============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB           JLU BATMAN          BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------

;-|-AI-|--------------------------------------------------------------------
[Command]
name = "AI_1"
command = a, x, F, D, a, a, D
time = 1

[Command]
name = "AI_2"
command = a, a, a, a, a, a, b
time = 1

[Command]
name = "AI_3"
command = a, a, b, D, F, b, x
time = 1

[Command]
name = "AI_4"
command = y, a, F, b, B, y, a
time = 1

[Command]
name = "AI_5"
command = a, b, x, y, y, b, b
time = 1

[Command]
name = "AI_6"
command = b, y, y, F, b, B, B
time = 1

[Command]
name = "AI_7"
command = a, y, F, a, x, a, F, b
time = 1

[Command]
name = "AI_8"
command = a, a, b, y, x, B, x
time = 1

[Command]
name = "AI_9"
command = x, x, a, F, F, b, D
time = 1

[Command]
name = "AI_10"
command = x, x, a, F, y, a, a, F
time = 1

[Command]
name = "AI_11"
command = a, b, a, x, a, y, a
time = 1

[Command]
name = "AI_12"
command = b, y, a, F, y, a, x
time = 1

[Command]
name = "AI_13"
command = x, a, y, y, x, B, B
time = 1

[Command]
name = "AI_14"
command = a, F, F, x, B, F, x
time = 1

[Command]
name = "AI_15"
command = y, x, b, b, a, x, y


;-| Super Motions |-----------------------------




[Command]
name = "Shadow of the bat"
command = ~$D, DF, F, x+y
time = 20

[Command]
name = "Shadow of the bat"
command = ~$D, DF, F, y+z
time = 20

[Command]
name = "Shadow of the bat"
command = ~$D, DF, F, x+z
time = 20


[Command]
name = "Hyper Dark Knight"
command = ~$D, DB, B, x+y
time = 20

[Command]
name = "Hyper Dark Knight"
command = ~$D, DB, B, y+z
time = 20


[Command]
name = "Hyper Dark Knight"
command = ~$D, DB, B, x+z
time = 20

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

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

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

[Command]
name = "Hyper"
command = ~D, DF, F, a+b
time = 20

[Command]
name = "Hyper"
command = ~D, DF, F, b+c
time = 20

[Command]
name = "hyper"
command = ~D, DF, F, c+a
time = 20

[Command]
name = "I am your worst nightmare"
command = ~$D, DF, F, a+x
time = 15

[Command]
name = "I am your worst nightmare"
command = ~$D, DB, B, a+x
time = 15

[Command]
name = "I am your worst nightmare"
command = ~$D, DB, B, y+b
time = 15

[Command]
name = "I am your worst nightmare"
command = ~$D, DB, B, z+c
time = 15


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

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

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




;-| Special Batarang |------------------------------------------------------
[Command]
name = "Batarangx"
command = ~D, DF, F, x

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

[Command]
name = "Batarangz"
command = ~D, DF, F, z

[Command]
name = "D-Batarangx"
command = ~F, DF, D, x

[Command]
name = "D-Batarangy"
command = ~F, DF, D, y

[Command]
name = "D-Batarangz"
command = ~F, DF, D, z

[Command]
name = "batarang_up"
command = ~F, DF, D, z

;-| EX Batarang |------------------------------------------------------

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

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

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



[Command]
name = "krypyonitebatarang"
command = ~$F, D, DF, a
time = 15



;-| Special Batbombs |------------------------------------------------------



;-| Special Grappling Hook |------------------------------------------------------
[Command]
name = "GrapplingHookmode"
command = a+b
time = 30



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



;===============================================================================
;/////////////////////////    SWING KICKS  /////////////////////////////////////
;===============================================================================

; Light Swing Kick ------------------------------------------
[command]
name = "Slide_Kick_s"
command = ~D,DB,B, x
time = 20


; Medium Swing Kick -----------------------------------------
[command]
name = "Slide_Kick_s"
command = ~D,DB,B, y
time = 20

; Strong Swing Kick ------------------------------------------
[command]
name = "Slide_Kick_s"
command = ~D,DB,B, z
time = 20

;------------------------
[Command]
name = "BKICK_a"
command = ~$D, DB, B, a
time = 15

