; 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 = "superblood"
command = ~F,B,D,F,z
time = 25

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

[command]
name = "superblood"
command = ~F,B,D,F,x
time = 25
[command]
name = "superblood"
command = ~F,B,D,F,~z
time = 25
buffer.time=8
[command]
name = "superblood"
command = ~F,B,D,F,~y
time = 25
buffer.time=8
[command]
name = "superblood"
command = ~F,B,D,F,~x
time = 25
buffer.time=8
[command]
name = "rw"
command = ~D,DF,F,D,DF,F,c
time = 25

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

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

[command]
name = "rw"
command = ~D,DF,F,D,DF,F,~c
time = 25
buffer.time=8

[command]
name = "rw"
command = ~D,DF,F,D,DF,F,~b
time = 25
buffer.time=8
[command]
name = "rw"
command = ~D,DF,F,D,DF,F,~a
time = 25
buffer.time=8
[command]
name = "superwall"
command = ~D,DF,F,D,DF,F,z
time = 25

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

[command]
name = "superwall"
command = ~D,DF,F,D,DF,F,x
time = 25
[command]
name = "superwall"
command = ~D,DF,F,D,DF,F,~z
time = 25
buffer.time=8
[command]
name = "superwall"
command = ~D,DF,F,D,DF,F,~y
time = 25
buffer.time=8
[command]
name = "superwall"
command = ~D,DF,F,D,DF,F,~x
time = 25
buffer.time=8
[command]
name = "redcyclone"
command = ~D,DB,B,D,DB,B,c
time = 25

[command]
name = "redcyclone2"
command = ~D,DB,B,D,DB,B,b
time = 25

[command]
name = "redcyclone3"
command = ~D,DB,B,D,DB,B,a
time = 25

[command]
name = "redcyclone"
command = ~D,DB,B,D,DB,B,~c
time = 25
buffer.time=8
[command]
name = "redcyclone2"
command = ~D,DB,B,D,DB,B,~b
time = 25
buffer.time=8
[command]
name = "redcyclone3"
command = ~D,DB,B,D,DB,B,~a
time = 25
buffer.time=8
[command]
name = "dt"
command = ~D,DB,B,D,DB,B,z
time = 25

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

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

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

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

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

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

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

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

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

[command]
name = "exkicks"
command = c+b
time = 15

[command]
name = "exkicks"
command = a+b
time = 15

[command]
name = "exkicks"
command = c+a
time = 15


[command]
name = "twirlair1"
command = ~D,DB,B,c
time = 15

[command]
name = "twirlair2"
command = ~D,DB,B,b
time = 15

[command]
name = "twirlair3"
command = ~D,DB,B,a
time = 15

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

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

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

[command]
name = "exkix"
command = ~30$D,$U,c+b
time = 15

[command]
name = "exkix"
command = ~30$D,$U,a+b
time = 15

[command]
name = "exkix"
command = ~30$D,$U,c+a
time = 15

[command]
name = "kix"
command = ~30$D,$U,c
time = 15

[command]
name = "kix2"
command = ~30$D,$U,b
time = 15

[command]
name = "kix3"
command = ~30$D,$U,a
time = 15

[command]
name = "arrowkick"
command = ~30$B,$F,c
time = 15

[command]
name = "arrowkick2"
command = ~30$B,$F,b
time = 15

[command]
name = "arrowkick3"
command = ~30$B,$F,a
time = 15

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

[command]
name = "twirlhop2"
command = ~D,DB,B,b
time = 15

[command]
name = "twirlhop3"
command = ~D,DB,B,a
time = 15

[command]
name = "ckick2"
command = /DB, c
time = 1

[command]
name = "throw1"
command = ~F,D,B,z
time = 15

[command]
name = "throw1a"
command = ~F,D,B,y
time = 15

[command]
name = "throw1b"
command = ~F,D,B,x
time = 15

[command]
name = "throw2"
command = c+z
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

[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]


;=============================================================================
;dt
[State -1, dt]
type = ChangeState
value = 7700
triggerall = life <= 250
triggerall = var(11) = 0
triggerall = teammode != simul
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,125]) &&(p2bodydist y = 0)
triggerall = random<50*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
trigger1= ctrl
trigger2 = p2movetype=A && ctrl && AILevel >5
;------------------------------------------------------------------------
;superblood
[State -1, superblood]
type = ChangeState
value = 3000
triggerall = numproj = 0
triggerall = power >=3000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=40) &&(p2bodydist y = [-40,0])&& enemy,vel y >=0
triggerall = random<32*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
;-----------------------------------------------------------------------------
;superwall
[State -1, superwall]
type = ChangeState
value = 3020
triggerall = power>=2000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[50,135]) &&(p2bodydist y = [-110,0])
triggerall = random<25*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
trigger1= ctrl
trigger2= p2movetype=A && ctrl && AILevel >3

