; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
; 
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
; 

;-| 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 = "SGrab"
command = ~D,DB,B,D,DB,B,c
time = 25

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

[command]
name = "SGrab"
command = ~D,DB,B,D,DB,B,a
time = 25

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

[command]
name = "SuperNade2"
command = ~D,DF,F,D,DF,F,y
time = 25

[command]
name = "SuperNade3"
command = ~D,DF,F,D,DF,F,x
time = 25

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

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

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

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

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

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

[command]
name = "Kiss"
command = ~F,B,D,F,z
time = 25

[command]
name = "Kiss"
command = ~F,B,D,F,y
time = 25

[command]
name = "Kiss"
command = ~F,B,D,F,x
time = 25

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

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

[command]
name = "SGrab"
command = ~D,DB,B,D,DB,B,~a
time = 25

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

[command]
name = "SuperNade2"
command = ~D,DF,F,D,DF,F,~y
time = 25

[command]
name = "SuperNade3"
command = ~D,DF,F,D,DF,F,~x
time = 25

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

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

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

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

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

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

[command]
name = "Kiss"
command = ~F,B,D,F,~z
time = 25

[command]
name = "Kiss"
command = ~F,B,D,F,~y
time = 25

[command]
name = "Kiss"
command = ~F,B,D,F,~x
time = 25

;-| Special Motions |------------------------------------------------------
[command]
name = "Counter"
command = ~D,DB,B,z
time = 15

[command]
name = "Counter2"
command = ~D,DB,B,y
time = 15

[command]
name = "Counter3"
command = ~D,DB,B,x
time = 15

[command]
name = "EXCounter"
command = ~D,DB,B,z+y
time = 15

[command]
name = "EXCounter"
command = ~D,DB,B,x+y
time = 15

[command]
name = "EXCounter"
command = ~D,DB,B,x+z
time = 15

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

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

[command]
name = "EXGrenade"
command = ~D,DF,F,x+y
time = 15

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

[command]
name = "Grenade2"
command = ~D,DF,F,y
time = 15

[command]
name = "Grenade3"
command = ~D,DF,F,x
time = 15

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

[command]
name = "Rounds2"
command = ~D,DB,B,b
time = 15

[command]
name = "Rounds3"
command = ~D,DB,B,c
time = 15

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

[command]
name = "RTJM3"
command = ~D,DF,F,b
time = 15

[command]
name = "RTJM2"
command = ~D,DF,F,a
time = 15

[command]
name = "Grab"
command = ~B,D,DB,c
time = 20

[command]
name = "Grab"
command = ~B,D,DB,b
time = 20

[command]
name = "Grab"
command = ~B,D,DB,a
time = 20

[command]
name = "Counter"
command = ~D,DB,B,~z
time = 15

[command]
name = "Counter2"
command = ~D,DB,B,~y
time = 15

[command]
name = "Counter3"
command = ~D,DB,B,~x
time = 15

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

[command]
name = "Grenade2"
command = ~D,DF,F,~y
time = 15

[command]
name = "Grenade3"
command = ~D,DF,F,~x
time = 15

[command]
name = "EXRounds"
command = ~D,DB,B,a+b
time = 15

[command]
name = "EXRounds"
command = ~D,DB,B,a+c
time = 15

[command]
name = "EXRounds"
command = ~D,DB,B,c+b
time = 15

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

[command]
name = "Rounds2"
command = ~D,DB,B,~b
time = 15

[command]
name = "Rounds3"
command = ~D,DB,B,~c
time = 15

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

[command]
name = "RTJM2"
command = ~D,DF,F,~b
time = 15

[command]
name = "RTJM3"
command = ~D,DF,F,~a
time = 15

[command]
name = "Grab"
command = ~B,D,DB,~c
time = 20

[command]
name = "Grab"
command = ~B,D,DB,~b
time = 20

[command]
name = "Grab"
command = ~B,D,DB,~a
time = 20

[command]
name = "Throw"
command = z+c
time = 1
;-| 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