[Command]
name = "BKICK_b"
command = ~$D, DB, B, b
time = 15

[Command]
name = "BKICK_c"
command = ~$D, DB, B, c
time = 15

;------------------------
[Command]
name = "wingx"
command = /D, a
time = 15

[Command]
name = "wingy"
command = /D, b
time = 15

[Command]
name = "wingz"
command = /D, c
time = 15







;-| Special Motions Batman Beyond|------------------------------------------------------

[Command]
name = "Invisible"
command = y+z
time = 15


;-| Super Jump Commands |---------------------------------------------------
[command]
name = "superjump"
command = D,$U

[command]
name = "superjump"
command = a+b+c


;-| triple Tap |-----------------------------------------------------------
[Command]
name = "FFF"     ;Required (do not remove)
command = F, F, F
time = 10

[Command]
name = "FFF"     ;Required (do not remove)
command = /$s, F, F
time = 10

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

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

[Command]
name = "AcroBat"
command = x+a
time = 10



;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1

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

[Command]
name = "guardpush"
command = x+y
time = 1

[Command]
name = "guardpush"
command = x+z
time = 1

[Command]
name = "guardpush"
command = y+z
time = 1

[Command]
name = "DU"
command = a+b+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
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

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


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




;-| Hold Dir |--------------------------------------------------------------
[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

;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------

[Statedef -1]
;-|-AI-|--------------------------------------------------------------------
[State -1, AI]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
v = 59
value = 1

;--|-AI Defense-|-----------------------------------------------------------
[State -1 acrobat dash]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = C) && (random = [0,50])
trigger1 = (p2bodydist x < 80) && (prevstateno != 5120)
value = 4000

; Fwd Dash
[State -1, FwdDash]
type = ChangeState
triggerall = Var(59)>=1&& StateType != A && Ctrl
triggerall = Random <= 500 && RoundState = 2
trigger1 = P2bodydist X >= 75 && P2StateType != A
value = 100
persistent = 0


[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (p2bodydist x < 30) && (random <= 10)
triggerall = numproj <1
triggerall = (ctrl)
trigger1 = statetype = S
value = 111

[State -1, Air Dash Forward]
type = ChangeState
value = 110
triggerall = statetype = A
triggerall = numproj =0
triggerall = Var(59)
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = random < 15

[State -1, Air Dash Back]
type = ChangeState
value = 112
triggerall = statetype = A
triggerall = numproj =0
triggerall = Var(59)
triggerall = roundstate = 2
trigger1 = ctrl
trigger1 = random < 5


[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) ) && roundstate = 2
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 130

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) ) && roundstate = 2
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 131

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) ) && roundstate = 2
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132
;-|-AI Combo Attempt-|----------------------------------------------



;-| AI normal attacks-|----------------------------------------------

;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = numenemy > 0
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit = 1

;Super Jump
[State -1, super_jump]
type = ChangeState
value = 700
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype!=A
trigger1 = numenemy > 0
trigger1 = (enemynear, Vel X >= 4) && ctrl

;Super Jump follow
[State -1, super_jump]
type = ChangeState
value = 9004
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype!=A
trigger1 = MoveHit
trigger1 = stateno = 420

[State -1, throw ai]
type = ChangeState
value = 810
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15) && (p2bodydist y <= 10)
triggerall = Random <= 150 && (statetype = S) && var(59)
trigger1 = ctrl = 1

[State -1, throw ai]
type = ChangeState
value = 850
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall =  (p2bodydist x <= 15) && (p2bodydist y <= 10)
triggerall = Random <= 150 && (statetype = S) && var(59)
trigger1 = ctrl = 1




;---------------------------------------------------------------------------
; AI Standing basics
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200)

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2

; (chain combos)
trigger1 = (stateno = 200) && (movecontact = 1) && (Random <= 500)

;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S

; (chain combos)
trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1)

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl

;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S

; (chain combos)
trigger1= (stateno = 230) && (movecontact = 1)

;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && enemynear, statetype != L && RoundState = 2

; (chain combos)
trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1)


;---------------------------------------------------------------------------
; Crouching basics
; Punches: 400, 410, 420
; Kicks: 430, 440, 450
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400))

;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl

; (chain combos)
trigger1 = (stateno = 400) && movecontact

;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2

; (chain combos)
trigger1 = (stateno = 410) && movecontact

;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600))

