; 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

[Defaults]
command.time = 15
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Enforcer"
command = ~D, DF, F, x+y

[Command]
name = "Fencing"
command = ~D, DB, B, x+y

[Command]
name = "Your Eternal Award"
command = ~F, D, DF, a+b
;-| Special Motions |------------------------------------------------------
[Command]
name = "Revolver (Ground)"
command = ~D, DF, F, x

[Command]
name = "Revolver (Air)"
command = ~D, DF, F, x
time = 10

[Command]
name = "Ambassador"
command = x+y

[Command]
name = "Diamondback"
command = ~D, DF, F, a

[Command]
name = "Conniver's Kunai (Ground)"
command = ~D, DB, B, b

[Command]
name = "Conniver's Kunai (Air)"
command = ~D, DB, B, b

[Command]
name = "Spycicle"
command = D,DF,F,y

[Command] 
name = "Sharp Dresser"
command = ~D, DF, F, b

[Command]
name = "Invis Watch"
command = ~D, DB, B, x

[Command]
name = "Snack Attack"
command = D,DB,B, y

[Command]
name = "Dead Ringer"
command = ~D,DB,B, a
;-| 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

[Command]
name = "SJ"
command = $D, $U
;---------------------------------------------------------------------------
; 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]
;===========================================================================
;Artificial Intelligence
;===========================================================================

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

[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -1]
Type=VarSet
Trigger1=1
var(50)= 10 

[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)* 15) ; Feel free to change the * 99 to whatever you want, 
value=120

[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard

[State -1, Your Eternal Award]
type = ChangeState
value = 3200
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl  || stateno = 101
triggerall = power >= 3000 
Triggerall = p2bodydist x <= 100
triggerall = Statetype != A && ctrl
trigger1 = enemynear,movetype = A
trigger1 = random<var(50) * 40
trigger2 = random<var(50) * 0.2

[State -1, Enforcer]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl  || stateno = 101
triggerall = power >= 1000 
Triggerall = p2bodydist x >= 85
trigger1 = (EnemyNear,Const(size.head.pos.y)) <= -75
trigger1 = Statetype != A && ctrl
trigger1 = random<var(50) * 7
trigger2 = (EnemyNear,Const(size.head.pos.y)) > -75
trigger2 = random<var(50) * 3
value = 3000

[State -1, Fencing]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl  || stateno = 101
triggerall = power >= 1000 
Triggerall = p2bodydist x <= 85
trigger1 = Statetype != A && ctrl
trigger1 = random<var(50) * 1
value = 3100


[State -1, Diamondback Crits]
type = ChangeState
Triggerall = var(59)>0
triggerall = Var(1) > 0
triggerall = enemynear, p2statetype != C
triggerall = Statetype != A
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x >= 85
Trigger1 = Numhelper(1202) = 0
trigger1 = (EnemyNear,Const(size.head.pos.y)) <= -75
trigger1 = random<var(50) * 25
trigger2 = (EnemyNear,Const(size.head.pos.y)) > -75
trigger2 = random<var(50) * 5
value = 1022

[State -1, Diamondback]
type = ChangeState
Triggerall = var(59)>0
triggerall = Var(1) = 0
triggerall = enemynear, p2statetype != C
triggerall = Statetype != A
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x >= 85
trigger1 = (EnemyNear,Const(size.head.pos.y)) <= -75
Trigger1 = Numhelper(1202) = 0
trigger1 = random<var(50) * 0.5
trigger2 = (EnemyNear,Const(size.head.pos.y)) > -75
trigger2 = random<var(50) * 0.01
value = 1020

[State -1, Ambassador]
type = ChangeState
Triggerall = var(59)>0
triggerall = enemynear, p2statetype != C
triggerall = Statetype != A
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x >= 250
trigger1= (EnemyNear,Const(size.head.pos.y)) <= -75
trigger1 = random<var(50) * 10
trigger2 = (EnemyNear,Const(size.head.pos.y)) > -75
trigger2 = random<var(50) * 3
value = 1010

[State -1, Revolver (Ground)]
type = ChangeState
Triggerall = var(59)>0
triggerall = Statetype != A 
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x >= 85
triggerall = enemynear, p2statetype != C
trigger1= (EnemyNear,Const(size.head.pos.y)) <= -75
trigger1 = random<var(50) * 6
trigger2 = (EnemyNear,Const(size.head.pos.y)) > -75
trigger2 = random<var(50) * 2
value = 1000