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


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

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


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

;=============================================================================
;Sgrab
[State -1, Sgrab]
type = ChangeState
value = 7480
triggerall = life <= 250
triggerall = var(11) = 0
triggerall = teammode != simul
triggerall = roundstate=2
triggerall=AILevel >1 && roundstate = 2
triggerall = enemynear,anim!=5120
triggerall = p2bodydist x = [0,90]
Triggerall = Random <= 16*AILevel
triggerall = p2bodydist y = 0
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
;------------------------------------------------------------------------------
;CS
[State -1, CSAI]
type = ChangeState
value = 3020
triggerall =roundstate=2
triggerall = power >= 2000
triggerall=AILevel >1
Triggerall = Random <= 12*AILevel
triggerall = enemynear,anim!=5120
triggerall = statetype!=A
triggerall = p2movetype = A
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x =[0,80]
trigger1 =  ctrl
;-----------------------------------------------------------------------------
;Kiss
[State -1, KissAI]
type = ChangeState
value = 4000
triggerall = power >= 2000
triggerall = roundstate=2
triggerall=AILevel >1
triggerall = p2bodydist x = [0,240]
Triggerall = Random <= 15*AILevel
triggerall = enemynear,anim!=5120
triggerall = p2bodydist y = [-120,0]
triggerall = (statetype != A)
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 2000|| stateno = 2001||   stateno = 2002) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;------------------------------------------------------------------------------
;SuperNade
[State -1, SuperNadeAI]
type = ChangeState
value = 2050
triggerall = power >= 2000
triggerall = roundstate=2
triggerall=AILevel >1
triggerall = p2bodydist x = [151,235]
Triggerall = Random <= 15*AILevel
triggerall = p2bodydist y = [-170,0]
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 2000|| stateno = 2001||   stateno = 2002) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;-----------------------------------------------------------------
;SuperNade2
[State -1, SuperNadeAI]
type = ChangeState
value = 2051
triggerall = power >= 2000
triggerall = roundstate=2
triggerall=AILevel >1
triggerall = p2bodydist x = [71,150]
Triggerall = Random <= 15*AILevel
triggerall = (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 2000|| stateno = 2001||   stateno = 2002) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;---------------------------------------------------------------------
;SuperNade3
[State -1, SuperNadeAI]
type = ChangeState
value = 2052
triggerall = power >= 2000
triggerall = roundstate=2
triggerall=AILevel >1
triggerall = p2bodydist x = [0,70]
Triggerall = Random <= 15*AILevel
triggerall = (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 2000|| stateno = 2001||   stateno = 2002) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;------------------------------------------------------------------------
;Rockers
[State -1, RockersAI]
type = ChangeState
value = 3029
triggerall = power >= 1000
triggerall = roundstate=2
triggerall=AILevel >1
triggerall = p2bodydist x = [0,90]
triggerall = enemynear,anim!=5120
Triggerall = Random <= 12*AILevel
triggerall = (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[3000,4999]
triggerall = stateno !=[800,899]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 1052||  stateno = 1005||   stateno = 1056||stateno = 210||stateno = 410|| stateno = 1050||stateno = 1051) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;--------------------------------------------
[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
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType != A)
triggerall = (stateno != [800,3999])
Triggerall = P2BodyDist X = [0,45]
Triggerall = Random < 70*AILevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype !=L
triggerall = p2bodydist y=0
triggerall = enemy, statetype != C
trigger1 = ctrl
;-------------------------------------------------------------------------
[State -1, Stand strong Punch]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType = S)
triggerall = (stateno != [800,3999]);||var(5)=1
Triggerall = Random < 70*AILevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype !=L
triggerall = p2bodydist y=0
triggerall = enemy, statetype != C
Triggerall = P2BodyDist X = [0,45]
triggerall = p2movetype!=A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 230||  stateno = 400||stateno = 430) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch]
type = ChangeState
value = 220
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType = S)
triggerall = (stateno != [800,3999])
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = p2bodydist y=0
triggerall = enemy, statetype != C
Triggerall = P2BodyDist X = [0,55]
triggerall = p2movetype!=A
trigger1 = ctrl
trigger2 = (stateno = 210||stateno = 240|| stateno = 410||stateno = 440) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value =230
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType = S)
triggerall = (stateno != [800,3999])
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = p2bodydist y=0
triggerall = p2bodydist x = [0,35]
triggerall = enemynear,anim!=5120
triggerall = enemy, statetype != C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value =240
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType = S)
triggerall = (stateno != [800,3999])
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = p2bodydist y=0
triggerall = enemynear,anim!=5120
triggerall = p2bodydist x = [0,40]
triggerall = enemy, statetype != C
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 230||  stateno = 400||stateno = 430) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;---------------------------------------------------------------------------
;Standing medium Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value =250
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType = S)
triggerall = (stateno != [800,3999])
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = p2bodydist x = [0,65]
triggerall = enemy, statetype != C
triggerall = p2movetype!=A
triggerall = stateno!=420