;-------------------------------------------------------------------------------
[State -1, rwAI]
type = ChangeState
value = 3200
triggerall = power>=1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,95]) &&((p2bodydist y = 0)&& enemy,vel y >=0)
triggerall = random<19*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 6000 && movehit
trigger3 = stateno = 4511&& movehit
trigger4 = stateno = 4520 && movehit
trigger5 = stateno = 2022 && movehit
trigger6 = stateno = 200  && movehit
trigger7 = stateno = 210&& movehit
trigger8 = stateno = 220&& movehit
trigger9 = stateno = 230 && movehit
trigger10 = stateno = 240 && movehit
trigger11 = stateno = 250 && movehit
trigger12 = stateno = 400 && movehit
trigger13 = stateno = 410  && movehit
trigger14 = stateno = 420 && movehit
trigger15 = stateno = 430&& movehit
trigger16 = stateno = 440 && movehit
trigger17 = stateno = 4500&& movehit
;--------------------------------------------------------------------
;aircyclone
[State -1, aircyclone]
type = ChangeState
value = 3070
triggerall = power>=1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,80]) &&((p2bodydist y = [-40,50])&& enemy,vel y >=0)
triggerall = random<19*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 600 &&  movehit
trigger3 = stateno = 610 &&  movehit
trigger4 = stateno = 620 &&  movehit
trigger5 = stateno = 640 && movehit
trigger6 = stateno = 630 &&  movehit
trigger7 = stateno = 650 && movehit

;--------------------------------------------------------------------------------
;redcyclone
[State -1, redcycloneAI]
type = ChangeState
value = 3063
triggerall = power>=1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,130]) &&((p2bodydist y = [-40,0])&& enemy,vel y >=0)
triggerall = random<19*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 2007 && movecontact
trigger3 = stateno = 2005 && movecontact
trigger4 = stateno = 3056
;-----------------------------------------------------------------------------
;redcyclone2
[State -1, redcycloneAI]
type = ChangeState
value = 3060
triggerall = power>=1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,85]) &&((p2bodydist y = [-60,0])&& enemy,vel y >=0)
triggerall = random<19*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
trigger1= ctrl
trigger2 = stateno = 2007 && movecontact
trigger3 = stateno = 2005 && movecontact
trigger4 = stateno = 450 && movecontact
trigger5 = stateno = 3056
;----------------------------------------------------------------------------
;redcyclone3
[State -1, redcycloneAI]
type = ChangeState
value = 3053
triggerall = power>=1000
triggerall = AILevel >1 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,65]) &&((p2bodydist y = [-90,-1])&& enemy,vel y >=0)
triggerall = random<19*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 2007 && movecontact
trigger3 = stateno = 2005 && movecontact
trigger4 = stateno = 450 && movecontact
trigger5 = stateno = 3056
;--------------------------------------------
[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 = [0,35]
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-65,-25])&&enemy,vel y >=0&& AILevel >3)
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 < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-85,-25])&&enemy,vel y >=0&& AILevel >3)
triggerall = p2bodydist x = [0,55]
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && 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 < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-75,-25])&&enemy,vel y >=0&& AILevel >3)
triggerall = p2bodydist x = [0,62]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = 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 < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = enemy, statetype != A
triggerall = p2bodydist x = [0,60]
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 < 70*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall =((P2BodyDist Y = [-50,0] )&&enemy,vel y >=0)
triggerall = p2bodydist x = [0,65]
trigger1 = ctrl
trigger2 = stateno = 200 &&movecontact
trigger3 = stateno = 230&& movecontact
trigger4 = stateno = 400&& movecontact
trigger5 = stateno = 430 && 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 <300
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = (enemy, statetype != A)
triggerall = p2bodydist x = [0,65]
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240&& 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 < 45*AILevel
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall =  p2statetype=C
triggerall = movetype !=H
triggerall = p2bodydist x = [0,77]
trigger1 = ctrl
;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = (StateType != A)
triggerall = Random < 70*AILevel
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,35]
triggerall = (p2statetype !=L)
triggerall = enemy, statetype != A
triggerall = (movetype !=H)
trigger1 = ctrl
value = 400
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,40])&&(P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = (movetype !=H)
triggerall = enemynear,anim!=5120
triggerall = enemy, statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
value = 410
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall =  (StateType != A)
triggerall = p2bodydist x > 30
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,67]) && (P2BodyDist Y = 0)
Triggerall = enemy, statetype != A
Triggerall = Random < 70*AILevel
triggerall = p2statetype !=L
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 410 && movecontact
trigger5 = stateno = 440 && movecontact
value = 420
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
Triggerall = P2BodyDist X = [0,30]
triggerall = (movetype !=H)
Triggerall = ( Random < 70*AILevel) && (enemy, statetype != A && enemy,statetype !=L)
trigger1 = ctrl
trigger2 = enemy,statetype = S  && ctrl
value = 430
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = (movetype !=H)
triggerall = enemynear,anim!=5120
Triggerall = (P2BodyDist X = [0,45]) && (P2BodyDist Y = 0 )
Triggerall = ( Random < 70*AILevel) && (enemy, statetype != A && enemy,statetype !=L)
triggerall = stateno != [800,4999]
Trigger1 = ctrl
trigger2 = enemy,statetype = S && ctrl
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = 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 = [0,35])&& statetype!=A&&(AILevel<3||AILevel>=3))||((p2bodydist x = [0,45])&&(p2bodydist y =[-70,0])&& AILevel >=3)
triggerall = (movetype !=H)
triggerall = enemynear,anim!=5120
Triggerall = (  Random < 70*AILevel) && (enemy, statetype != A && enemy,statetype !=L)
trigger1 = ctrl
trigger2 = enemy,statetype = C && ctrl
trigger3 = stateno = 210 &&movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 440 && movecontact
value = 450