[State -1, Spycicle]
type = ChangeState
Triggerall = var(59)>0
triggerall = Statetype != A 
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x <= 40
triggerall = enemynear, pos y > -65
triggerall = enemynear, movetype!= H
trigger1 = random<var(50) * 15
value = 1110

[State -1, Sharp Dresser]
type = ChangeState
Triggerall = var(59)>0
triggerall = Statetype != A 
triggerall = ctrl || stateno = 101
triggerall = !(enemynear,IsHelper)
Triggerall = p2bodydist x <= 100
Triggerall = p2bodydist y = [-100,100]
trigger1 = enemynear,movetype = A
trigger1 = random<var(50) * 25
value = 1120

[State -1, Conniver's Kunai (Ground)]
type = ChangeState
Triggerall = var(59)>0
triggerall = Statetype != A 
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x >= 30
trigger1 = (EnemyNear,Const(size.head.pos.y)) <= -55
trigger1 = random<var(50) * 6
trigger2 = (EnemyNear,Const(size.head.pos.y)) > -55
trigger2 = random<var(50) * 3
Trigger3 = Numhelper(1202) = 1
trigger3 = random<var(50) * 2
value = 1100

[State -1, Snack Attack]
type = ChangeState
Triggerall = var(59)>0
triggerall = NumHelper(1311) = 0
triggerall = Statetype != A 
triggerall = ctrl || stateno = 101
Triggerall = p2bodydist x = [180,300]
trigger1 = random<var(50) * 16
value = 1310

[State -1, Dead Ringer]
type = ChangeState
Triggerall = var(59)>0
triggerall = Statetype != A 
triggerall = ctrl || stateno = 101
triggerall = !(enemynear,IsHelper)
Triggerall = p2bodydist x <= 100
Triggerall = p2bodydist y = [-100,100]
trigger1 = enemynear,movetype = A
trigger1 = random<var(50) * 5
value = 1320

[State -1,Run_Fwd]
type=changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
triggerall = RoundState = 2
triggerall = statetype = S
Triggerall = p2bodydist x  >= 10
Triggerall = Numhelper(1202) = 1
trigger1 = random<var(50) * 97
value = 101

[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) >0)
triggerall = statetype = S
Triggerall = Numhelper(1202) = 1
trigger1 = ctrl || stateno = 101
trigger1 =  enemynear, movetype = H
trigger1 = p2bodydist x <= 45
trigger1 = random<var(50) * 10
value = 240

[State -1, Crouching Light Kick]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType != A 
Triggerall = p2bodydist x <= 40
Triggerall = Numhelper(1202) = 1
triggerall =  enemynear, movetype = H
triggerall =  Ctrl || stateno = 101
trigger1 = random<var(50) * 45
trigger2 = enemynear, statetype = C
trigger2 = random<var(50) * 95
trigger3 = (EnemyNear,Const(size.head.pos.y)) >= -60
trigger2 = random<var(50) * 95
value = 430

[State -1, Crouching Light Punch]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType != A 
Triggerall = p2bodydist x <= 40
Triggerall = Numhelper(1202) = 1
trigger1 =  Ctrl || stateno = 101
trigger1 =  enemynear, movetype = H
trigger1 = enemynear, stateno = [5100,5110]
trigger1 = random<var(50) * 65
value = 400


[State -1, Sapper (L)]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Numhelper(1202) = 0
Triggerall = Numhelper(1205) = 0
Triggerall = p2bodydist x <= 60
triggerall = enemynear, pos y > -65
triggerall = enemy, stateno != [5100,5150]
trigger1 = Statetype != A
trigger1 = ctrl || stateno = 101
trigger1 = random<var(50) * 35
value = 1200

[State -1, Sapper (M)]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Numhelper(1202) = 0
Triggerall = Numhelper(1205) = 0
triggerall = enemynear, statetype != A
triggerall = ctrl || stateno = 101
trigger1 = Statetype != A
Trigger1 = p2bodydist x <= 190
trigger1 = random<var(50) * 25
Trigger2 = p2bodydist x <= 75
trigger2 = enemynear, stateno = [5100,5110]
trigger2 = random<var(50) * 50
trigger3 = enemynear,hitfall 
trigger3 = random<var(50) * 65
value = 1210

