
; 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)
;   buffer.time = time (optional)
;
; - 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. Each of these
;   buttons or directions is referred to as a "symbol".
;   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 = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-------------------------------------------------------------------------------
;-| Cheats |--------------------------------------------------------------------

[Command]
name = "Cheat_Power"
command = B,D,D,F,F,F,D,D,s
time = 65535

[Command]
name = "Cheat_Curaga"
command = F,B,F,B,D,D,D,F,B,F,B,D,D,D,a,b,x,y
time = 65535

;----------------------------------------------------------------------------
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = Super Scratch" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "Coffee Rush"
command = ~D, DB, B, x+y
time = 20

[command]
name = "hypercombo"
command = D,DF,F,x+y
time = 20

[command]
name = "zip-zipzipzipzizizizzzzz"
command = D,D,D,a+x
time = 25

[command]
name = "THE HOT D-HOLY CRAP!"
command = B,D,B,D,z
time = 30

[command]
name = "GABAMITE"
command = B,F,a+b
time = 20

[command]
name = "12pd"
command = D,F,D,F,x+z
time = 40

[command]
name = "SPIN!"
command = D,B,c+z
time = 25

[command]
name = "Norimaro... seirously?!"
command = D,B,D,B,a
time = 35

[command]
name = "Boing! Rawr!"
command = D,B,D,B,b
time = 35

[command]
name = "IWDEWTED"
command = B,F,B,x+y
time = 35

[command]
name = "World"
command = z+c
time = 2

[command]
name = "SLAM!"
command = B,D,b+c
time = 25

[command]
name = "b-b-b-bam kil +1!"
command = B,F,B,F,z+c
time = 25

[command]
name = "SHUN-GOKU-SASTU"
command = x,x,F,a,z
time = 60

;-| Special Motions |------------------------------------------------------
[Command]
name = "Newspaper Swat"
command = ~D, DB, B, a

[Command]
name = "Hot Dog Throw1"
command = ~D, DF, F, x

[Command]
name = "Hot Dog Throw2"
command = ~D, DF, F, y

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

[Command]
name = "Odie Summon 1"
command = ~D, DB, B, x

[Command]
name = "Odie Summon 2"
command = ~D, DB, B, y

[Command]
name = "Odie Summon 3"
command = ~D, DB, B, z

[command]
name = "hold_b"
command = /b
time = 20

[command]
name = "Jon"
command = F,D,x
time = 20

[Command]
name = "Kitten Charge"
command = D,D,z
time = 25

[Command]
name = "Garloon"
command = D,D,a
time = 25

[Command]
name = "Garloon-EX"
command = D,D,a+b
time = 28

[Command]
name = "WSC?"
command = D,F,D,y
time = 35

[Command]
name = "ebeam"
command = B,D,b
time = 35

[Command]
name = "-k-"
command = F,D,x
time = 35

[Command]
name = "Head Ram L"
command = B,D,F,a
time = 40

[Command]
name = "Head Ram M"
command = B,D,F,b
time = 40

[Command]
name = "Head Ram H"
command = B,D,F,c
time = 40
;llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
[Command]
name = "PF"
command = F
time = 1
[Command]
name = "PD"
command = D
time = 1
[Command]
name = "PU"
command = U
time = 1
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

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

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

[Command]
name = "Change"
command = z+x
time = 3
[Command]
name = "Change2"
command = z+a
time = 3
[Command]
name = "Change3"
command = z+b
time = 3

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_y"
command = /$F,y
time = 1

[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
time = 1

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

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

[Command]
name = "DGE"
command = z+c
time = 5

[Command]
name = "WARP"
command = /D,s
time = 5

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

;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1

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

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

[Command]
name = "up" ;Required (do not remove)
command = $U
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
;--------------------------------------------------------------------------

[Command]
name = "SJ"
command = D,U
time = 10

;---------------------------------------------------------------------------
; 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]