trigger1 = ctrl
trigger2 = (stateno = 210||stateno = 240|| stateno = 410||stateno = 440) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType != A)
triggerall = (stateno != [800,3999])
Triggerall = (P2BodyDist X = [0,50])
triggerall = enemynear,anim!=5120
Triggerall = Random < 70*AILevel
triggerall = (p2statetype !=L)
triggerall = (p2bodydist y=[-20,0] ) && enemy,vel y >=0
triggerall = (movetype !=H)
trigger1 = ctrl
value = 400
;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType != A)
triggerall = (stateno != [800,3999])
Triggerall = (P2BodyDist X = [0,50])
triggerall = (p2bodydist y=[-20,0] ) && enemy,vel y >=0
Triggerall = Random < 70*AILevel
triggerall = (p2statetype !=L)
triggerall = enemynear,anim!=5120
triggerall = (movetype !=H)
triggerall = stateno!=420
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 230||  stateno = 400||stateno = 430) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
trigger6 = p2statetype=S && ctrl
value = 410
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall =  (StateType != A)
triggerall = (stateno != [800,3999])
Triggerall = (P2BodyDist X = [0,60])
triggerall = (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = enemynear,anim!=5120
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = (movetype !=H)
triggerall = stateno!=420
triggerall = p2stateno!=[1025,1028]
trigger1 = ctrl
trigger2 = (stateno = 210||stateno = 240|| stateno = 410||stateno = 440) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
value = 420
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = p2statetype!=A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,45]
triggerall = (movetype !=H)
triggerall = enemynear,anim!=5120
Triggerall = (Random < 70*AILevel) && (enemy, statetype != A && enemy,statetype !=L)
triggerall = stateno!=420
trigger1 = ctrl
trigger2 = p2statetype=S && ctrl
value = 430
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,50]
triggerall = p2statetype!=A
triggerall = enemynear,anim!=5120
triggerall = (movetype !=H)
Triggerall = ( Random < 70*AILevel) && (enemy, statetype != A && enemy,statetype !=L)
triggerall = stateno!=420
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 230||  stateno = 400||stateno = 430) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
trigger6 = p2statetype=S && ctrl
value = 440
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = p2statetype!=A
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
Triggerall = P2BodyDist X = [0,55]
triggerall = (movetype !=H)
Triggerall = ( Random < 400) && (enemy,statetype !=L)
triggerall = stateno!=420
trigger1 = ctrl
trigger6 = p2statetype=S && ctrl
trigger2 = (stateno = 210||stateno = 240|| stateno = 410||stateno = 440) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
value = 450
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
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 = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,20]
triggerall = p2statetype=A
trigger1 = ctrl

;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [-15,60])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,50]
triggerall = vel y >=0 ||(p2statetype=A)
trigger1 = ctrl
trigger2 = (stateno = 600||stateno=630) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall = movecontact || p2statetype!=A
triggerall = vel y >=0 ||(p2statetype=A)
triggerall= p2bodydist y =[-20,60]
trigger1 = ctrl
trigger2 = (stateno = 610||stateno=640) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,45])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,40]
triggerall =(p2statetype=A)
trigger1 = ctrl
 ;---------------------------------------------------------------------------
;Jump medium Kick
[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [-17,65])
Triggerall = Random <= 70*AILevel
triggerall = vel y <0 ||p2statetype=A
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-10,70]
triggerall = p2statetype=A
trigger1 = ctrl
trigger2 = (stateno = 600||stateno=630) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;---------------------------------------------------------------------------
;Jump medium Kick
[State -1, Jump medium Kick]
type = ChangeState
value = 650
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
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 =[-20,75]
trigger1 = ctrl
trigger2 = (stateno = 610||stateno=640) &&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;-------------------------------------------------
;Grab
[State -1, GrabAI]
type = ChangeState
value = 3040
triggerall = AILevel > 0
triggerall = random <= 150
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = enemynear,anim!=5120
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 25 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X <25 && p2dist y <= 0)