;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl

; (chain combos)
trigger1 = (stateno = 430) && movecontact

;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = var(59) && statetype != A && RoundState = 2

; (chain combos)
trigger1 = (stateno = 440) && movecontact

;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)
trigger2 = (stateno = 9004) && (vel y > -6) && (random < 500)

;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = stateno = 600 && movecontact && (random < 600)
trigger2 = stateno = 630 && movecontact && (random < 300)


;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = stateno = 600 && movecontact && (random < 100)
trigger2 = stateno = 610 && movecontact && (random < 800)
trigger3 = stateno = 630 && movecontact && (random < 100)
trigger4 = stateno = 640 && movecontact && (random < 500)

;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 600) && (movecontact = 1)
trigger2 = (stateno = 9004) && (vel y > -6)

;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 600) && movecontact
trigger2 = (stateno = 630) && movecontact && (random < 400)
trigger3 = (stateno = 610) && movecontact && (random < 800)

;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl

; (chain combos)
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 640 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact

;----------------------------------------------------------------------
; Air combo
[State -1, ChangeState]
type = ChangeState
triggerall = var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0

[State -1, ChangeState]
type = ChangeState
triggerall = var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)
;-|-AI Special Attempt-|----------------------------------------------


[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype = S)
value = 10030

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype = S)
value = 10031



[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype = S)
value = 1435




[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x < 50) && (prevstateno != 5120) && (statetype = S)
value = 10006



[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120)  && (statetype = S)
value = 10008



[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120)  && (statetype = S)
value = 10010



[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120)  && (statetype = S)
value = 10000

[State -1]
type = ChangeState
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x >= 60 && enemynear, P2statetype != A && Random < 100)
value = 10001


[State -1]
type = ChangeState
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist y >= 10  && Random < 50)
value = 10004


[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 10) && (prevstateno != 5120) && (statetype = S)
trigger1 = (numproj = 0)
value = 103002


;air AI----------------------------------------------------------------------------

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && Numhelper(11111) = 0
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10002

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numprojid(3001) = 0
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10003



[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && Numhelper(11118) = 0
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10007

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && Numhelper(11121) = 0
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10009

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && Numhelper(11123) = 0
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10011


[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 91078

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 91088


[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,10])
triggerall =  (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 91098


;-|-AI Attempt Hyper-|---------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && (p2statetype != A)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 35) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 1000) && random < 500
value = 3300



[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 1000) && (random = [0,300])
value = 3100



 [State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 1000) && (random = [0,400])
value = 2000

 [State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 1000) && (random = [0,400])
value = 10021

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && (p2statetype != A)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 35) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 2000) && random < 500
value = 7000
;-------------------------------------------------------------------------------


;---------------------------------------------------------------------------
; -[ User Command Definitions ]-
;---------------------------------------------------------------------------  \


;---------------------------------------------------------------------------
;Batman Hypers
;---------------------------------------------------------------------------
; Hyper batmobile
[State -1, Batmobile]
type = ChangeState
value = 3300
triggerall = !var(59)
triggerall = enemy,TeamMode = Single
triggerall = power >= 1000&& !Var(12)
triggerall = StateType != A
triggerall = MoveType != H
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "Batmobile"

;---------------------------------------------------------------------------
;Dark Knight Tornado

[State -1, Hyper Stars N' Stripes]
type = ChangeState
value = 3100
triggerall = !var(59)
triggerall = command = "Hyper Dark Knight"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1 && palno < 12
trigger2 = movecontact
trigger3 = HitDefAttr = SC, NA, SA
;---------------------------------------------------------------------------


[State -1, Bat attack]
type = ChangeState
value = 2000
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = (ctrl = 1) && palno < 12
trigger1 = numhelper(2005) = 0
trigger1 = numhelper(293) = 0
trigger1 = command = "Shadow of the bat"
trigger2 = movecontact
trigger2 = HitDefAttr = SC, NA, SA
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 225
trigger5 = movecontact = 1
trigger6 = stateno = 230
trigger6 = movecontact = 1
;----------------------------------------------------------------------------
;Smog Hyper
[State -1]
type = ChangeState
value = 10021
Triggerall = numhelper(11135) = 0
triggerall = !var(59)
triggerall = command = "smoghyperbeatdown"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact
trigger3 = HitDefAttr = SC, NA, SA

