"
command = ~D,DF,F,b
time = 15

[command]
name = "mover3"
command = ~D,DF,F,a
time = 15

[command]
name = "beam"
command = ~F,D,B,z
time = 15

[command]
name = "JK"
command = ~F,D,DF,c
time = 15

[command]
name = "JK2"
command = ~F,D,DF,b
time = 15

[command]
name = "JK3"
command = ~F,D,DF,a
time = 15

[command]
name = "copter"
command = ~D,DB,B,c
time = 15

[command]
name = "copterm"
command = ~D,DB,B,b
time = 15

[command]
name = "copterl"
command = ~D,DB,B,a
time = 15

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

[command]
name = "photon2"
command = ~D,DF,F,y
time = 15

[command]
name = "photon3"
command = ~D,DF,F,x
time = 15

[command]
name = "OH"
command = y+b
time = 15

[command]
name = "throw"
command = z+c
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

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

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

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

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

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

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

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

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

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

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

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

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

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

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

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

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

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

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
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 = "s"
command = s
time = 1

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

[Command]
name = "downfwd"
command = $DF
time = 1

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

[Command]
name = "downback"
command = $DB
time = 1

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

[Command]
name = "upback"
command = $UB
time = 1

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

[Command]
name = "upfwd"
command = $UF
time = 1

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

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

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

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

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

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

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

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

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

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

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1

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


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

;==============================================================================
[State -1, DM]
type = ChangeState
value = 4150
triggerall = life <= 250
triggerall = teammode != simul
triggerall = var(11) = 0
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x = [15,90]) && (p2bodydist y =0)
triggerall = random < 63*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
trigger2= p2movetype!=I && ctrl && AILevel >3
;-------------------------------------------------------------------------
;rocket
[State -1, rocket]
type = ChangeState
value = 3050
triggerall = power >= 3000
triggerall = AILevel >1 && roundstate = 2 && statetype !=L
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = p2bodydist x = [0,90]
triggerall = movetype != H
triggerall = enemynear,anim!=5120
triggerall = stateno !=[800,899]
triggerall = statetype != A
triggerall =random < 50*AILevel
trigger1=ctrl
trigger2 = stateno = 2510 && animelemtime(4)>2
trigger3 = stateno = 2500 && animelemtime(4)>2
trigger4 = stateno = 2505 && animelemtime(4)>2
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240  && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440  && movecontact
trigger10 = stateno = 450 && movecontact
;----------------------------------------------------------------
;sbeam
[State -1, sbeam]
type = ChangeState
value = 2529
triggerall = power >= 2000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = ((p2bodydist x=[40,180]) && (p2bodydist y = [-40,0]))
triggerall = random < 25*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = numproj <= 1
triggerall = numhelper <= 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 2519 && animelemtime(5)>3
trigger3 = stateno = 2500 && animelemtime(3)>6
trigger4 = stateno = 2505 && animelemtime(3)>6
trigger5 = stateno = 200 &&movecontact
trigger7 = stateno = 210 &&movecontact
trigger8 = stateno = 220 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
;----------------------------------------------------------------------------
;coptermil
[State -1, coptermil]
type = ChangeState
value = 2601
triggerall = power >= 1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=80) &&(p2bodydist y = [-100,-40])
triggerall = random < 10*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2=p2movetype=A&&ctrl
;---------------------------------------------------------------------
;planemil
[State -1, planemil]
type = ChangeState
value = 2604
triggerall = power >= 1000
triggerall = AILevel >1&& roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=80) &&(p2bodydist y = [-40,0])
triggerall =random < 10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2=p2movetype=A&&ctrl
;--------------------------------------------------------------------
;carmil
[State -1, carmil]
type = ChangeState
value = 2605
triggerall = power >= 1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=40) &&(p2bodydist y = 0)
triggerall = random < 10*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2=p2movetype=A&&ctrl