;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = AILevel >3
triggerall = random <= 30*AILevel
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 25 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X <25 && p2dist y <= 0)

;-------------------------------------------------------------------------
;Counter
[State -1, CounterAI]
type = ChangeState
value = 3002
triggerall = roundstate=2
triggerall = random <30*AIlevel
triggerall = (AILevel > 2)
triggerall = statetype!=A
triggerall = p2movetype = A
triggerall = p2statetype=A
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x =[0,80]
trigger1 =  ctrl
;------------------------------------------------------------------
;Counter2
[State -1, CounterAI]
type = ChangeState
value = 3000
triggerall = roundstate=2
triggerall = random <30*AIlevel
triggerall = (AILevel > 2)
triggerall = statetype!=A
triggerall = p2movetype = A
triggerall = p2statetype!=A
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x =[0,80]
trigger1 =  ctrl
;-------------------------------------------------------------------
;Counter3
[State -1, CounterAI]
type = ChangeState
value = 3001
triggerall = roundstate=2
triggerall = random <30*AIlevel
triggerall = (AILevel > 2)
triggerall = statetype!=A
triggerall = p2movetype = A
triggerall = p2statetype=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x =[0,80]
trigger1 =  ctrl

;------------------------------------------------------------
;RTJM
[State -1, RTJMAI]
type = ChangeState
value = 1060
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,80]
triggerall = random <13*AIlevel
triggerall =  (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 210||stateno = 240 || stateno = 410|| stateno = 440)&&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNew1
[State -1, RTJMAI]
type = ChangeState
value = 1061
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1060) && time = [17,28]
trigger2 = stateno = 1060
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNew2
[State -1, RTJMAI]
type = ChangeState
value = 1062
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1061) && time = [9,21]
trigger2 = stateno = 1061
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNewEnd
[State -1, RTJMAI]
type = ChangeState
value = 1063
triggerall = roundstate=2
triggerall = AILevel > 0
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1062) && time = [9,21]
trigger2 = stateno = 1062
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;------------------------------------------------------------

;RTJMB
[State -1, RTJMAI]
type = ChangeState
value = 1070
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,60]
triggerall = random <13*AIlevel
triggerall =  (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 210||stateno = 240 || stateno = 410|| stateno = 440)&&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNew1B
[State -1, RTJMAI]
type = ChangeState
value = 1071
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1070) && time = [17,28]
trigger2 = stateno = 1070
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNew2B
[State -1, RTJMAI]
type = ChangeState
value = 1072
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1071) && time = [9,21]
trigger2 = stateno = 1071
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNewEndB
[State -1, RTJMAI]
type = ChangeState
value = 1073
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1072) && time = [9,21]
trigger2 = stateno = 1072
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

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

;RTJMC
[State -1, RTJMAI]
type = ChangeState
value = 1080
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,55]
triggerall = random <13*AIlevel
triggerall =  (p2bodydist y = [-100,0])&&enemy,vel y >=0
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno = 210||stateno = 240 || stateno = 410|| stateno = 440)&&((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNew1C
[State -1, RTJMAI]
type = ChangeState
value = 1081
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1080) && time = [17,28]
trigger2 = stateno = 1080
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNew2C
[State -1, RTJMAI]
type = ChangeState
value = 1082
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1081) && time = [9,21]
trigger2 = stateno = 1081
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;RTJMNewEndC
[State -1, RTJMAI]
type = ChangeState
value = 1083
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = random <30*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2statetype != L
trigger1 = (stateno = 1082) && time = [9,21]
trigger2 = stateno = 1082
trigger2 = ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;------------------------------------------------------------------
;EXCounter
[State -1, EXCounter]
type = ChangeState
value = 3003
triggerall = roundstate=2
triggerall = power >= 500
triggerall = random <30*AIlevel
triggerall = (AILevel > 2)
triggerall = statetype!=A
triggerall = p2movetype = A
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x =[0,80]
trigger1 =  ctrl




;--------------------------------------------------------------------
;Rounds3
[State -1, RoundsAI]
type = ChangeState
value = 1005
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,120]
triggerall = random <13*AIlevel
triggerall = p2bodydist y = 0
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno=210||stateno=240||stateno=410 ||stateno=440 ||stateno=250)&& ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))

