; 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.



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




;-| Super Motions |--------------------------------------------------------
[command]
name = "weakpsychshot"
command = ~D,DF,F,D,DF,F,~c
time = 40

[command]
name = "weakpsychshot"
command = ~D,DF,F,D,DF,F,~b
time = 40

[command]
name = "weakpsychshot"
command = ~D,DF,F,D,DF,F,~a
time = 40

[command]
name = "psychshot"
command = ~D,F,D,B,~z
time = 40

[command]
name = "psychshot"
command = ~D,F,D,B,~y
time = 40

[command]
name = "psychshot"
command = ~D,F,D,B,~x
time = 40

[command]
name = "supercombo"
command = ~D,DB,B,D,DB,B,~c
time = 40

name = "supercombo"
command = ~D,DB,B,D,DB,B,~b
time = 40

name = "supercombo"
command = ~D,DB,B,D,DB,B,~a
time = 40

[command]
name = "newsuper"
command = ~D,DF,F,D,DF,F,~z
time = 35

[command]
name = "newsuper"
command = ~D,DF,F,D,DF,F,~y
time = 35

[command]
name = "newsuper"
command = ~D,DF,F,D,DF,F,~x
time = 35

[command]
name = "supersomer"
command = ~D,DB,B,D,DB,B,~c
time = 30

[command]
name = "supersomer"
command = ~D,DB,B,D,DB,B,~b
time = 30

[command]
name = "supersomer"
command = ~D,DB,B,D,DB,B,~a
time = 30

[command]
name = "psychforce3"
command = ~D,DB,B,D,DB,B,~z
time = 20

[command]
name = "psychforce2"
command = ~D,DB,B,D,DB,B,~y
time = 20

[command]
name = "psychforce"
command = ~D,DB,B,D,DB,B,~x
time = 20

[command]
name = "weakpsychshot"
command = ~D,DF,F,D,DF,F,c
time = 40

[command]
name = "weakpsychshot"
command = ~D,DF,F,D,DF,F,b
time = 40

[command]
name = "weakpsychshot"
command = ~D,DF,F,D,DF,F,a
time = 40

[command]
name = "psychshot"
command = ~D,F,D,B,z
time = 40

[command]
name = "psychshot"
command = ~D,F,D,B,y
time = 40

[command]
name = "psychshot"
command = ~D,F,D,B,x
time = 40

[command]
name = "supercombo"
command = ~D,DB,B,D,DB,B,c
time = 40

name = "supercombo"
command = ~D,DB,B,D,DB,B,b
time = 40

name = "supercombo"
command = ~D,DB,B,D,DB,B,a
time = 40

[command]
name = "newsuper"
command = ~D,DF,F,D,DF,F,z
time = 35

[command]
name = "newsuper"
command = ~D,DF,F,D,DF,F,y
time = 35

[command]
name = "newsuper"
command = ~D,DF,F,D,DF,F,x
time = 35

[command]
name = "supersomer"
command = ~D,DB,B,D,DB,B,c
time = 30

[command]
name = "supersomer"
command = ~D,DB,B,D,DB,B,b
time = 30

[command]
name = "supersomer"
command = ~D,DB,B,D,DB,B,a
time = 30

[command]
name = "psychforce3"
command = ~D,DB,B,D,DB,B,z
time = 20

[command]
name = "psychforce2"
command = ~D,DB,B,D,DB,B,y
time = 20

[command]
name = "psychforce"
command = ~D,DB,B,D,DB,B,x
time = 20

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

[command]
name = "reversal2"
command = D,DB,B,~x
time = 15