;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel > 0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [30,85]
triggerall = (movetype !=H)
triggerall = enemynear,anim!=5120
Triggerall = (  Random < 70*AILevel) && (enemy, statetype != A && enemy,statetype !=L)
trigger1 = ctrl
trigger2 = enemy,statetype = S && ctrl
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 440 && movecontact
trigger7 = stateno = 50 && movecontact
value = 451
;---------------------------------------------------------------------------
;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 = [0,50])
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 = [0,50])
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 = [0,60])
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 && movecontact
trigger3 = stateno = 630 && 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 = [0,50])
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 && movecontact
trigger3 = stateno = 640 &&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


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


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



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

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value = 740
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = vel y <0 ||p2statetype=A
triggerall = roundstate = 2
triggerall = p2statetype=A
trigger1 = stateno=100||stateno=105
;---------------------------------------------------------------------------

[State -1, AI9]
type = ChangeState
value = 730
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,65])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105

;---------------------------------------------------------------------------
[State -1, AI9]
type = ChangeState
value = 750
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,70])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105
;----------------------------------------------------------
;throw1
[State -1, throw1]
type = ChangeState
value = 801
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 = [80,160]) && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&((p2bodydist X = [80,130]) && p2dist y <= 0)
;---------------------------------------------------------------------------
;throw1
[State -1, throw1]
type = ChangeState
value = 805
triggerall = AILevel >3
triggerall = random <= 20*AILevel
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
trigger1 = (p2bodydist X = [40,115]) && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&((p2bodydist X = [40,115]) && p2dist y <= 0)
;---------------------------------------------------------------------------
;throw1
[State -1, throw1]
type = ChangeState
value = 806
triggerall = AILevel >3
triggerall = random <= 20*AILevel
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
triggerall = p2movetype!=A
trigger1 = (p2bodydist X = [0,75]) && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&((p2bodydist X = [0,75]) && p2dist y <= 0)