;-----------------------------------------------------------------------
;Rounds2
[State -1, RoundsAI]
type = ChangeState
value = 1006
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,80]
triggerall = random <13*AIlevel
triggerall = p2bodydist y = 0
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno=210||stateno=240||stateno=410 ||stateno=440 ||stateno=250)&& ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;-------------------------------------------------------------------------
;Rounds
[State -1, RoundsAI]
type = ChangeState
value = 1007
triggerall = roundstate=2
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,60]
triggerall = random <13*AIlevel
triggerall = p2bodydist y = 0
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl
trigger2 = (stateno=210||stateno=240||stateno=410 ||stateno=440 ||stateno=250)&& ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;----------------------------------------------------------------
;EXRounds
[State -1, EXRounds]
type = ChangeState
value = 1008
triggerall = roundstate=2
triggerall = power >= 500
triggerall = (AILevel > 2)
triggerall = p2bodydist x = [0,110]
triggerall = random <8*AIlevel
triggerall = p2bodydist y = 0
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=C
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
trigger1 =  ctrl

;-------------------------------------------------------------------
;Grenade
[State -1, GrenadeAI]
type = ChangeState
value = 2000
triggerall = roundstate=2
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = enemynear,anim!=5120
triggerall = numhelper(2005) = 0
triggerall = (statetype != A)
triggerall = (AILevel > 2)
triggerall = random <6*AIlevel
triggerall = p2bodydist y = [-130,0]
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x >= 175
trigger1=ctrl
trigger2 = (stateno=210||stateno=240||stateno=410 ||stateno=440 ||stateno=250)&& ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;------------------------------------------------------------------------
;Grenade2
[State -1, GrenadeAI]
type = ChangeState
value = 2001
triggerall = roundstate=2
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = (statetype != A)
triggerall = (AILevel > 2)
triggerall = random <6*AIlevel
triggerall = enemynear,anim!=5120
triggerall = p2bodydist y = [-130,0]
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x = [80,174]
trigger1=ctrl
trigger2 = (stateno=210||stateno=240||stateno=410 ||stateno=440 ||stateno=250)&& ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;-------------------------------------------------------------------
;Grenade3
[State -1, GrenadeAI]
type = ChangeState
value = 2002
triggerall = roundstate=2
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = (statetype != A)
triggerall = (AILevel > 2)
triggerall = enemynear,anim!=5120
triggerall = random <6*AIlevel
triggerall = p2bodydist y = [-130,0]
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x = [20,80]
trigger1=ctrl
trigger2 = (stateno=210||stateno=240||stateno=410 ||stateno=440 ||stateno=250)&& ((movecontact &&AIlevel <4) ||(movehit &&AIlevel >3))
;----------------------------------------------------------
;EXGrenade
[State -1, EXGrenade]
type = ChangeState
value = 2003
triggerall = roundstate=2
triggerall = power >= 500
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = (statetype != A)
triggerall = (AILevel > 2)
triggerall = enemynear,anim!=5120
triggerall = random <8*AIlevel
triggerall = p2bodydist y = [-190,0]
triggerall = movetype!=H
triggerall = stateno !=[800,4999]
triggerall = p2movetype=A
triggerall = p2statetype != L
triggerall = p2stateno!=[120,155]
triggerall = p2bodydist x = [20,110]
trigger1=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, jump2]
Type = changestate
value = 40000
triggerall = (AILevel >0)
triggerall = statetype !=A
trigger1 = (StateNo = 420) && movehit

[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])

;--------------------------------------------------------------------------
;Sgrab
[State -1, Sgrab]
type = ChangeState
value = 7480
triggerall = command = "SGrab"
triggerall = life <= 250
triggerall = var(11) = 0
triggerall = AILevel < 2
triggerall = teammode != simul
trigger1 = (statetype != a) && ctrl

;Kiss
[State -1, Kiss]
type = ChangeState
value = 4000
triggerall = command = "Kiss"
triggerall = power >= 2000
triggerall = AILevel < 2
trigger1 = (statetype != a) && ctrl