;---------------------------------------------------------------------------
;I am your worst nightmare
[State -1,]
type = ChangeState
value = 7000
triggerall = !var(59)
triggerall = enemy,TeamMode = Single
triggerall = command = "I am your worst nightmare"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl = 1 && palno < 12
trigger2 = movecontact
trigger3 = HitDefAttr = SC, NA, SA

;===========================================================================
;Beyond Mode Hypers
;---------------------------------------------------------------------------
;Hyper Electric Thunder
[State -1, Hyper Electric Thunder]
type = ChangeState
value = 81040
triggerall = !var(59)
triggerall = command = "I am your worst nightmare" && PalNo = 12
triggerall = power >= 1000
trigger1 = numhelper(81045) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = stateno = 3100
trigger3 = movecontact
trigger4 = HitDefAttr = SC, NA, SA

;---------------------------------------------------------------------------
;finishingshower
[State -1, finishingshower]
type=changestate
value = 73300
triggerall = palno = 12
triggerall = var(59)<= 0 && roundstate = 2 && command = "Hyper Dark Knight" && statetype != A && power >= 1500 && !var(40)
triggerall = !numhelper (3305)
trigger1 = ctrl
trigger2 = (stateno=[200,255])
trigger3 = ((stateno=[1100,1110])||stateno=3100)&&anim!=1101&&movecontact
trigger4 = (stateno=[1000,3999])&&numhelper(stateno+5)&&var(10)<=6&&stateno!=3300
trigger4 = helper(stateno+5),var(3)
trigger4 = movecontact
trigger5 = HitDefAttr = SC, NA, SA

;-------------------------------------------------------------------------------
[State -1, Maximum Bat]
type = ChangeState
value = 3500
triggerall = !var(59)
triggerall = command = "Shadow of the bat"
triggerall = power >= 1000
triggerall = palno = 12
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger2 = movecontact
trigger3 = HitDefAttr = SC, NA, SA





;---------------------------------------------------------------------------
;Batman Special Attacks
;---------------------------------------------------------------------------


;Throw
;---------------------------------------------------------------------------
;Throw K

[State -1, Throw K]
type = ChangeState
value = 810
triggerall = !var(59)
triggerall = command = "y" || command = "z"
triggerall = statetype = S
trigger1 = ctrl && palno < 12
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------


[State -1, Throw Beyond]
type = ChangeState
value = 819
triggerall = palno = 12
triggerall = command = "y" || command = "z"
triggerall = statetype = S && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;Throw Backward
[State -1, Throw Backward]
type = ChangeState
value = 850
triggerall = !var(59)
triggerall = command = "c" || command = "b"
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdfwd"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H


[State -1,Air Throw]
type = ChangeState
value = 860
triggerall = !var(59)
triggerall = (command = "holdfwd") || (command = "holdback")
triggerall = command = "y" || command = "z"
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2StateType = A
triggerall = enemyNear, StateNo != [120,159]
triggerall = statetype = A
trigger1 = ctrl


;-------------------------------------------------------------------------------
;chute Kick
;-------------------------------------------------------------------------------

[State -1,24]
type = ChangeState
value = 1435
triggerall = !var(59)
triggerall = statetype = s
triggerall = ctrl = 1
trigger1 = command = "Slide_Kick_s"

;chute Kick
[State -1,24]
type = ChangeState
value = 1435
triggerall = !var(59)
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "Slide_Kick_s"
trigger1 = stateno != 105
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 630
trigger4 = movecontact = 1
trigger5 = stateno = 640
trigger5 = movecontact = 1


;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;Normal Batarang )
 \|      \/      |/

;Standar
[State -1, Batarang]
type = ChangeState
value = 10000
triggerall = !var(59)
triggerall = command = "Batarangx" || command = "Batarangy" || command = "Batarangz"
triggerall = numhelper(11111) = 0
triggerall = numprojid(1000) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450 ;Except for sweep kick
trigger2 = movecontact

;Crouching
[State -1, Batarang]
type = ChangeState
value = 10001
triggerall = !var(59)
triggerall = command = "D-Batarangx" || command = "D-Batarangy"
triggerall = numhelper(11111) = 0
triggerall = numprojid(1000) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450 ;Except for sweep kick
trigger2 = movecontact