;--------------------------------------------------------------------
[State -1, throw2]
type = ChangeState
value = 1046
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)
;---------------------------------------------------------------------
;dashstab
[State -1, dashstab]
type = ChangeState
value = 4510
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[-100,140]) &&((p2bodydist y = 0))
triggerall = random<10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1 = StateNo = 4500
;---------------------------------------------------------------------
;dashstab
[State -1, dashstab]
type = ChangeState
value = 4512
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[-60,110]) &&((p2bodydist y = 0))
triggerall = random<10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1 = StateNo = 4500
;---------------------------------------------------------------------
;dashstab
[State -1, dashstab]
type = ChangeState
value = 4513
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[-30,80]) &&((p2bodydist y = 0))
triggerall = random<10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1 = StateNo = 4500
;---------------------------------------------------------------------
;triplekick
[State -1, triplekickAI]
type = ChangeState
value = 4511
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[-70,120]) &&((p2bodydist y = 0))
triggerall = random<10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
trigger1 = StateNo = 4500
;---------------------------------------------------------------------
;triplekick2
[State -1, triplekickAI]
type = ChangeState
value = 4520
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[-60,90]) &&((p2bodydist y = 0))
triggerall = random<10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
trigger1 = StateNo = 4500
;---------------------------------------------------------------------
;triplekick3
[State -1, triplekickAI]
type = ChangeState
value = 2022
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[-30,70]) &&((p2bodydist y = 0))
triggerall = random<10*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1 = StateNo = 4500
;----------------------------------------------------------------------
;twirlhop3
[State -1, twirlhopAI]
type = ChangeState
value = 2028
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,120]) &&((p2bodydist y = [-50,0]))
triggerall = random<15*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
trigger2= p2movetype=A && ctrl && AILevel >3
;----------------------------------------------------------------------
;twirlhop2
[State -1, twirlhopAI]
type = ChangeState
value = 2029
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,160]) &&((p2bodydist y = [-50,0]))
triggerall = random<15*AILevel
triggerall = enemynear,anim!=5120
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
trigger2= p2movetype=A && ctrl && AILevel >3
;----------------------------------------------------------------------
;twirlhop
[State -1, twirlhopAI]
type = ChangeState
value = 2030
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,210]) &&((p2bodydist y = [-50,0]))
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= ctrl
trigger2= p2movetype=A && ctrl && AILevel >3
;-----------------------------------------------
;twirlair1
[State -1, twirlair1]
type = ChangeState
value = 2080
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,210]) &&((p2bodydist y = [-50,40]))
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype = A)
trigger1= (ctrl && AILevel <4)
trigger2= p2movetype=A && ctrl && AILevel >3
;-------------------------------------------------------------
;twirlair2
[State -1, twirlair2]
type = ChangeState
value = 2081
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,160]) &&((p2bodydist y = [-50,40]))
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= (ctrl && AILevel <4)
trigger2= p2movetype=A && ctrl && AILevel >3
;------------------------------------------------------------
;twirlair3
[State -1, twirlair3]
type = ChangeState
value = 2082
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[20,120]) &&((p2bodydist y = [-50,40]))
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
trigger1= (ctrl && AILevel <4)
trigger2= p2movetype=A && ctrl && AILevel >3