;CS
[State -1, CS]
type = ChangeState
value = 3020
triggerall = command = "CS"
triggerall = power >= 2000
triggerall = AILevel < 2
trigger1 = (statetype != a) && ctrl

;Rockers
[State -1, Rockers]
type = ChangeState
value = 3029
triggerall = power >= 1000
triggerall = command = "Rockers"
triggerall = AILevel < 2
trigger1 = (statetype = s) && ctrl
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact
trigger13 = stateno = 1005 && movecontact
trigger14 = stateno = 1006 && movecontact
trigger15 = stateno = 1007 && movecontact
trigger16 = stateno = 2000 && time > 20
trigger17 = stateno = 2001 && time > 20
trigger18 = stateno = 2002 && time > 20
trigger19 = stateno = 1063 && movecontact
trigger20 = stateno = 1073 && movecontact
trigger21 = stateno = 1083 && movecontact

;Grab
[State -1, Grab]
type = ChangeState
value = 3040
triggerall = command = "Grab"
triggerall = AILevel < 2
trigger1 = (statetype != a) && ctrl

;SuperNade
[State -1, SuperNade]
type = ChangeState
value = 2050
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = power >= 2000
triggerall = command = "SuperNade"
triggerall = AILevel < 2
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact
trigger13 = stateno = 1005 && movecontact
trigger14 = stateno = 1006 && movecontact
trigger15 = stateno = 1007 && movecontact
trigger16 = stateno = 2000 && time > 20
trigger17 = stateno = 2001 && time > 20
trigger18 = stateno = 2002 && time > 20
trigger19 = stateno = 1063 && movecontact
trigger20 = stateno = 1073 && movecontact
trigger21 = stateno = 1083 && movecontact

;SuperNade2
[State -1, SuperNade2]
type = ChangeState
value = 2051
triggerall = power >= 2000
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = command = "SuperNade2"
triggerall = AILevel < 2
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact
trigger13 = stateno = 1005 && movecontact
trigger14 = stateno = 1006 && movecontact
trigger15 = stateno = 1007 && movecontact
trigger16 = stateno = 2000 && time > 20
trigger17 = stateno = 2001 && time > 20
trigger18 = stateno = 2002 && time > 20
trigger19 = stateno = 1063 && movecontact
trigger20 = stateno = 1073 && movecontact
trigger21 = stateno = 1083 && movecontact

;SuperNade3
[State -1, SuperNade3]
type = ChangeState
value = 2052
triggerall = power >= 2000
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = command = "SuperNade3"
triggerall = AILevel < 2
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact
trigger13 = stateno = 1005 && movecontact
trigger14 = stateno = 1006 && movecontact
trigger15 = stateno = 1007 && movecontact
trigger16 = stateno = 2000 && time > 20
trigger17 = stateno = 2001 && time > 20
trigger18 = stateno = 2002 && time > 20
trigger19 = stateno = 1063 && movecontact
trigger20 = stateno = 1073 && movecontact
trigger21 = stateno = 1083 && movecontact

;EXCounter
[State -1, EXCounter]
type = ChangeState
value = 3003
triggerall = command = "EXCounter"
triggerall = power >= 500
triggerall = (AILevel <= 2)
trigger1 = (statetype = s) && ctrl

;EXRounds
[State -1, EXRounds]
type = ChangeState
value = 1008
triggerall = command = "EXRounds"
triggerall = power >= 500
triggerall = (AILevel <= 2)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;EXGrenade
[State -1, EXGrenade]
type = ChangeState
value = 2003
triggerall = command = "EXGrenade"
triggerall = power >= 500
triggerall = (AILevel <= 2)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;Counter
[State -1, Counter]
type = ChangeState
value = 3002
triggerall = command = "Counter"
triggerall = (AILevel <= 2)
trigger1 = (statetype = s) && ctrl

;Counter2
[State -1, Counter2]
type = ChangeState
value = 3000
triggerall = command = "Counter2"
triggerall = (AILevel <= 2)
trigger1 = (statetype = s) && ctrl

;Counter3
[State -1, Counter3]
type = ChangeState
value = 3001
triggerall = command = "Counter3"
triggerall = (AILevel <= 2)
trigger1 = (statetype = s) && ctrl