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

[command]
name = "spin2"
command = ~D,DF,F,~b
time = 15

[command]
name = "spin3"
command = ~D,DF,F,~a
time = 15

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

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

[command]
name = "spin4"
command = ~D,DF,F,~c
time = 15

[command]
name = "spin4"
command = ~D,DF,F,~b
time = 15

[command]
name = "spin4"
command = ~D,DF,F,~a
time = 15

[command]
name = "psychshot2light"
command = ~D,DF,F,~x
time = 15

[command]
name = "psychshot2med"
command = ~D,DF,F,~y
time = 15

[command]
name = "psychshot2"
command = ~D,DF,F,~z
time = 10

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

[command]
name = "elbows2"
command = ~B,D,DB,~b
time = 15

[command]
name = "elbows3"
command = ~B,D,DB,~a
time = 15

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

[command]
name = "rknee2"
command = ~F,D,DF,~b
time = 15

[command]
name = "rknee3"
command = ~F,D,DF,~a
time = 15

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

[command]
name = "EXpsychshot"
command = ~D,DF,F,x+y
time = 15
[command]
name = "EXpsychshot"
command = ~D,DF,F,x+z
time = 15
[command]
name = "reversal2"
command = D,DB,B,x
time = 15

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

[command]
name = "spin2"
command = ~D,DF,F,b
time = 15

[command]
name = "spin3"
command = ~D,DF,F,a
time = 15

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

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

[command]
name = "spin4"
command = ~D,DF,F,c
time = 15

[command]
name = "spin4"
command = ~D,DF,F,b
time = 15

[command]
name = "spin4"
command = ~D,DF,F,a
time = 15

[command]
name = "psychshot2light"
command = ~D,DF,F,x
time = 15

[command]
name = "psychshot2med"
command = ~D,DF,F,y
time = 15

[command]
name = "psychshot2"
command = ~D,DF,F,z
time = 10

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

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

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

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

[command]
name = "elbows2"
command = ~B,D,DB,b
time = 15

[command]
name = "elbows3"
command = ~B,D,DB,a
time = 15

[command]
name = "EXrknee"
command = ~F,D,DF,c+b
time = 15

[command]
name = "EXrknee"
command = ~F,D,DF,a+b
time = 15

[command]
name = "EXrknee"
command = ~F,D,DF,c+a
time = 15

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

[command]
name = "rknee2"
command = ~F,D,DF,b
time = 15

[command]
name = "rknee3"
command = ~F,D,DF,a
time = 15

[command]
name = "monkeyflip"
command = z+c
time = 1

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



;-| 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]