[State -1, Sapper (H)]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Numhelper(1202) = 0
Triggerall = Numhelper(1205) = 0
Triggerall = p2bodydist x <= 60
triggerall = enemynear, pos y > -65
triggerall = enemy, stateno != [5100,5150]
trigger1 = Statetype != A  
trigger1 = ctrl || stateno = 101
trigger1 = random<var(50) * 35
value = 1220

;Invis Watch
[State -1, Invis Watch]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
trigger1 = Statetype != A && ctrl
Trigger1 = p2bodydist x  >= 95
trigger1 = random<var(50) * 10
value = 1300

[State -1, Air Chain Combo]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
triggerall = Ctrl 
triggerall = statetype = A
Triggerall = p2bodydist x <= 50
trigger1 = random<var(50) * 15
trigger2 = (StateNo = 630) && Movecontact
Triggerall = Numhelper(1202) = 0
trigger2 = random<var(50) * 75
value = 640

[State -1, Air Chain Combo]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
triggerall = Ctrl 
triggerall = statetype = A
Triggerall = p2bodydist x <= 50
Triggerall = Numhelper(1202) = 0
trigger1 = random<var(50) * 15
value = 610

[State -1, Air Chain Combo]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
triggerall = Ctrl 
triggerall = statetype = A
Triggerall = p2bodydist x <= 50
Triggerall = Numhelper(1202) = 0
trigger1 = random<var(50) * 15
value = 630

[State -1, Air Chain Combo]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
triggerall = Ctrl 
triggerall = statetype = A
Triggerall = p2bodydist x <= 80
Triggerall = Numhelper(1202) = 0
trigger1 = random<var(50) * 15
value = 600

[State -1, Throw 1]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
Triggerall = alive = 1
triggerall = ctrl || stateno = 101
triggerall = Statetype = S
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger1 = random<var(50) * 20
value = 800


[State -1, Throw 2]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
Triggerall = alive = 1
triggerall = Statetype = S
trigger1 = ctrl || stateno = 101
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger1 = random<var(50) * 20
value = 850

[State -1, Standing Chain Combo]
type = ChangeState
Triggerall = var(59)>0
triggerall = RoundState = 2
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = p2bodydist x <= 80
triggerall = p2stateno!= 5120
triggerall = enemynear, pos y > -65
Triggerall = Numhelper(1202) = 0
trigger1 = (EnemyNear,Const(size.head.pos.y)) <= -60
trigger1 = ctrl || stateno = 101
trigger1 = random<var(50) * 25
value = 200


[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) >0 )
triggerall = statetype = S
triggerall = enemynear, pos y > -65
triggerall = p2bodydist x  <= 45
Triggerall = Numhelper(1202) = 0
trigger1 = ctrl || stateno = 101
trigger1 = random<var(50) * 22
trigger2 = stateno = 200 && movehit
trigger2 = random<var(50) * 95
value = 230

[State -1, Crouching Light Kick]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType != A 
Triggerall = p2bodydist x <= 40
Triggerall = Numhelper(1202) = 0
trigger1 =  Ctrl || stateno = 101
trigger1 = random<var(50) * 25
trigger2 =  Ctrl || stateno = 101
trigger2 = (EnemyNear,Const(size.head.pos.y)) >= -30
trigger2 = random<var(50) * 12
trigger2 = (Stateno = 200) && Movecontact
trigger2 = random<var(50) * 15
trigger3 = (Stateno = 230) && Movecontact
trigger3 = random<var(50) * 45
trigger4 = (Stateno = 400) && Movecontact
trigger4 = random<var(50) * 56
value = 430



[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) >0 )
triggerall = statetype = S
triggerall = enemynear, pos y > -65
Triggerall = Numhelper(1202) = 0
trigger1 = ctrl || stateno = 101
trigger1 = p2bodydist x <= 50
trigger1 = random<var(50) * 25
trigger2 = ctrl || stateno = 101
trigger2 = p2bodydist y <= -20
trigger2 = random<var(50) * 15
trigger3 = stateno = 200 && movehit
trigger3 = random<var(50) * 35
trigger4 = stateno = 230 && movehit
trigger4 = random<var(50) * 85
value = 240