;Grenade
[State -1, Grenade]
type = ChangeState
value = 2000
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = command = "Grenade"
triggerall = (AILevel <= 1)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;Grenade2
[State -1, Grenade2]
type = ChangeState
value = 2001
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = command = "Grenade2"
triggerall = (AILevel <= 1)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;Grenade3
[State -1, Grenade3]
type = ChangeState
value = 2002
triggerall = numhelper(2011) = 0
triggerall = numhelper(2010) = 0
triggerall = numhelper(2007) = 0
triggerall = numhelper(2006) = 0
triggerall = numhelper(2005) = 0
triggerall = command = "Grenade3"
triggerall = (AILevel <= 1)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;RTJM
[State -1, RTJM]
type = ChangeState
value = 1060
triggerall = command = "RTJM"
triggerall = (AILevel <= 1)
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;RTJMNew1
[State -1, RTJM]
type = ChangeState
value = 1061
triggerall = command = "RTJM"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1060) && time = [17,28]
trigger2 = stateno = 1060
trigger2 = movecontact

;RTJMNew2
[State -1, RTJM]
type = ChangeState
value = 1062
triggerall = command = "RTJM"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1061) && time = [9,21]
trigger2 = stateno = 1061
trigger2 = movecontact

;RTJMNewEnd
[State -1, RTJM]
type = ChangeState
value = 1063
triggerall = command = "RTJM"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1062) && time = [9,21]
trigger2 = stateno = 1062
trigger2 = movecontact

;RTJMB
[State -1, RTJM3]
type = ChangeState
value = 1070
triggerall = command = "RTJM3"
triggerall = (AILevel <= 1)
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;RTJMNew1B
[State -1, RTJM3]
type = ChangeState
value = 1071
triggerall = command = "RTJM3"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1070) && time = [17,28]
trigger2 = stateno = 1070
trigger2 = movecontact

;RTJMNew2B
[State -1, RTJM3]
type = ChangeState
value = 1072
triggerall = command = "RTJM3"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1071) && time = [9,21]
trigger2 = stateno = 1071
trigger2 = movecontact

;RTJMNewEndB
[State -1, RTJM3]
type = ChangeState
value = 1073
triggerall = command = "RTJM3"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1072) && time = [9,21]
trigger2 = stateno = 1072
trigger2 = movecontact

;RTJMC
[State -1, RTJM2]
type = ChangeState
value = 1080
triggerall = command = "RTJM2"
triggerall = (AILevel <= 1)
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;RTJMNew1C
[State -1, RTJM2]
type = ChangeState
value = 1081
triggerall = command = "RTJM2"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1080) && time = [17,28]
trigger2 = stateno = 1080
trigger2 = movecontact

;RTJMNew2C
[State -1, RTJM2]
type = ChangeState
value = 1082
triggerall = command = "RTJM2"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1081) && time = [9,21]
trigger2 = stateno = 1081
trigger2 = movecontact

;RTJMNewEndC
[State -1, RTJM2]
type = ChangeState
value = 1083
triggerall = command = "RTJM2"
triggerall = (AILevel <= 1)
trigger1 = (stateno = 1082) && time = [9,21]
trigger2 = stateno = 1082
trigger2 = movecontact

;Rounds
[State -1, Rounds]
type = ChangeState
value = 1007
triggerall = command = "Rounds"
triggerall = (AILevel <= 1)
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;Rounds2
[State -1, Rounds2]
type = ChangeState
value = 1006
triggerall = command = "Rounds2"
triggerall = (AILevel <= 1)
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;Rounds3
[State -1, Rounds3]
type = ChangeState
value = 1005
triggerall = command = "Rounds3"
triggerall = (AILevel <= 1)
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 251 && movecontact

;OH
[State -1, OH]
type = ChangeState
value = 280
triggerall = command = "y"
triggerall = command = "b"
trigger1 = (statetype = s) && ctrl

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

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

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

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

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = (AILevel <= 3)
triggerall = command = "Throw"
trigger1 = (statetype = s) && ctrl

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

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

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = AILevel = 0
trigger1 = statetype = S
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
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && 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"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = AILevel = 0
trigger1 = statetype = S
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 = 251
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
triggerall = AILevel = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 230 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = AILevel = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && 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
trigger1 = 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
trigger1 = 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
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && 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
trigger1 = 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
trigger1 = 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
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && 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 = AILevel = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

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

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

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

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