;=============================================================================
;psychshot
[State -1, psychshot]
type = ChangeState
value = 3550
triggerall = life <= 250
triggerall = teammode != simul
triggerall = var(11) = 0
triggerall = numproj = 0
triggerall = (AILevel >0)
triggerall = (statetype != A)
triggerall = p2bodydist y =[-110,0]
triggerall = random <22*AILevel
triggerall = p2statetype != L
triggerall = stateno !=[800,3099]
triggerall = roundstate = 2
Triggerall = P2BodyDist X = [0,80]
trigger1= ctrl
trigger2= ctrl && p2movetype=A && enemy,vel x >0 && p2statetype=A && AILevel >4
;----------------------------------------------
;supersomer
[State -1, supersomer]
type = ChangeState
value = 1020
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = AILevel >1
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
Triggerall =random <31*AILevel
Triggerall = (P2BodyDist X = [0,150])&&p2statetype!=A&& (p2bodydist y = 0)
triggerall = stateno !=[2000,3999]
trigger1 = 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 = 420 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 &&movecontact
trigger11 = stateno = 241 && movecontact
trigger12 = stateno = 251 &&movecontact
;-------------------------------------------------------------------------
;newsuper
[State -1, newsuper]
type = ChangeState
value = 1043
triggerall = (AILevel >1)
triggerall = (statetype != A)
triggerall = p2bodydist y =[-110,0]
triggerall = random <18*AILevel
triggerall = p2statetype != L
triggerall = stateno !=[800,3099]
triggerall = roundstate = 2
triggerall = power >=2000
trigger1= 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 = 420 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 &&movecontact
trigger11 = stateno = 241 && movecontact
trigger12 = stateno = 251 &&movecontact
;-------------------------------------------------------------
;weakpsychshot
[State -1, weakpsychshot]
type = ChangeState
value = 252
triggerall = power >= 1000
triggerall = AILevel >1 && roundstate = 2 && p2statetype!=L
triggerall = (p2stateno !=[120,155])
triggerall = p2bodydist x = [0,90]
triggerall = movetype !=H
triggerall = statetype!=A
triggerall = p2statetype !=L
triggerall = stateno != [800,899]
triggerall = (p2bodydist y=[-60,0]) && enemy,vel y >=0
triggerall = random <15*AILevel
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
trigger11= p2movetype=A && ctrl &&p2statetype=A
;----------------------------------------------------------------
;psychforce
[State -1, psychforce]
type = ChangeState
value = 1040
triggerall = (AILevel >1)
triggerall = (statetype != A)
triggerall = p2bodydist y =[-110,0]
triggerall = random <15*AILevel
triggerall = p2statetype != L
triggerall = stateno !=[800,3099]
triggerall = roundstate = 2
triggerall = power >=1000
Triggerall = P2BodyDist X = [0,80]
triggerall = p2movetype!=A
trigger1= ctrl
;-------------------------------------------------------------
;psychforce2
[State -1, psychforce2]
type = ChangeState
value = 1041
triggerall = (AILevel >1)
triggerall = (statetype != A)
triggerall = p2bodydist y =[-110,0]
triggerall = random <15*AILevel
triggerall = p2statetype != L
triggerall = stateno !=[800,3099]
triggerall = roundstate = 2
triggerall = power >=1000
Triggerall = P2BodyDist X = [85,165]
trigger1= ctrl
;----------------------------------------------------------
;psychforce3
[State -1, psychforce3]
type = ChangeState
value = 1042
triggerall = (AILevel >1)
triggerall = (statetype != A)
triggerall = p2bodydist y =[-110,0]
triggerall = random <15*AILevel
triggerall = p2statetype != L
triggerall = stateno !=[800,3099]
triggerall = roundstate = 2
triggerall = power >=1000
Triggerall = P2BodyDist X >= 170
trigger1=ctrl
;-------------------------------------------------------------------

[State -1, throwAI]
type = ChangeState
value = 1046
triggerall = AILevel >3
triggerall = random <= 30*AILevel
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype!=L
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 < 20 && p2dist y <= 0)
;--------------------------------------------
[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 PunchAI]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,45]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-65,-25])&&enemy,vel y >=0&& AILevel >3)
triggerall = movetype !=H
trigger1=ctrl
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong PunchAI]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-65,-25])&&enemy,vel y >=0&& AILevel >3)
triggerall = movetype !=H
triggerall = p2bodydist x = [0,50]
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2AI]
type = ChangeState
value = 220
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall =  (p2bodydist y =[-65,0])&&enemy,vel y >=0
triggerall = p2bodydist x = [0,55]
triggerall = movetype !=H
trigger1= ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 440 && movecontact


;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light KickAI]
type = ChangeState
value = 230
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-45,-15])&&enemy,vel y >=0&& AILevel >3)
triggerall = p2bodydist x = [0,40]
triggerall = movetype !=H
trigger1= ctrl


;--------------------------------------------------------
;Stand hard Kick
;立ち弱キック
[State -1, Stand hard KickAI]
type = ChangeState
value = 240
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-65,-25])&&enemy,vel y >=0&& AILevel >3)
triggerall = p2bodydist x = [0,50]
triggerall = movetype !=H
trigger1= ctrl
trigger2 = stateno = 420 &&movecontact
trigger3 = stateno = 230&& movecontact
trigger4 = stateno = 200&& movecontact
;--------------------------------------------------------
;Stand hard Kick
;立ち弱キック
[State -1, Stand hard KickAI]
type = ChangeState
value = 250
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall = (p2bodydist y =[-65,0])&&enemy,vel y >=0
triggerall = movetype !=H
triggerall = p2bodydist x = [0,65]
trigger1 = ctrl
trigger2 = stateno = 240 && movecontact
trigger3 = stateno = 210&& movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && movecontact