;Air
[State -1, Batarang]
type = ChangeState
value = 10002
triggerall = !var(59)
triggerall = command = "Batarangx" || command = "Batarangy" || command = "Batarangz"
triggerall = numhelper(11111) = 0
triggerall = numprojid(1000) = 0
trigger1 = statetype = A
trigger1 = stateno != [100, 105]
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 630
trigger4 = movecontact = 1
trigger5 = stateno = 640
trigger5 = movecontact = 1

;Air Diagonal
[State -1, Air Batarang]
type = ChangeState
value = 10003
triggerall = !var(59)
triggerall = command = "D-Batarangx" || command = "D-Batarangy" || command = "D-Batarangz"
triggerall = numprojid(1000) = 0
trigger1 = statetype = A
trigger1 = stateno != [100, 105]
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 630
trigger4 = movecontact = 1
trigger5 = stateno = 640
trigger5 = movecontact = 1

;Upwards
[State -1]
type = ChangeState
value = 10004
triggerall = !var(59)
triggerall = command = "batarang_up" && NumHelper(111111) < 1
triggerall = numhelper(111111) = 0
triggerall = numprojid(1000) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450 ;Except for sweep kick
trigger2 = movecontact



;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;EX Batarang     )
 \|      \/      |/


;freez Batarang
[State -1, freez Batarang z]
type = Changestate
value = 10006
triggerall = command = "freezbatarang" && NumHelper(11115) < 1
triggerall = p2stateno != 11120
trigger1 = ctrl = 1
trigger1 = statetype != A
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ((stateno = 200) || (stateno = 210) || (stateno = 220)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410)) && movecontact
trigger5 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
;Air freez Batarang
[State -1, freez Batarang z]
type = Changestate
value = 10007
triggerall = !var(59)
triggerall = command = "freezbatarang" && NumHelper(11118) < 1
triggerall = p2stateno != 11120
trigger1 = statetype = A
trigger1 = stateno != 105
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 630
trigger4 = movecontact = 1
trigger5 = stateno = 640
trigger5 = movecontact = 1
;===========================================================================
;Electric Batarang
[State -1, Beam Y]
type = ChangeState
value = 10008
triggerall = command = "electricbatarang" && NumHelper(11121) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ((stateno = 200) || (stateno = 210) || (stateno = 220)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410)) && movecontact
trigger5 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
;Air Electric Batarang
[State -1, Air_Beam Y]
type = ChangeState
value = 10009
triggerall = !var(59)
triggerall = command = "electricbatarang" && NumHelper(11121) < 1
trigger1 = statetype = A
trigger1 = stateno != 105
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 630
trigger4 = movecontact = 1
trigger5 = stateno = 640
trigger5 = movecontact = 1

;===========================================================================
;Fire Batarang
[State -1, Beam Z]
type = ChangeState
value = 10010
triggerall = command = "firebatarang" && NumHelper(11123) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ((stateno = 200) || (stateno = 210) || (stateno = 220)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410)) && movecontact
trigger5 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
;Air Fire Batarang
[State -1, Air_Beam Z]
type = ChangeState
value = 10011
triggerall = !var(59)
triggerall = command = "firebatarang" && NumHelper(11123) < 1
trigger1 = statetype = A
trigger1 = stateno != 105
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 630
trigger4 = movecontact = 1
trigger5 = stateno = 640
trigger5 = movecontact = 1





;---------------------------------------------------------------------------
;Bullet Kick
[State -1, Bullet Kick]
type = ChangeState
value = 103002
triggerall = !var(59)
triggerall = command = "BKICK_a" || command = "BKICK_b" || command = "BKICK_c"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = stateno != 211
trigger2 = stateno != 241
trigger2 = movecontact

[State -1, Air Bullet Kick]
type = ChangeState
value = 103503
triggerall = !var(59)
triggerall = command = "BKICK_a" || command = "BKICK_b" || command = "BKICK_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
trigger3 = stateno = 1200