 ;--------------------------------------------
[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 = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,53])&&(P2BodyDist Y = 0 )
Triggerall = Random < 60*AILevel
triggerall = p2statetype != L && p2statetype !=A
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
value = 200
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,65])
Triggerall = (P2BodyDist y = [-30,0]) && enemy,vel y >=0
Triggerall = Random < 70*AILevel
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = enemynear,anim!=5120
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 &&movecontact
trigger4 = stateno = 400 && movecontact
trigger5= stateno = 430 && movecontact
value = 210
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,65]) && (P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
triggerall = enemynear,anim!=5120
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 &&movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && movecontact
value = 220

;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
trigger1 = ctrl
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,40]) && (P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
value = 230
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
triggerall = p2statetype != L&& p2statetype !=A
Triggerall = (P2BodyDist X = [0,80]) && ((P2BodyDist Y = [-60,0] )&&enemy,vel y >=0)
Triggerall = Random < 70*AILevel
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 &&movecontact
trigger4 = stateno = 400 && movecontact
trigger5= stateno = 430 && movecontact
value =240
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
trigger1 = ctrl
Triggerall = P2BodyDist X = [0,80]
triggerall= ((P2BodyDist Y = [-90,0] )&&enemy,vel y >=0)
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L
triggerall = p2statetype !=C
triggerall = p2stateno !=[120,150]
trigger1 = ctrl
trigger2 = stateno = 210&& movecontact
trigger3 = stateno = 240 &&movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && movecontact
value = 250
;-----------------------------------------------------
[State -1, OH]
type = ChangeState
value = 280
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = Random < 45*AILevel
triggerall = p2statetype !=L
triggerall =  p2statetype=C
triggerall = movetype !=H
triggerall = p2bodydist x = [0,77]
trigger1 = ctrl
;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,50])&&(P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
trigger1 = ctrl
triggerall = p2stateno !=[120,150]
value =400
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,50])&&(P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
triggerall = p2stateno !=[120,150]
value =410
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,45]) && ((P2BodyDist Y = [-100,0] )&&enemy,vel y >=0)
Triggerall = Random < 80*AILevel
triggerall = p2statetype != L  && p2statetype !=A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && movecontact
triggerall = p2stateno !=[120,150]
value = 420
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,45]
triggerall = p2statetype != L && p2statetype !=A
Triggerall = Random < 70*AILevel
trigger1 = ctrl
trigger2 = p2statetype =S && (p2stateno = [120,155]) && ctrl
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 = enemynear,anim!=5120
triggerall = p2statetype != L && p2statetype !=A
Triggerall = (P2BodyDist X = [0,52]) && (P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
triggerall = p2stateno !=[120,150]
value =440
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L&& p2statetype !=A
trigger1 = ctrl
Triggerall = P2BodyDist X = [0,85]
Triggerall = Random < 70*AILevel
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410&& movecontact
trigger5 = stateno = 440&& movecontact
trigger6 = p2statetype =S  && ctrl
triggerall = p2stateno !=[120,150]
value =450
;---------------------------------------------------------------------------
;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 = vel y <0 ||p2statetype=A
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-30,40]
triggerall = p2statetype=A
trigger1 = ctrl



;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value =610
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-30,70]
triggerall = p2statetype=A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno=601
trigger2 = movecontact
trigger3 = stateno = 630||stateno=631
trigger3 = movecontact



;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value =620
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (P2BodyDist X = [0,70])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall = movecontact || p2statetype!=A
triggerall = vel y >=0 ||(p2statetype=A)
triggerall= p2bodydist y =[-30,70]
trigger1 = ctrl
trigger2 = stateno = 610||stateno=611
trigger2 = movecontact
trigger3 = stateno = 640 ||stateno=641
trigger3 = movecontact


;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value =630
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,65])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-10,40]
triggerall = p2statetype=A
trigger1 = ctrl
;---------------------------------------------------------------------------

[State -1, AI9]
type = ChangeState
value =640
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,65])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-30,40]
triggerall = p2statetype=A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno=601
trigger2 = movecontact
trigger3 = stateno = 630||stateno=631
trigger3 = movecontact