;-----------------------------------------------------
[State -1, OH]
type = ChangeState
value = 280
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall =  p2statetype=C
triggerall = movetype !=H
triggerall = p2bodydist x = [0,65]
trigger1 = ctrl

;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,45])&&(P2BodyDist Y = 0||p2movetype=H )
Triggerall = Random <56*AILevel
triggerall = (p2statetype !=L)
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2=(p2movetype= H && (p2bodydist y =[-35,-15])&&enemy,vel y >=0&& AILevel >3)&&ctrl
value = 400
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,50])&&(P2BodyDist Y = 0||p2movetype=H )
Triggerall = Random <56*AILevel
triggerall = p2statetype !=L
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4=(p2movetype= H && (p2bodydist y =[-35,-15])&&enemy,vel y >=0&& AILevel >3)&&ctrl
value = 410
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall =  (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,32]) && ((P2BodyDist Y = [-70,0]) &&enemy,vel y >=0)
Triggerall = Random <65*AILevel
triggerall = p2statetype !=L
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2= stateno = 410 && movecontact
trigger3 = stateno = 440 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
value = 420
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,55]
triggerall = (movetype !=H)
Triggerall = Random <56*AILevel && (enemy, statetype != A && enemy,statetype !=L)
triggerall = movetype !=H
trigger1 = ctrl
trigger2 = enemy,statetype = C  && ctrl
value = 430
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = (movetype !=H)
Triggerall = (P2BodyDist X = [0,55]) && (P2BodyDist Y = 0 )
Triggerall = Random <56*AILevel && (enemy, statetype != A && enemy,statetype !=L)
triggerall = stateno != [800,4999]
triggerall = movetype !=H
Trigger1 = ctrl
trigger2 = enemy,statetype = C && ctrl
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
value = 440

;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,70]
triggerall = (movetype !=H)
Triggerall = Random <35*AILevel&& (enemy, statetype != A && enemy,statetype !=L)
triggerall = movetype !=H
trigger1 = ctrl
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 440 && movecontact
trigger4 = stateno = 210 &&movecontact
trigger5 = stateno = 240 && movecontact
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 = [0,40])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,20]
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 = [0,40])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,50]
triggerall = p2statetype=A
trigger1 = ctrl
trigger2 = stateno = 600 &&movecontact
trigger3 = stateno = 640 && movecontact




;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value = 620
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,50])
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 && movecontact
trigger3 = stateno = 630 && movecontact


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

[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 =[-20,40]
triggerall =(p2statetype=A)
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value = 640
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [-20,65])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = movecontact || p2statetype!=A
triggerall = vel y >=0 ||(p2statetype=A)
triggerall= p2bodydist y =[-20,75]
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 640 &&movecontact

;---------------------------------------------------------------------------
[State -1, AI9]
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 &&movecontact
trigger3 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
;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 = [0,80])
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 = [0,80])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105
;--------------------------------------------------
[State -1, counterlowAI]
type = ChangeState
value = 3022
triggerall = roundstate=2
triggerall =  Random <= 62*AILevel
triggerall = AILevel >0
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