;===========================================================================
; Bounce With Wall
[State -1]
type = ChangeState
value = 48
triggerall = !var(59)
triggerall = statetype = A
trigger1 = command = "holdfwd"
trigger1 = backedgebodydist <= 20
trigger1 = ctrl = 1
trigger1 = anim = 41 || anim = 43
trigger2 = command = "holdback"
trigger2 = frontedgebodydist <= 20
trigger2 = ctrl = 1
trigger2 = anim = 42 || anim = 44
;===========================================================================
;---------------------------------------------------------------------------
;super jump
[state -1, super jump]
type = changestate
triggerall = !var(59)
triggerall = statetype = S || statetype = C
trigger1 = command = "superjump"
trigger1 = ctrl
trigger2 = command = "superjump" || command = "holdup"
trigger2 = MoveHit
trigger2 = Stateno = 420
value = 700




;-------------------------------------------------------------------------------
;Grappling hook mode
;-------------------------------------------------------------------------------


[State -1, Flight]
type = ChangeState
value = ifelse((stateno >10030) && (stateno <3356),50,10030)
triggerall = statetype = s
triggerall=var(59)  != 1
trigger1 = command = "GrapplingHookmode"
trigger1 = ctrl

[State -1, Flight Cancel]
type = ChangeState
value =50
triggerall=var(59) != 1
triggerall = (stateno >10030) && (stateno <3356)
trigger1 = command = "GrapplingHookmode"



[State -1, Flight]
type = ChangeState
value = ifelse((stateno >10031) && (stateno <3356),50,10031)
triggerall = statetype = A
triggerall=var(59)  != 1
trigger1 = command = "GrapplingHookmode"
trigger1 = ctrl

[State -1, Flight Cancel]
type = ChangeState
value =50
triggerall=var(59) != 1
triggerall = (stateno >10031) && (stateno <3356)
trigger1 = command = "GrapplingHookmode"





;AcroBat Forward
[State -1, ]
type = ChangeState
value = 113
triggerall = !var(59)
triggerall = command = "AcroBat"
trigger1 = statetype = S
trigger1 = ctrl


[State -1, Taunt]
type = ChangeState
value = 1995
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "s"



[State -1, Dash FWD]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall = StateType = S
triggerall = (Ctrl)
triggerall = (StateNo != 100)
triggerall = (StateNo != 111)
trigger1 = Command = "FF"

[State -1, Dash Back]
type = ChangeState
value = 111
triggerall = !var(59)
triggerall = (roundstate = 2)
triggerall = StateType = S
triggerall = (Ctrl)
triggerall = (StateNo != 100)
triggerall = (StateNo != 111)
trigger1 = Command = "BB"

[State -1, Air Dash Forward]
type = ChangeState
value = 110
triggerall = !var(59)
triggerall = StateType = A
triggerall = (Ctrl)
triggerall =(StateNo != 110)
triggerall =  (StateNo != 112)
triggerall =  (StateNo != 70)
triggerall =  (prevStateNo != 110)
triggerall =  (prevStateNo != 112)
trigger1 = Command = "FF"

[State -1, Air Dash Back]
type = ChangeState
value = 112
triggerall = !var(59)
triggerall = StateType = A
triggerall = (Ctrl)
triggerall =(StateNo != 110)
triggerall =  (StateNo != 112)
triggerall =  (StateNo != 70)
triggerall =  (prevStateNo != 110)
triggerall =  (prevStateNo != 112)
trigger1 = Command = "BB"


;Dash Forward
[State -1, Dash Fwd]
type = ChangeState
value = 4000
triggerall = !var(59)
triggerall = statetype = C
triggerall = ctrl
trigger1 = command = "AcroBat" && (PalNo != 9)


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




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

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

;---------------------------------------------------------------------------
;Bullet Bwing
[State -1]
type = ChangeState
value = 91078
triggerall = !var(59)
triggerall = command = "wingx" && (PalNo != 12)
triggerall = Pos Y < -20
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 89598
trigger2 = pos y < -20



;Bullet Bwing
[State -1]
type = ChangeState
value = 91088
triggerall = !var(59)
triggerall = command = "wingy" && (PalNo != 12)
triggerall = Pos Y < -20
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 89598
trigger2 = pos y < -20


;Bullet Bwing
[State -1]
type = ChangeState
value = 91098
triggerall = !var(59)
triggerall = command = "wingz" && (PalNo != 12)
triggerall = Pos Y < -20
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 89598
trigger2 = pos y < -20


;---------------------------------------------------------------------------
;Invisible Beyond mode
[State -1, Invisible]
type = ChangeState
value = 3010
triggerall = !var(59)
triggerall = var(17) = 0
trigger1 = command = "Invisible"
trigger1 = statetype != A && (PalNo = 12)
trigger1 = ctrl = 1