;---------------------------------------------------------------------------
[State -1, AI9]
type = ChangeState
value =650
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=615
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,70])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall = movecontact || p2statetype!=A
triggerall = vel y >=0 ||(p2statetype=A)
triggerall= p2bodydist y =[-20,70]
trigger1 = ctrl
trigger2 = stateno = 610||stateno=611
trigger2 = movecontact
trigger3 = stateno = 640 ||stateno=641
trigger3 = movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 700
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = vel y <0 ||p2statetype=A
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105


;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 710
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105


;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value = 720
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value = 730
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = vel y <0 ||p2statetype=A
triggerall = roundstate = 2
triggerall = p2statetype=A
trigger1 = stateno=100||stateno=105
;---------------------------------------------------------------------------

[State -1, AI9]
type = ChangeState
value = 740
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,65])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105

;---------------------------------------------------------------------------
[State -1, AI9]
type = ChangeState
value = 750
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,70])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = AILevel >3
triggerall = random <= 30*AILevel
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl
triggerall = enemynear,anim!=5120
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 20 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 20 && p2dist y <= 0)
;---------------------------------------------------------------------
;JK3
[State -1, JKAI]
type = ChangeState
value = 2030
triggerall = AILevel >3 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x=[20,115]
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = enemynear,anim!=5120
triggerall = !(EnemyNear,IsHelper)
triggerall = movetype != H
Triggerall = p2statetype = A
Triggerall = Random <= 13*AILevel
triggerall = p2bodydist y =[-150,-45]
trigger1 = ctrl
trigger2 = stateno = 420
trigger2 = movecontact
;-------------------------------------------------------------
;JK2
[State -1, JKAI]
type = ChangeState
value = 2020
triggerall = AILevel >3 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x=[20,85]
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = !(EnemyNear,IsHelper)
triggerall = movetype != H
triggerall = enemynear,anim!=5120
Triggerall = p2statetype = A
Triggerall = Random <= 13*AILevel
triggerall = p2bodydist y =[-150,-45]
trigger1 = ctrl
trigger2 = stateno = 420
trigger2 = movecontact
;----------------------------------------------------------
;JK
[State -1, JKAI]
type = ChangeState
value = 2000
triggerall = AILevel >3 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x=[20,65]
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = !(EnemyNear,IsHelper)
triggerall = enemynear,anim!=5120
triggerall = movetype != H
Triggerall = p2statetype = A
Triggerall = Random <= 13*AILevel
triggerall = p2bodydist y =[-150,-45]
trigger1 = ctrl
trigger2 = stateno = 420
trigger2 = movecontact


;-------------------------------------------
;beam
[State -1, beamAI]
type = ChangeState
value = 2519
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = ((p2bodydist x=[80,240]) && ((p2bodydist y = [-40,0])&&enemy,vel y >=0))
Triggerall = Random <= 17*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
triggerall = p2movetype!=I
trigger1= ctrl
trigger2= p2movetype=A  && ctrl
;-----------------------------------------------------------------
;photon3
[State -1, photonAI]
type = ChangeState
value = 2510
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,135]) &&(p2bodydist y = [-90,-20])
Triggerall = Random <= 24*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = p2movetype!=I || (p2bodydist x <60)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 &&movecontact
trigger3 = stateno = 210  && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact && random < 15 * AILevel
trigger7 = stateno = 420 && movecontact

;-----------------------------------------------------------------
[State -1, photonAI]
type = ChangeState
value = 2500
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,135]) && ((p2bodydist y = [-55,0])&&enemy,vel y >=0)
Triggerall = Random <= 10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 &&movecontact
trigger3 = stateno = 210  && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
;------------------------------------------------------------
;photon2
[State -1, photonAI]
type = ChangeState
value = 2505
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,100]) && (p2bodydist y = 0)
Triggerall = Random <= 10*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 &&movecontact
trigger3 = stateno = 210  && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact


;------------------------------------------------------------------------
;mover
[State -1, moverAI]
type = ChangeState
value = 3020
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (enemy,backedgedist<50) && ((p2bodydist y = [-40,0])&&enemy,vel y >=0)
Triggerall = Random <= 10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
trigger1= ctrl
;---------------------------------------------------------------
;mover2
[State -1, moverAI]
type = ChangeState
value = 3010
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x = [0,50]) && ((p2bodydist y = [-40,0])&&enemy,vel y >=0)
Triggerall = Random <= 10*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
;-----------------------------------------------------------------
;mover3
[State -1, mover3]
type = ChangeState
value = 3000
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x = [60,165]) && ((p2bodydist y = [-40,0])&&enemy,vel y >=0)
Triggerall = Random <= 10*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
;-----------------------------------------------------------------
;plane
[State -1, planeAI]
type = ChangeState
value = 2625
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=40) &&((p2bodydist y = [-50,0]) &&enemy,vel y >=0)
Triggerall = Random <= 13*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2=p2movetype=A&&ctrl
;----------------------------------------------------------------
;car2
[State -1, carAI]
type = ChangeState
value = 2623
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=40) &&(p2bodydist y = 0)
Triggerall = Random <= 13*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2=p2movetype=A&&ctrl
;-----------------------------------------------------------------
;copter
[State -1, copterAI]
type = ChangeState
value = 2600
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=40) &&(p2bodydist y = [-100,-40])
Triggerall = Random <= 24*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = (statetype != A)
trigger1= ctrl
trigger2=p2movetype=A&&ctrl
;----------------------------------------------------------------------------------
[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 = var(30)=1
triggerall = random< 25*AILevel || (ctrl && p2movetype=A && p2statetype=C && random<43*AILevel)||(enemy,hitdefattr=SC,AT  && (ctrl||(stateno=130||stateno=120))  && random<35*AILevel)
trigger1 = ctrl && p2movetype=A && p2statetype=C && random<43*AILevel
trigger2 =p2statetype = C && (p2bodydist x = [50,90]) && ctrl&& random<25*AILevel
trigger3= enemy,hitdefattr=SC,AT  && (ctrl||(stateno=130||stateno=120))  && random<35*AILevel
trigger4= p2bodydist x >60 && ctrl&& random<79 && (p2movetype!=A|| enemynear,hitdefattr= SC,AA)
trigger5 = p2statetype=L && ctrl && random <49 && AILevel >=4
value = 40
[State -1, upfwd]
Type = changestate
value = 40000
triggerall = random < 20*AILevel
triggerall = (AILevel >0)
triggerall = numproj = 0
trigger1 = (StateNo = 420) && movehit

[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, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall=AILevel >4 && statetype=S && ctrl && random < 25*AILevel
triggerall = p2bodydist y =[-240,0]
trigger1= (stateno!=[100,105]) && p2movetype!=A &&  ((p2bodydist x=[90,788])|| numproj >0||numhelper(1500)>0||numhelper(1501)>0)
                                       `
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall=AILevel >0 && statetype=S && ctrl &&random < 25*AILevel
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,90])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel >0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random <  19*AILevel
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = (p2statetype =L || p2movetype = A) && (p2bodydist x=[-99,15])
;==============================================================================
;DM
[State -1, DM]
type = ChangeState
value = 4150
triggerall = command = "DM"
triggerall = life <= 250
triggerall = var(11) = 0
triggerall = AILevel <=1
triggerall = (statetype != A)
triggerall = teammode != simul
trigger1= ctrl

;rocket
[State -1, rocket]
type = ChangeState
value = 3050
triggerall = command = "rocket"
triggerall = power >= 3000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2500 && time > 16
trigger14 = stateno = 2505 && time > 16
trigger15 = stateno = 2510 && time > 16
trigger16 = stateno = 2519 && time > 25
trigger17 = stateno = 220 && movecontact


;coptermil
[State -1, coptermil]
type = ChangeState
value = 2601
triggerall = command = "coptermil"
triggerall = power >= 1000
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2500 && time > 16
trigger14 = stateno = 2505 && time > 16
trigger15 = stateno = 2510 && time > 16
trigger16 = stateno = 2519 && time > 25

;planemil
[State -1, planemil]
type = ChangeState
value = 2604
triggerall = command = "coptermil2"
triggerall = power >= 1000
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall =AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2500 && time > 16
trigger14 = stateno = 2505 && time > 16
trigger15 = stateno = 2510 && time > 16
trigger16 = stateno = 2519 && time > 25