[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) >0 )
triggerall = statetype = S
triggerall = enemynear, pos y > -65
Triggerall = Numhelper(1202) = 0
trigger1 = ctrl || stateno = 101
trigger1 = p2bodydist x <= 35
trigger1 = random<var(50) * 6
value = 210

[State -1, Jump Back]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType = S
triggerall = Ctrl || stateno = 101
Triggerall = Numhelper(1202) = 0
trigger1 = BackEdgeBodyDist > 65
trigger1 = random<var(50) * 10
value = 105

[State -1,Jump]
type=changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
triggerall = RoundState = 2
Triggerall = Numhelper(1202) = 0
Trigger1 = ctrl || stateno = 101
Trigger1 = p2bodydist x >= 50
trigger1 = random<var(50) * 0.5
trigger2 = stateno = 240 && movehit
trigger2 = random<var(50) * 75
Trigger3 = ctrl || stateno = 101
trigger3 = enemynear, statetype = A
trigger3 = random<var(50) * 2
value = 40

[State -1,Run_Fwd]
type=changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
triggerall = RoundState = 2
triggerall = statetype = S
Triggerall = p2bodydist x  >= 10
trigger1 = random<var(50) * 65
value = 101

[State -1, Crouching Light Punch]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType != A 
Triggerall = p2bodydist x <= 40
Triggerall = Numhelper(1202) = 0
triggerall =  Ctrl || stateno = 101
trigger1 = random<var(50) * 4
trigger2 = (EnemyNear,Const(size.head.pos.y)) >= -30
trigger2 = random<var(50) * 15
value = 400

[State -1, Crouching Medium Punch]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType != A
Triggerall = p2bodydist x <= 40
Triggerall = Numhelper(1202) = 0
trigger1 =  Ctrl || stateno = 101
trigger1 = random<var(50) * 12
value = 410

[State -1, Revolver (Ground)]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = Statetype != A
triggerall = ctrl
triggerall = p2bodydist y > 0
Triggerall = p2bodydist x <= 75
trigger1 = random<var(50) * 1
value = 1000

[State -1, Revolver (Air)]
type = ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = A
triggerall = ctrl
triggerall = p2bodydist y > 0
Triggerall = p2bodydist x <= 75
trigger1 = random<var(50) * 1
value = 1005

[State -1, Taunt]
type = ChangeState
value = 195
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = StateType = S  
triggerall = Ctrl || stateno = 101
Triggerall = p2bodydist x >= 200
trigger1 = random<var(50) * 0.01




[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = Var(59) <= 0
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "FF"

[State -1, Jump Back]
type = ChangeState
value = 105
triggerall = Var(59) <= 0
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "BB"

;====================== [ FINISHING MOVES ] ==========================
[State -1, Enforcer]
type = ChangeState
value = 3000
triggerall = Var(59) <= 0
triggerall = command = "Enforcer"
triggerall = power >= 1000 
trigger1 = Statetype != A && ctrl

[State -1, Fencing]
type = ChangeState
value = 3100
triggerall = Var(59) <= 0
triggerall = command = "Fencing"
triggerall = power >= 1000 
trigger1 = Statetype != A && ctrl

[State -1, Your Eternal Award]
type = ChangeState
value = 3200
triggerall = Var(59) <= 0
triggerall = command = "Your Eternal Award"
triggerall = power >= 3000 
trigger1 = Statetype != A && ctrl
;===========================================================================
;Commands
;===========================================================================

;---------------------------------------------------------------------------
;Dead Ringer
[State -1, Dead Ringer]
type = ChangeState
value = 1320
triggerall = Var(59) <= 0
triggerall = command = "Dead Ringer"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Snack Attack
[State -1, Snack Attack]
type = ChangeState
value = 1310
triggerall = Var(59) <= 0
triggerall = NumHelper(1311) = 0
triggerall = command = "Snack Attack"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Invis Watch
[State -1, Invis Watch]
type = ChangeState
value = 1300
triggerall = Var(59) <= 0
triggerall = command = "Invis Watch"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Sapper

[State -1, Sapper (L)]
type = ChangeState
value = 1200
triggerall = Var(59) <= 0
Triggerall = Numhelper(1202) = 0
Triggerall = Numhelper(1205) = 0
triggerall = command = "holdback"
triggerall = command = "x"
trigger1 = Statetype != A && ctrl