[State -1, Visible]
type = ChangeState
value = 3011
triggerall = !var(59)
triggerall = var(17) = 1
trigger1 = command = "Invisible"
trigger1 = statetype != A && (PalNo = 12)
trigger1 = ctrl = 1


;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x" && !Var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y" && !Var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z" && !Var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)


;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a" && !Var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)

;---------------------------------------------------------------------------
;Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b" && !Var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c" && !Var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 220)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410) || (stateno = 420)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x" && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y" && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z" && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a" && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)

;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b" && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)

;---------------------------------------------------------------------------
;Crouching Hard Kick
[State -1, Crouching Hard Kick]
type = ChangeState
value = 450
triggerall = command = "c" && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 220)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410) || (stateno = 420)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x" && !Var(59)
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 10031

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y" && !Var(59)
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
trigger3 = movecontact
trigger3 = stateno = 630
trigger4 = stateno = 10031

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z" && !Var(59)
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
trigger4 = stateno = 10031
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a" && !Var(59)
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
trigger3 = stateno = 10031

;---------------------------------------------------------------------------
;Dive Kick
[State -1, Dive Kick]
;type = ChangeState
type = Null
value = 641
triggerall = command = "b" && !Var(59)
triggerall = command = "holddown"
triggerall = stateno != 105
triggerall = stateno != 100
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 10031

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b" && !Var(59)
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630
trigger4 = stateno = 10031

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

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c" && !Var(59)
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
trigger4 = stateno = 10031


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



;Extra stuff if you want to use
;[State -1, FM Dash Forward]
;type = ChangeState
;value = 2005
;triggerall = MoveType = I
;triggerall = (stateno >2000) && (stateno <2500)
;trigger1 = Command = "FF"

;[State -1, FM Dash Back]
;type = ChangeState
;value = 2006
;triggerall = MoveType = I
;triggerall = (stateno >2000) && (stateno <2999)
;trigger1 = Command = "BB"

;[State -1, FM LP]
;type = ChangeState
;value = 2010
;triggerall=var(59)  != 1
;triggerall = (stateno >2000) && (stateno <2500)
;triggerall = command = "x"
;trigger1= Movetype = I
;trigger2= (HitdefAttr = A, NA) && (MoveContact)  && time > 3

;[State -1, FM MP]
;type = ChangeState
;value = 2011
;triggerall=var(59)  != 1
;triggerall = (stateno >2000) && (stateno <2500)
;triggerall = command = "y"
;trigger1= Movetype = I
;trigger2= (HitdefAttr = A, NA) && (MoveContact)  && time > 3

;[State -1, FM SP]
;type = ChangeState
;value = 2012
;triggerall=var(59)  != 1
;triggerall = (stateno >2000) && (stateno <2500)
;triggerall = command = "z"
;trigger1= Movetype = I

;[State -1, FM LK]
;type = ChangeState
;value = 2013
;triggerall=var(59)  != 1
;triggerall = (stateno >2000) && (stateno <2500)
;triggerall = command = "a"
;trigger1= Movetype = I
;trigger2= (HitdefAttr = A, NA) && (MoveContact)  && time > 3

;[State -1, FM MK]
;type = ChangeState
;value = 2014
;triggerall=var(59)  != 1
;triggerall = (stateno >2000) && (stateno <2500)
;triggerall = command = "b"
;trigger1= (Movetype = I)
;trigger2= (HitdefAttr = A, NA) && (MoveContact)  && time > 3

;[State -1, FM SK]
;type = ChangeState
;value = 2015
;triggerall=var(59)  != 1
;triggerall = (stateno >2000) && (stateno <2500)
;triggerall = command = "c"
;trigger1= Movetype = I

;[State -1, Guard Push Stand]
;type = ChangeState
;value = 1902
;triggerall = command = "guardpush" && statetype = S
;trigger1 = stateno = [150,153]

;[State -1, Guard Push Crouch]
;type = ChangeState
;value = 1900
;triggerall = command = "guardpush" && statetype = C
;trigger1 = stateno = [150,153]

;[State -1, Dodge]
;type = ChangeState
;value = 1903
;triggerall = StateType != A
;triggerall = (Ctrl)
;trigger1 = Command = "dodge"