;carmil
[State -1, carmil]
type = ChangeState
value = 2605
triggerall = command = "coptermil3"
triggerall = power >= 1000
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2500 && time > 16
trigger14 = stateno = 2505 && time > 16
trigger15 = stateno = 2510 && time > 16
trigger16 = stateno = 2519 && time > 25

;sbeam
[State -1, sbeam]
type = ChangeState
value = 2529
triggerall = command = "sbeam"
triggerall = numhelper = 1
triggerall = numproj = 0
triggerall = power >= 2000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2500 && time > 16
trigger14 = stateno = 2505 && time > 16
trigger15 = stateno = 2510 && time > 16
trigger16 = stateno = 2519 && time > 25


;beam
[State -1, beam]
type = ChangeState
value = 2519
triggerall = command = "beam"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;photon
[State -1, photon]
type = ChangeState
value = 2500
triggerall = command = "photon2"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;photon2
[State -1, photon2]
type = ChangeState
value = 2505
triggerall = command = "photon3"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;photon3
[State -1, photon3]
type = ChangeState
value = 2510
triggerall = command = "photon"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;JK
[State -1, JK]
type = ChangeState
value = 2000
triggerall = command = "JK"
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 420
trigger2 = movecontact

;JK2
[State -1, JK2]
type = ChangeState
value = 2020
triggerall = command = "JK2"
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 420
trigger2 = movecontact

;JK3
[State -1, JK3]
type = ChangeState
value = 2030
triggerall = command = "JK3"
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 420
trigger2 = movecontact

;mover
[State -1, mover]
type = ChangeState
value = 3010
triggerall = command = "mover"
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl

;mover2
[State -1, mover2]
type = ChangeState
value = 3000
triggerall = command = "mover2"
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl

;mover3
[State -1, mover3]
type = ChangeState
value = 3020
triggerall = command = "mover3"
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl

;plane
[State -1, plane]
type = ChangeState
value = 2625
triggerall = command = "copterm"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl

;car2
[State -1, car2]
type = ChangeState
value = 2623
triggerall = command = "copterl"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl
;copter
[State -1, copter]
type = ChangeState
value = 2600
triggerall = command = "copter"
triggerall = numproj = 0
triggerall = numhelper = 1
triggerall = AILevel <=3
triggerall = (statetype != A)
trigger1= ctrl

;OH
[State -1, OH]
Type = changestate
value = 280
triggerall = command = "OH"
triggerall = AILevel =0
triggerall = (statetype != a)
trigger1 = ctrl

;launch
[State -1, upfwd]
Type = changestate
value = 40000
triggerall = command = "upfwd"
triggerall = numproj = 0
triggerall = AILevel =0
trigger1 = (StateNo = 420)
trigger1 = movehit

;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "throw"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 430
trigger5 = movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 240
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact
trigger5 = stateno = 440 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 230 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact


;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 430
trigger5 = movecontact

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 240
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact
trigger5 = stateno = 440
trigger5 = movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 230 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 430
trigger5 = movecontact

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 240
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact
trigger5 = stateno = 440
trigger5 = movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 230 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 430
trigger5 = movecontact

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = AILevel =0
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 240
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact
trigger5 = stateno = 440
trigger5 = movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 230 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = AILevel =0
triggerall = (statetype = A)
trigger1= ctrl

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = AILevel =0
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 630
trigger3 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall = AILevel =0
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 610
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
trigger4 = stateno = 600 && movecontact
trigger5 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = AILevel =0
triggerall = (statetype = A)
trigger1= ctrl

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = AILevel =0
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 630
trigger3 = movecontact

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
triggerall = AILevel =0
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 610
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
trigger4 = stateno = 600 && movecontact
trigger5 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 700
triggerall = (AILevel =0)
triggerall = command = "x"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 710
triggerall = (AILevel =0)
triggerall = command = "y"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 720
triggerall = (AILevel =0)
triggerall = command = "z"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 730
triggerall = (AILevel =0)
triggerall = command = "a"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 740
triggerall = (AILevel =0)
triggerall = command = "b"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 750
triggerall = (AILevel =0)
triggerall = command = "c"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

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

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