;-------------------------------------------
;counterair
[State -1, counterairAI]
type = ChangeState
value = 3024
triggerall = roundstate=2
triggerall =  Random <= 62*AILevel
triggerall = AILevel >0
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
;-------------------------------------------
;counterair
[State -1, counterstandAI]
type = ChangeState
value = 3020
triggerall = roundstate=2
triggerall =  Random <= 62*AILevel
triggerall = AILevel >0
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
;----------------------------------------------------------------------
[State -1, somer3]
type = ChangeState
value = 7004
triggerall = (statetype = A)
triggerall = (AILevel >0)
trigger1= stateno = 6081 && movehit
;----------------------------------------------------------------
;FinishKick
[State -1, FinishKick]
type = ChangeState
value = 6081
triggerall = (statetype = A)
triggerall = (AILevel >0)
trigger1= stateno = 6080 && movecontact
trigger2 = stateno = 6080 && time = [9,16]
trigger3= stateno = 6082 && movecontact
trigger4 = stateno = 6082 && time = [9,16]
trigger5= stateno = 6083 && movecontact
trigger6 = stateno = 6083 && time = [9,16]
;---------------------------------------------------------------
;SpinKick
[State -1, spin]
type = ChangeState
value = 6079
triggerall = AILevel >2 && roundstate = 2 && p2statetype!=L
triggerall = (p2stateno !=[120,155])
triggerall = p2bodydist x = [30,95]
triggerall = movetype !=H
triggerall = statetype!=A
triggerall = p2statetype !=L
triggerall = stateno != [800,899]
Triggerall = ((p2statetype!=A)||((p2bodydist x = [0,95])&&p2statetype=A))&& (p2bodydist y = [-65,-15])
triggerall =  Random <= 13*AILevel
trigger1 = ctrl
;-------------------------------------------------------------
;SpinKick2
[State -1, spin2]
type = ChangeState
value = 6078
triggerall = AILevel >2 && roundstate = 2 && p2statetype!=L
triggerall = (p2stateno !=[120,155])
triggerall = p2bodydist x = [30,85]
triggerall = movetype !=H
triggerall = statetype!=A
triggerall = p2statetype !=L
triggerall = stateno != [800,899]
Triggerall = ((p2statetype!=A)||((p2bodydist x = [0,95])&&p2statetype=A))&& (p2bodydist y = [-65,-15])
triggerall =  Random <= 13*AILevel
trigger1 = ctrl
;---------------------------------------------------------------
;SpinKick3
[State -1, spin3]
type = ChangeState
value = 6077
triggerall = AILevel >2 && roundstate = 2 && p2statetype!=L
triggerall = (p2stateno !=[120,155])
triggerall = p2bodydist x = [0,75]
triggerall = movetype !=H
triggerall = statetype!=A
triggerall = p2statetype !=L
triggerall = stateno != [800,899]
Triggerall = ((p2statetype!=A)||((p2bodydist x = [0,95])&&p2statetype=A))&& (p2bodydist y = [-65,-15])
triggerall =  Random <= 13*AILevel
trigger1 = ctrl
;----------------------------------------
;RKnee
[State -1, RKnee]
type = ChangeState
value = 2001
triggerall = roundstate = 2
triggerall = AILevel >2
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall =  Random <= 13*AILevel
Triggerall = (((P2BodyDist X = [0,60])&&p2statetype!=A)||((p2bodydist x = [0,100])&&p2statetype=A))&& (p2bodydist y = [-65,-15])
triggerall = stateno !=[2000,3999]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
;--------------------------------------

;RKnee2
[State -1, RKnee2]
type = ChangeState
value = 2004
triggerall = roundstate = 2
triggerall = AILevel >2
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall =  Random <= 13*AILevel
Triggerall = (((P2BodyDist X = [0,50])&&p2statetype!=A)||((p2bodydist x = [0,90])&&p2statetype=A))&& (p2bodydist y = [-65,-15])
triggerall = stateno !=[2000,3999]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact

;---------------------------------------
;RKnee3
[State -1, RKnee3]
type = ChangeState
value = 2006
triggerall = roundstate = 2
triggerall = AILevel >2
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall =  Random <= 13*AILevel
Triggerall = (((P2BodyDist X = [0,40])&&p2statetype!=A)||((p2bodydist x = [0,80])&&p2statetype=A))&& (p2bodydist y = [-70,-15])
triggerall = stateno !=[2000,3999]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
;-----------------------------------------------------------
;EXRknee
[State -1,EXrknee]
type = ChangeState
value = 2008
triggerall = roundstate = 2
triggerall = AILevel >3
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall =  Random <= 13*AILevel
Triggerall = (((P2BodyDist X = [0,80])&&p2statetype!=A)||((p2bodydist x = [0,90])&&p2statetype=A))&& (p2bodydist y = [-65,-15])
triggerall = stateno !=[2000,3999]
triggerall = power >= 500
trigger1=ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
;--------------------------------------------
;elbows
[State -1,elbows]
type = ChangeState
value = 3500
triggerall = roundstate = 2
triggerall = AILevel >2
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall = enemy,numproj =0 || AIlevel <4
triggerall =  Random <= 13*AILevel
Triggerall = (P2BodyDist X = [0,180])&&p2statetype!=A&& (p2bodydist y = 0)
triggerall = stateno !=[2000,3999]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
;-------------------------------------------------------
;elbows2
[State -1,elbows2]
type = ChangeState
value = 3501
triggerall = roundstate = 2
triggerall = AILevel >2
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall = enemy,numproj =0 || AIlevel <4
triggerall =  Random <= 13*AILevel
Triggerall = (P2BodyDist X = [0,140])&&p2statetype!=A&& (p2bodydist y = 0)
triggerall = stateno !=[2000,3999]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
;------------------------------------------------------
;elbows3
[State -1,elbows3]
type = ChangeState
value = 3502
triggerall = roundstate = 2
triggerall = AILevel >2
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = movetype !=H
triggerall = enemy,numproj =0 || AIlevel <4
triggerall =  Random <= 13*AILevel
Triggerall = (P2BodyDist X = [80,120])&&p2statetype!=A&& (p2bodydist y = 0)
triggerall = stateno !=[2000,3999]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact
;------------------------------------------------------------------
[State -1,EXelbows]
type = ChangeState
value = 3503
triggerall = roundstate = 2
triggerall = AILevel >3
triggerall = (statetype != A)
triggerall = p2statetype !=L
triggerall = enemy,numproj =0 || AIlevel <4
triggerall = movetype !=H
triggerall =  Random <= 13*AILevel
Triggerall = (P2BodyDist X = [0,180])&&p2statetype!=A&& (p2bodydist y = 0)
triggerall = stateno !=[2000,3999]
triggerall = power >= 500
trigger1=ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 250 && movecontact
trigger6 = stateno = 410 &&movecontact
trigger7 = stateno = 430 && movecontact
trigger8 = stateno = 440 &&movecontact
trigger9 = stateno = 241 && movecontact
trigger10 = stateno = 251 &&movecontact

;-----------------------------------------------------------------------
;psychshot2
[State -1, psychshotAI]
type = ChangeState
value = 1004
triggerall = numproj <= 0
triggerall= p2statetype!=L && p2statetype!=C
triggerall = stateno != [800,3999]
triggerall = AILevel >2&& roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (p2bodydist y=[-50,0])
triggerall = p2bodydist x = [0,130]
triggerall = p2statetype !=L
Triggerall =Random <= 8*AILevel
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 410 &&movecontact
;-----------------------------------------------------------------------
;psychshot2
[State -1, psychshotAI]
type = ChangeState
value = 1005
triggerall = numproj <= 0
triggerall= p2statetype!=L && p2statetype!=C
triggerall = stateno != [800,3999]
triggerall = AILevel >2&& roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (p2bodydist y=[-50,0])
triggerall = p2bodydist x = [0,170]
triggerall = p2statetype !=L
Triggerall =Random <= 8*AILevel
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 410 &&movecontact

;-----------------------------------------------------------------------
;psychshot2
[State -1, psychshotAI]
type = ChangeState
value = 1006
triggerall = numproj <= 0
triggerall= p2statetype!=L && p2statetype!=C
triggerall = stateno != [800,3999]
triggerall = AILevel >2&& roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (p2bodydist y=[-50,0])
triggerall = p2statetype !=L
Triggerall =Random <= 8*AILevel
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 410 &&movecontact

;---------------------------------------------------------------------------
;EXPsych
[State -1, EXPsych]
type = ChangeState
value = 6010
triggerall = power >=500
triggerall = statetype!=A
triggerall =AILevel >=3 && roundstate = 2
triggerall= p2statetype!=L && p2statetype!=C
triggerall = stateno != [800,3999]
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (p2bodydist y=[-50,0])
triggerall = p2statetype !=L
Triggerall =Random <= 5*AILevel
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 410 &&movecontact