;-------------------------------------------------------------
;arrowkick6
[State -1, arrowkickAI]
type = ChangeState
value = 2403
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,90]) &&((p2bodydist y = [-30,20])&& enemy,vel y >=0)
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 630 && movecontact
trigger3 = stateno = 640 &&movecontact
trigger4 = stateno = 650 && movecontact
;----------------------------------------------------------------
;arrowkick5
[State -1, arrowkickAI]
type = ChangeState
value = 2405
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,160]) &&((p2bodydist y = [-30,20])&& enemy,vel y >=0)
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 630 && movecontact
trigger3= stateno = 640 &&movecontact
trigger4 = stateno = 650 && movecontact
;--------------------------------------------------
;arrowkick4
[State -1, arrowkickAI]
type = ChangeState
value = 2407
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,250]) &&((p2bodydist y = [-40,30])&& enemy,vel y >=0)
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 630 && movecontact
trigger3 = stateno = 640 &&movecontact
trigger4 = stateno = 650 && movecontact
;------------------------------------------------------
;arrowkick
[State -1, arrowkickAI]
type = ChangeState
value = 2007
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,250]) &&((p2bodydist y = [-50,0])&& enemy,vel y >=0)
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = vel x <=0 || stateno=4500 || movehit
trigger1= ctrl
trigger2 = stateno = 230 && movecontact
trigger3 = stateno = 240 &&movecontact
trigger4 = stateno = 250 && movecontact
;---------------------------------------------------------
;arrowkick2
[State -1, arrowkickAI]
type = ChangeState
value = 2005
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,160]) &&((p2bodydist y = [-50,0])&& enemy,vel y >=0)
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
triggerall = vel x <=0 || stateno=4500  || movehit
trigger1= ctrl
trigger2 = stateno = 230 && movecontact
trigger3 = stateno = 240 &&movecontact
trigger4 = stateno = 250 && movecontact
;----------------------------------------------------
;arrowkick3
[State -1, arrowkickAI]
type = ChangeState
value = 2003
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,90]) &&((p2bodydist y = [-50,0])&& enemy,vel y >=0)
triggerall = random<15*AILevel
triggerall = (stateno != [800,3999])
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = (statetype != A)
triggerall = vel x <=0 || stateno=4500 || movehit
trigger1= ctrl
trigger2 = stateno = 230 && movecontact
trigger3 = stateno = 240 &&movecontact
trigger4 = stateno = 250 && movecontact
;---------------------------------------
;----------------------------------------------------------
;kix
[State -1, kixAI]
type = ChangeState
value = 4600
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,95]) &&(p2bodydist y = [-100,-30])
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = (p2stateno != [800,899])||((p2stateno=[800,899])&&p2movetype!=H)
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
triggerall = p2movetype!=I
trigger1= ctrl
trigger2 = stateno = 430 && movehit
trigger3 = stateno = 440&& movehit
trigger4 = stateno = 450 && movehit
;----------------------------------------------------------
;kix2
[State -1, kixAI]
type = ChangeState
value = 4601
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,80]) &&(p2bodydist y = [-70,-1])
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = (p2stateno != [800,899])||((p2stateno=[800,899])&&p2movetype!=H)
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = enemynear,anim!=5120
triggerall = p2movetype!=I
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 430 && movehit
trigger3 = stateno = 440&& movehit
trigger4 = stateno = 450 && movehit
;----------------------------------------------------------
;kix3
[State -1, kixAI]
type = ChangeState
value = 4602
triggerall = AILevel >3 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,65]) &&(p2bodydist y = [-70,0])
triggerall = random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = (p2stateno != [800,899])||((p2stateno=[800,899])&&p2movetype!=H)
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
triggerall = p2movetype!=I
trigger1= ctrl
trigger2 = stateno = 430 && movehit
trigger3 = stateno = 440&& movehit
trigger4 = stateno = 450 && movehit
;-----------------------------------------------------------------------
;exkix
[State -1, exkix]
type = ChangeState
value = 4603
triggerall = power >= 500
triggerall = AILevel >4 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x=[0,110]) &&(p2bodydist y = [-100,-40])
triggerall = random<7*AILevel
triggerall = stateno != [800,3999]
triggerall = (p2stateno != [800,899])||((p2stateno=[800,899])&&p2movetype!=H)
triggerall = movetype!=H
triggerall = p2statetype!=L
triggerall = (statetype != A)
triggerall = enemynear,anim!=5120
triggerall = p2movetype!=I
trigger1= ctrl
trigger2 = stateno = 430
trigger2 = movecontact
trigger3 = stateno = 440
trigger3 = movecontact
trigger4 = stateno = 450
trigger4 = movecontact
;----------------------------------------------------------
;bloodshot
[State -1, bloodshotAI]
type = ChangeState
value = 2000
triggerall = numproj = 0
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall =  random<11*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2bodydist x =[0,70]
triggerall = p2statetype!=L && p2statetype!=A
triggerall = (Statetype!=A)
triggerall = enemynear,anim!=5120
trigger1 =  ctrl  && p2movetype=H
trigger2 = stateno = 200 &&movehit
trigger3 = stateno = 210 &&movehit
trigger4 = stateno = 220 && movehit
trigger5 = stateno = 400 && movehit
trigger6 = stateno = 410 && movehit
trigger7 = stateno = 420 && movehit

;----------------------------------------------------------
;bloodshotmed
[State -1, bloodshotAI]
type = ChangeState
value = 2001
triggerall = numproj = 0
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall =  random<5*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = p2statetype!=L && p2statetype!=A
triggerall = (Statetype!=A)
triggerall = enemynear,anim!=5120
trigger1 =  ctrl  && p2movetype=H
trigger2 = stateno = 200 && movehit
trigger3 = stateno = 210 && movehit
trigger4 = stateno = 220 && movehit
trigger5 = stateno = 400 && movehit
trigger6 = stateno = 410 && movehit
trigger7 = stateno = 420 && movehit
;----------------------------------------------------------
;bloodshotmed
[State -1, bloodshotAI]
type = ChangeState
value = 2002
triggerall = numproj = 0
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = AILevel >0 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = (p2bodydist x>=160)&& random<15*AILevel
triggerall = stateno != [800,3999]
triggerall = enemynear,anim!=5120
triggerall = movetype!=H
triggerall = p2statetype!=L && p2statetype!=A
triggerall = (Statetype!=A)
trigger1 =  ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact

;----------------------------------------------------------------------
;exblood
[State -1, exblood]
type = ChangeState
value = 6010
triggerall = power >=500
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = numproj = 0
triggerall = AILevel >4 && roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall =  random<4*AILevel
triggerall = stateno != [800,3999]
triggerall = movetype!=H
triggerall = enemynear,anim!=5120
triggerall = p2bodydist x =[0,70]
triggerall = p2statetype!=L && p2statetype!=A
triggerall = (Statetype!=A)
trigger1 =  ctrl  && p2movetype=H
trigger2 = stateno = 200 &&movehit
trigger3 = stateno = 210 &&movehit
trigger4 = stateno = 220 && movehit
trigger5 = stateno = 400 && movehit
trigger6 = stateno = 410 && movehit
trigger7 = stateno = 420 && movehit

;-------------------------------------------------
[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 = 450) && 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])

;----------------------------------------------------------------------
;exblood
[State -1, exblood]
type = ChangeState
value = 6010
triggerall = command = "exblood"
triggerall = power >=500
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = numproj = 0
triggerall = (AILevel <=4 )
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;rw
[State -1, rw]
type = ChangeState
value = 3200
triggerall = command = "rw"
triggerall = power >=1000
triggerall = AILevel <=1
trigger1 = (statetype != A) && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2000 && time > 15
trigger14 = stateno = 2001 && time > 15
trigger15 = stateno = 2002 && time > 15
trigger16 = stateno = 2022 && movecontact
trigger17 = stateno = 4511 && movecontact
trigger18 = stateno = 4520 && movecontact

;superwall
[State -1, superwall]
type = ChangeState
value = 3020
triggerall = command = "superwall"
triggerall = power >=2000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2000 && time > 15
trigger14 = stateno = 2001 && time > 15
trigger15 = stateno = 2002 && time > 15
trigger16 = stateno = 2022 && movecontact
trigger17 = stateno = 4511 && movecontact
trigger18 = stateno = 4520 && movecontact

;throw1
[State -1, throw1]
type = ChangeState
value = 801
triggerall = command = "throw1"
triggerall = statetype!=A
triggerall = (AILevel = 0)
trigger1= ctrl

;throw1
[State -1, throw1]
type = ChangeState
value = 805
triggerall = command = "throw1a"
triggerall = statetype!=A
triggerall = (AILevel = 0)
trigger1= ctrl

;throw1
[State -1, throw1]
type = ChangeState
value = 806
triggerall = command = "throw1b"
triggerall = statetype!=A
triggerall = (AILevel = 0)
trigger1= ctrl

;aircyclone
[State -1, aircyclone]
type = ChangeState
value = 3070
triggerall = command = "aircyclone"
triggerall = power>=1000
triggerall = AILevel <=1
triggerall = (statetype = A)
trigger1= ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 630 && movecontact
trigger7 = stateno = 650 && movecontact

;dt
[State -1, dt]
type = ChangeState
value = 7700
triggerall = command = "dt"
triggerall = life <= 250
triggerall = var(11) = 0
triggerall = AILevel <=1
triggerall = (statetype != A)
triggerall = teammode != simul
trigger1= ctrl

;redcyclone
[State -1, redcyclone]
type = ChangeState
value = 3063
triggerall = command = "redcyclone"
triggerall = power>=1000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2000 && time > 15
trigger14 = stateno = 2001 && time > 15
trigger15 = stateno = 2002 && time > 15
trigger16 = stateno = 2022 && movecontact
trigger17 = stateno = 4511 && movecontact
trigger18 = stateno = 4520 && movecontact

;redcyclone2
[State -1, redcyclone2]
type = ChangeState
value = 3060
triggerall = command = "redcyclone2"
triggerall = power>=1000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2000 && time > 15
trigger14 = stateno = 2001 && time > 15
trigger15 = stateno = 2002 && time > 15
trigger16 = stateno = 2022 && movecontact
trigger17 = stateno = 4511 && movecontact
trigger18 = stateno = 4520 && movecontact

;redcyclone3
[State -1, redcyclone3]
type = ChangeState
value = 3053
triggerall = command = "redcyclone3"
triggerall = power>=1000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2000 && time > 15
trigger14 = stateno = 2001 && time > 15
trigger15 = stateno = 2002 && time > 15
trigger16 = stateno = 2022 && movecontact
trigger17 = stateno = 4511 && movecontact
trigger18 = stateno = 4520 && movecontact


;superblood
[State -1, superblood]
type = ChangeState
value = 3000
triggerall = command = "superblood"
triggerall = numproj = 0
triggerall = power >=3000
triggerall = AILevel <=1
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 2000 && time > 15
trigger14 = stateno = 2001 && time > 15
trigger15 = stateno = 2002 && time > 15
trigger16 = stateno = 2022 && movecontact
trigger17 = stateno = 4511 && movecontact
trigger18 = stateno = 4520 && movecontact

