[Remap] ;These are all mandatory. Do not remove any of them!
x = x
y = y
z = z
a = a
b = b
c = c
s = s

[Defaults]
command.time = 15
command.buffer.time = 1

;======================================;
;         DASHING AND RECOVERY         ;
;======================================;

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

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

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;======================================;
;          DIRECTIONAL INPUTS          ;
;======================================;
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

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

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

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

;======================================;
;         BUTTON INPUTS          ;
;======================================;

[Command]
name = "x"
command = x
time = 1

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

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

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

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

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

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

[Command]
Name= "QCFx"
command = ~D, DF, F, x

[Command]
Name= "QCFy"
command = ~D, DF, F, y

[Command]
Name= "QCFz"
command = ~D, DF, F, z


;======================================;



[StateDef -1] ;How the character reads button inputs, or is controlled by the AI.
;A better explanation would be how a character is allowed to change from state to state.

;-------------------------------------------------------------------------
;Starter Commands for the AI

[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 ;Change the 60 to whatever you want. Take note of this value, as I mention it below.


;---------------------------------------------------------------------------
;Balls
[State -1, Balls]
type = ChangeState
value = 206
triggerall = var(59) = 0
triggerall = command = "QCFx"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Charge
[State -1, Charge]
type = ChangeState
value = 207
triggerall = var(59) = 0
triggerall = command = "QCFy"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stars
[State -1, Stars]
type = ChangeState
value = 208
triggerall = var(59) = 0
triggerall = command = "QCFz"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Arrows
[State -1, Arrows]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd] 
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl 

;---------------------------------------------------------------------------
;Beam
[State -1, Beam]
type = ChangeState
value = 201
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Meteors
[State -1, Meteors]
type = ChangeState
value = 202
triggerall = var(59) = 0
triggerall = command = "z"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Cross
[State -1, Cross]
type = ChangeState
value = 203
triggerall = var(59) = 0
triggerall = var(56) >= 3
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Skulls
[State -1, Skulls]
type = ChangeState
value = 204
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Light
[State -1, Light]
type = ChangeState
value = 205
triggerall = var(59) = 0
triggerall = var(55) >= 3
triggerall = command = "c"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Light
[State -1, Desperation]
type = ChangeState
value = 209
triggerall = Life<=150
triggerall = var(59) = 0
triggerall = command = "s"
trigger1 = statetype = S
trigger1 = ctrl