[State -1, Sapper (M)]
type = ChangeState
value = 1210
triggerall = Var(59) <= 0
Triggerall = Numhelper(1202) = 0
Triggerall = Numhelper(1205) = 0
triggerall = command = "holdback"
triggerall = command = "y"
trigger1 = Statetype != A && ctrl

[State -1, Sapper (H)]
type = ChangeState
value = 1220
triggerall = Var(59) <= 0
Triggerall = Numhelper(1202) = 0
Triggerall = Numhelper(1205) = 0
triggerall = command = "holdback"
triggerall = command = "a"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;


[State -1, Sharp Dresser]
type = ChangeState
value = 1120
triggerall = Var(59) <= 0
triggerall = command = "Sharp Dresser"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Spycicle
[State -1, Spycicle]
type = ChangeState
value = 1110
triggerall = Var(59) <= 0
triggerall = command = "Spycicle"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Conniver's Kunai

[State -1, Conniver's Kunai (Ground)]
type = ChangeState
value = 1100
triggerall = Var(59) <= 0
triggerall = command = "Conniver's Kunai (Ground)"
trigger1 = Statetype != A && ctrl

[State -1, Conniver's Kunai (Air)]
type = ChangeState
value = 1105
triggerall = Var(59) <= 0
triggerall = command = "Conniver's Kunai (Air)"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
;Diamondback

[State -1, Diamondback Crits]
type = ChangeState
value = 1022
triggerall = Var(59) <= 0
triggerall = Var(1) > 0
triggerall = command = "Diamondback"
trigger1 = Statetype != A && ctrl

[State -1, Diamondback]
type = ChangeState
value = 1020
triggerall = Var(59) <= 0
triggerall = Var(1) = 0
triggerall = command = "Diamondback"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Ambassador
[State -1, Ambassador]
type = ChangeState
value = 1010
triggerall = Var(59) <= 0
triggerall = command = "Ambassador"
trigger1 = Statetype != A && ctrl
;---------------------------------------------------------------------------
;Revolver

[State -1, Revolver (Ground)]
type = ChangeState
value = 1000
triggerall = Var(59) <= 0
triggerall = command = "Revolver (Ground)"
trigger1 = Statetype != A && ctrl

[State -1, Revolver (Air)]
type = ChangeState
value = 1005
triggerall = Var(59) <= 0
triggerall = command = "Revolver (Air)"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Throw 1
[State -1, Throw 1]
type = ChangeState
value = 800
triggerall = Var(59) <= 0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
; Throw 2
[State -1, Throw 2]
type = ChangeState
value = 850
triggerall = Var(59) <= 0
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Light Attack
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Var(59) <= 0
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)

;---------------------------------------------------------------------------
; Medium Attack
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = Var(59) <= 0
triggerall = Command = "y"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
;---------------------------------------------------------------------------
; Heavy Attack
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = Var(59) <= 0
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (Stateno = 200) && Movecontact
;---------------------------------------------------------------------------
; Launcher
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = Var(59) <= 0
triggerall = Command = "b"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 210) && Movecontact
trigger5 = (StateNo = 211) && Movecontact
;---------------------------------------------------------------------------
; Light Attack
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = Var(59) <= 0
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
;---------------------------------------------------------------------------
; Medium Attack
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = Var(59) <= 0
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 400) && Movecontact
trigger5 = (StateNo = 430) && Movecontact
trigger6 = (StateNo = 210) && Movecontact
trigger7 = (StateNo = 240) && Movecontact
;---------------------------------------------------------------------------
; Heavy Attack
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = Var(59) <= 0
triggerall = Command = "a"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (Stateno = 200) && Movecontact
trigger3 = (Stateno = 230) && Movecontact
trigger4 = (Stateno = 400) && Movecontact
;---------------------------------------------------------------------------
; Light Attack
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = Var(59) <= 0
triggerall = command = "x"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; Medium Attack
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = Var(59) <= 0
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
trigger3 = (StateNo = 630) && Movecontact
;---------------------------------------------------------------------------
; Heavy Attack
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = Var(59) <= 0
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
;---------------------------------------------------------------------------
; Special
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = Var(59) <= 0
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
trigger3 = (StateNo = 610) && Movecontact
trigger4 = (StateNo = 630) && Movecontact
;----------------------------------------------------------------------------
; Super Jump
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Var(59) <= 0
trigger1 = Command = "SJ"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = Command = "holdup"
trigger2 = stateno = 420 && movehit