;exkix
[State -1, exkix]
type = ChangeState
value = 4603
triggerall = command = "exkix"
triggerall = power >= 500
triggerall = AILevel <=4
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 40
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 220 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 420 && movecontact
trigger9 = stateno = 230 && movecontact
trigger10 = stateno = 240 && movecontact
trigger11 = stateno = 250 && movecontact
trigger12 = stateno = 430 && movecontact
trigger13 = stateno = 440 && movecontact
trigger14 = stateno = 450 && movecontact

;kix
[State -1, kix]
type = ChangeState
value = 4600
triggerall = command = "kix"
triggerall = (AILevel <3)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 40
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 220 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 420 && movecontact
trigger9 = stateno = 230 && movecontact
trigger10 = stateno = 240 && movecontact
trigger11 = stateno = 250 && movecontact
trigger12 = stateno = 430 && movecontact
trigger13 = stateno = 440 && movecontact
trigger14 = stateno = 450 && movecontact

;kix2
[State -1, kix2]
type = ChangeState
value = 4601
triggerall = command = "kix2"
triggerall = (AILevel <3)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 40
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 220 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 420 && movecontact
trigger9 = stateno = 230 && movecontact
trigger10 = stateno = 240 && movecontact
trigger11 = stateno = 250 && movecontact
trigger12 = stateno = 430 && movecontact
trigger13 = stateno = 440 && movecontact
trigger14 = stateno = 450 && movecontact

;kix3
[State -1, kix3]
type = ChangeState
value = 4602
triggerall = command = "kix3"
triggerall = (AILevel <3)
trigger1 = (statetype != a) && ctrl
trigger2 = stateno = 40
trigger3 = stateno = 200 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 220 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 420 && movecontact
trigger9 = stateno = 230 && movecontact
trigger10 = stateno = 240 && movecontact
trigger11 = stateno = 250 && movecontact
trigger12 = stateno = 430 && movecontact
trigger13 = stateno = 440 && movecontact
trigger14 = stateno = 450 && movecontact

;ckick2
[State -1, ckick2]
type = ChangeState
value = 450
triggerall = command = "ckick2"
triggerall = (AILevel = 0)
triggerall = (statetype = C)
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

;twirlhop3
[State -1, twirlhop3]
type = ChangeState
value = 2028
triggerall = command = "twirlhop3"
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl

;twirlhop2
[State -1, twirlhop2]
type = ChangeState
value = 2029
triggerall = command = "twirlhop2"
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl

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

;arrowkick6
[State -1, arrowkick6]
type = ChangeState
value = 2403
triggerall = command = "arrowkick3"
triggerall = (AILevel <3)
triggerall = (statetype = A)
trigger1= ctrl
trigger2= stateno = 600 && movecontact
trigger3 = stateno = 610 &&movecontact
trigger4 = stateno = 620 && movecontact
trigger5= stateno = 630 && movecontact
trigger6 = stateno = 640 &&movecontact
trigger7 = stateno = 650 && movecontact

;arrowkick5
[State -1, arrowkick5]
type = ChangeState
value = 2405
triggerall = command = "arrowkick2"
triggerall = (AILevel <3)
triggerall = (statetype = A)
trigger1= ctrl
trigger2= stateno = 600 && movecontact
trigger3 = stateno = 610 &&movecontact
trigger4 = stateno = 620 && movecontact
trigger5= stateno = 630 && movecontact
trigger6 = stateno = 640 &&movecontact
trigger7 = stateno = 650 && movecontact
;arrowkick4
[State -1, arrowkick4]
type = ChangeState
value = 2407
triggerall = command = "arrowkick"
triggerall = (AILevel <3)
triggerall = (statetype = A)
trigger1= ctrl
trigger2= stateno = 600 && movecontact
trigger3 = stateno = 610 &&movecontact
trigger4 = stateno = 620 && movecontact
trigger5= stateno = 630 && movecontact
trigger6 = stateno = 640 &&movecontact
trigger7 = stateno = 650 && movecontact

;arrowkick3
[State -1, arrowkick3]
type = ChangeState
value = 2003
triggerall = command = "arrowkick3"
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;arrowkick2
[State -1, arrowkick2]
type = ChangeState
value = 2005
triggerall = command = "arrowkick2"
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;arrowkick
[State -1, arrowkick]
type = ChangeState
value = 2007
triggerall = command = "arrowkick"
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;bloodshotlt
[State -1, bloodshotlight]
type = ChangeState
value = 2002
triggerall = command = "bloodshotlight"
triggerall = numproj = 0
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;bloodshotmed
[State -1, bloodshotmed]
type = ChangeState
value = 2001
triggerall = command = "bloodshotmed"
triggerall = numproj = 0
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact


;bloodshot
[State -1, bloodshot]
type = ChangeState
value = 2000
triggerall = command = "bloodshot"
triggerall = numhelper(1500) = 0
triggerall = numhelper(1501) = 0
triggerall = numproj = 0
triggerall = (AILevel <3)
triggerall = (statetype != A)
trigger1= ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 230 && movecontact
trigger9 = stateno = 240 && movecontact
trigger10 = stateno = 250 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;twirlair1
[State -1, twirlair1]
type = ChangeState
value = 2080
triggerall = command = "twirlair1"
triggerall = (AILevel <3)
triggerall = (statetype = A)
trigger1= ctrl

;twirlair2
[State -1, twirlair2]
type = ChangeState
value = 2081
triggerall = command = "twirlair2"
triggerall = (AILevel <3)
triggerall = (statetype = A)
trigger1= ctrl

;twirlair3
[State -1, twirlair3]
type = ChangeState
value = 2082
triggerall = command = "twirlair3"
triggerall = (AILevel <3)
triggerall = (statetype = A)
trigger1= ctrl


;launch
[State -1, upfwd]
Type = changestate
value = 40000
triggerall = command = "upfwd"
triggerall = (AILevel =0)
trigger1 = (StateNo = 450)
trigger1 = movehit

;extriplekick
[State -1, exkicks]
type = ChangeState
value = 6000
triggerall = command = "exkicks"
triggerall = (AILevel <3)
triggerall = power >= 500
trigger1 = StateNo = 4500

;throw2
[State -1, throw2]
type = ChangeState
value = 1046
triggerall = command = "throw2"
triggerall = (AILevel <3)
triggerall = (statetype != A)
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
trigger1= ctrl

;dashstab
[State -1, dashstab]
type = ChangeState
value = 4510
triggerall = command = "z"
triggerall = (AILevel <3)
trigger1 = StateNo = 4500

;dashstab
[State -1, dashstab]
type = ChangeState
value = 4512
triggerall = command = "y"
triggerall = (AILevel <3)
trigger1 = StateNo = 4500

;dashstab
[State -1, dashstab]
type = ChangeState
value = 4513
triggerall = command = "x"
triggerall = (AILevel <3)
trigger1 = StateNo = 4500

;triplekick
[State -1, triplekick]
type = ChangeState
value = 4511
triggerall = command = "c"
triggerall = (AILevel <3)
trigger1 = StateNo = 4500

;triplekick2
[State -1, triplekick2]
type = ChangeState
value = 4520
triggerall = command = "b"
triggerall = (AILevel <3)
trigger1 = StateNo = 4500

;triplekick3
[State -1, triplekick3]
type = ChangeState
value = 2022
triggerall = command = "a"
triggerall = (AILevel <3)
trigger1 = StateNo = 4500

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

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

;===========================================================================
;---------------------------------------------------------------------------
; 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 = command = "throw1"
triggerall = (AILevel <=3)
triggerall = (statetype != A)
triggerall = stateno != 100
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 = command = "s"
triggerall = (AILevel = 0)
triggerall = (statetype != A)
trigger1= ctrl

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

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

;---------------------------------------------------------------------------
; 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 = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4 = stateno = 200 &&movecontact
trigger5 = stateno = 230 && 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


;---------------------------------------------------------------------------
; 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 = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 230 &&movecontact

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 451
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


;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = (AILevel = 0)
triggerall = command = "x"
triggerall = statetype = A
triggerall = stateno != [100,105]
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 != [100,105]
trigger1 = ctrl
trigger2 = stateno = 600 &&movecontact
trigger3 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = (AILevel = 0)
triggerall = command = "z"
triggerall = statetype = A
triggerall = stateno != [100,105]
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 640
triggerall = (AILevel = 0)
triggerall = command = "a"
triggerall = statetype = A
triggerall = stateno != [100,105]
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 630
triggerall = (AILevel = 0)
triggerall = command = "b"
triggerall = statetype = A
triggerall = stateno != [100,105]
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 640 &&movecontact


;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = (AILevel = 0)
triggerall = command = "c"
triggerall = statetype = A
triggerall = stateno != [100,105]
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && 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 = 740
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 = 730
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

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