;-------------------------------------------------
[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) && movecontact

[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)

[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])

;------------------------------------------------------------------------------------
;EXPsych
[State -1, EXPsych]
type = ChangeState
value = 6010
triggerall = command = "EXpsychshot"
triggerall = power >=500
triggerall = numproj = 0
triggerall = (statetype != A)
triggerall = (AILevel <=3)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;supersomer
[State -1, supersomer]
type = ChangeState
value = 1020
triggerall = command = "supersomer"
triggerall = power >= 3000
triggerall = (statetype != A)
triggerall = (AILevel <=1)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = (stateno = [3500,3506]) && movecontact

;newsuper
[State -1, newsuper]
type = ChangeState
value = 1043
triggerall = command = "newsuper"
triggerall = power >= 2000
triggerall = numproj = 0
triggerall = (statetype != A)
triggerall = (AILevel <=1)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = (stateno = [3500,3506]) && movecontact

;psychforce
[State -1, psychforce]
type = ChangeState
value = 1040
triggerall = command = "psychforce"
triggerall = power >=1000
triggerall = (statetype != A)
triggerall = (AILevel <=1)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = (stateno = [3500,3506]) && movecontact

;psychforce2
[State -1, psychforce2]
type = ChangeState
value = 1041
triggerall = command = "psychforce2"
triggerall = power >=1000
triggerall = (statetype != A)
triggerall = (AILevel <=1)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = (stateno = [3500,3506]) && movecontact

;psychforce3
[State -1, psychforce3]
type = ChangeState
value = 1042
triggerall = command = "psychforce3"
triggerall = power >=1000
triggerall = (statetype != A)
triggerall = (AILevel <=1)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = (stateno = [3500,3506]) && movecontact

;psychshot
[State -1, psychshot]
type = ChangeState
value = 3550
triggerall = command = "psychshot"
triggerall = life <= 250
triggerall = teammode != simul
triggerall = var(11) = 0
triggerall = numproj = 0
triggerall = (statetype != A)
triggerall = (AILevel <=1)
trigger1=ctrl

;weakpsychshot
[State -1, weakpsychshot]
type = ChangeState
value = 252
triggerall = command = "weakpsychshot"
triggerall = power >= 1000
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = (stateno = [3500,3506]) && movecontact

;EXelbows
[State -1,EXelbows]
type = ChangeState
value = 3503
triggerall = command = "EXelbows"
triggerall = (statetype != A)
triggerall = (AILevel <=3)
triggerall = power >= 500
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;EXRknee
[State -1,EXrknee]
type = ChangeState
value = 2008
triggerall = command = "EXrknee"
triggerall = (statetype != A)
triggerall = (AILevel <=3)
triggerall = power >= 500
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = stateno = 420 && movecontact

;elbows
[State -1,elbows]
type = ChangeState
value = 3500
triggerall = command = "elbows"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;elbows2
[State -1,elbows2]
type = ChangeState
value = 3501
triggerall = command = "elbows2"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;elbows3
[State -1,elbows3]
type = ChangeState
value = 3502
triggerall = command = "elbows3"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;RKnee
[State -1, RKnee]
type = ChangeState
value = 2001
triggerall = command = "rknee"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = stateno = 420 && movecontact

;RKnee2
[State -1, RKnee2]
type = ChangeState
value = 2004
triggerall = command = "rknee2"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = stateno = 420 && movecontact

;RKnee3
[State -1, RKnee3]
type = ChangeState
value = 2006
triggerall = command = "rknee3"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact
trigger14 = stateno = 420 && movecontact

;reversalair
[State -1,reversalair]
type = ChangeState
value = 3024
triggerall = command = "reversalair"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl

;reversal2
[State -1,reversal2]
type = ChangeState
value = 3022
triggerall = command = "reversal2"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl

;reversal
[State -1,reversal]
type = ChangeState
value = 3020
triggerall = command = "reversal"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl

;somer3
[State -1, somer3]
type = ChangeState
value = 7004
triggerall = command = "spin4"
triggerall = (statetype = A)
triggerall = (AILevel <=2)
trigger1= stateno = 6081 && movehit

;FinishKick
[State -1, FinishKick]
type = ChangeState
value = 6081
triggerall = command = "spin4"
triggerall = (statetype = A)
triggerall = (AILevel <=2)
trigger1= stateno = 6080 && movecontact
trigger2 = stateno = 6080 && time = [9,16]
trigger3= stateno = 6082 && movecontact
trigger4 = stateno = 6082 && time = [9,16]
trigger5= stateno = 6083 && movecontact
trigger6 = stateno = 6083 && time = [9,16]

;SpinKick
[State -1, spin]
type = ChangeState
value = 6079
triggerall = command = "spin"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;SpinKick2
[State -1, spin2]
type = ChangeState
value = 6078
triggerall = command = "spin2"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;SpinKick3
[State -1, spin3]
type = ChangeState
value = 6077
triggerall = command = "spin3"
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;monkeyflip
[State -1, monkeyflip]
type = ChangeState
value = 800
triggerall = command = "monkeyflip"
triggerall = stateno != 100
triggerall = (statetype != A)
triggerall = (AILevel <=3)
trigger1=ctrl

;psychshot2light
[State -1, psychshot2light]
type = ChangeState
value = 1006
triggerall = command = "psychshot2light"
triggerall = numproj = 0
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;psychshot2med
[State -1, psychshot2med]
type = ChangeState
value = 1005
triggerall = command = "psychshot2med"
triggerall = numproj = 0
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;psychshot2
[State -1, psychshot2]
type = ChangeState
value = 1004
triggerall = command = "psychshot2"
triggerall = numproj = 0
triggerall = (statetype != A)
triggerall = (AILevel <=2)
trigger1=ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
trigger11 = stateno = 220 && movecontact
trigger12 = stateno = 250 && movecontact
trigger13 = stateno = 251 && movecontact

;OH
[State -1, OH]
type = ChangeState
value = 280
triggerall = (AILevel =0)
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

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


;===========================================================================
[State -1, Jump]
type = changestate
value = 40
triggerall = AILevel =0
triggerall = statetype != A
triggerall = command = "up"
trigger1 = ctrl

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

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

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

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = (AILevel =0)
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact


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

;---------------------------------------------------------------------------
;Standing Medium Kick2
[State -1, Standing Medium Kick 2]
type = ChangeState
value = 241
triggerall = (AILevel =0)
triggerall = command = "holdback"
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact

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

;---------------------------------------------------------------------------
[State -1, Standing Strong Kick 2]
type = ChangeState
value = 251
triggerall = (AILevel =0)
triggerall = command = "holdback"
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact

;---------------------------------------------------------------------------
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = (AILevel =0)
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = (AILevel =0)
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl


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

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = (AILevel =0)
triggerall = command = "z"
triggerall = command = "holddown"
triggerall =statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact

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

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

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = (AILevel =0)
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
trigger10 = stateno = 241 && movecontact


;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (AILevel =0)
triggerall = command = "x"
triggerall = statetype = A
triggerall = stateno != 100
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = (AILevel =0)
triggerall = command = "y"
triggerall = statetype = A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = 600 &&movecontact
trigger3 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (AILevel =0)
triggerall = command = "z"
triggerall = statetype = A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 640 && movecontact
trigger4 = stateno = 600 &&movecontact
trigger5 = stateno = 630 && movecontact

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = (AILevel =0)
triggerall = command = "a"
triggerall = statetype = A
triggerall = stateno != 100
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = (AILevel =0)
triggerall = command = "b"
triggerall = statetype = A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 &&movecontact

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (AILevel =0)
triggerall = command = "c"
triggerall = statetype = A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = 610 &&movecontact
trigger3 = stateno = 640 && 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

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