;===========================================================================
;---------------------------------------------------------------------------
;Coffee Rush (uses three super bars)
[State -1, Coffee Rush]
type = ChangeState
value = 2000
triggerall = !var(59) && !Var(8)
triggerall = command = "Coffee Rush"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430
trigger3 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
; AI Coffee Rush (uses three super bars)
[State -1, AI Coffee Rush]
type = ChangeState
value = 2000
triggerall = AILevel > 0 && !Var(8)
triggerall = power >= 3000 && Random <= 15+(AILevel*2)
triggerall = statetype != A && Life <= 66
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430
trigger2 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2300
triggerall = stateno != 2300
triggerall = !var(59)
triggerall = command = "hypercombo"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430
trigger3 = movecontact
;===============================================================================
[State -1, AI Super Kitty Combo]
type = ChangeState
value = 2300
triggerall = AILevel > 0
triggerall = power >= 1000 && random < 80+(AILevel*3)
triggerall = statetype != A && !(Gametime%35)
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430
trigger2 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2100
triggerall = !var(59)
triggerall = command = "hypercombo"
triggerall = power >= 1000
triggerall = statetype = A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 620 || stateno = 650
trigger3 = movecontact
trigger4 = stateno = 1400 || stateno = 1450 || stateno = 1500
trigger4 = time > 11
;===============================================================================
[State -1, AI GIANT DRUMSTICK]
type = ChangeState
value = 2100
triggerall = AILevel > 0
triggerall = power >= 1000 && Random < 4+(AIlevel/2)
triggerall = statetype = A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 620 || stateno = 650
trigger2 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2200
triggerall = palno != 12
triggerall = !var(59)
triggerall = command = "zip-zipzipzipzizizizzzzz"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, AI DOUBLE TEAM]
type = ChangeState
value = 2200
triggerall = palno != 12
triggerall = AILevel > 0
triggerall = power >= 1000 && Random < 50+(AILevel*2)
triggerall = statetype != A && !(Gametime%30)
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2250
triggerall = !var(59)
triggerall = command = "Norimaro... seirously?!"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, AI kuwuhBelh!belh!bleblebleble...]
type = ChangeState
value = 2250
triggerall = var(59) && gametime%13=1
triggerall = random<30+(AILevel*5)
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2450
triggerall = !var(59)
triggerall = command = "Boing! Rawr!"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, AI Spectical Jump!]
type = ChangeState
value = 2450
triggerall = var(59)
triggerall = random<8+(AILevel*2)
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2750
triggerall = !var(59)
triggerall = command = "zip-zipzipzipzizizizzzzz"
triggerall = power >= 1000
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 625 || stateno = 630 || stateno = 640 || stateno = 650
trigger2 = movecontact
;===============================================================================
[State -1, AI BUTT SLAM]
type = ChangeState
value = 2750
triggerall = AILevel > 0
trigger1 = power >= 1000 && Random < 50+(AILevel*2)
trigger1 = statetype = A && !(Gametime%30)
trigger1 = ctrl
trigger2 = power >= 1000 && Random < 50+(AILevel*2)
trigger2 = statetype = A && !(Gametime%30)
trigger2 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 625 || stateno = 630 || stateno = 640 || stateno = 650
trigger2 = movecontact
trigger3 = ctrl && Stateno=2810 && AIlevel>5
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2400
triggerall = !var(59)
triggerall = command = "GABAMITE"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, AI TAKE DOWN]
type = ChangeState
value = 2400
triggerall = Life > 501 && AILevel > 0
triggerall = power >= 1000 && Random < 122+(AILevel*3)
triggerall = statetype != A && !(Gametime%35)
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440 || stateno = 450
trigger3 = movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2500
triggerall = !var(59)
triggerall = command = "SPIN!"
triggerall = power >= 2000
triggerall = statetype = A
trigger1 = ctrl
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3050,3100)
;trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 620 || stateno = 650
trigger2 = movecontact
;===============================================================================
[State -1, AI SPINING HEAD CRUSH]
type = ChangeState
value = 2500
triggerall = AILevel > 0
triggerall = power >= 2000
triggerall = statetype = A
trigger1 = Random < 20
trigger1 = ctrl
trigger2 = Random < 5
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = Random < 55
trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 620 || stateno = 650
trigger3 = movecontact
trigger4 = ctrl && prevstateno=2700
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2600
triggerall = !var(59)
triggerall = command = "SLAM!"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, AI PTS]
type = ChangeState
value = 2600
triggerall = AILevel > 0
triggerall = power >= 1000
triggerall = statetype != A
triggerall = ctrl
trigger1 = Random < 113 && !(Gametime%33)
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2650
triggerall = !var(59)
triggerall = command = "b-b-b-bam kil +1!"
triggerall = power >= 4999
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, AI Killer]
type = ChangeState
value = 2650
triggerall = AILevel > 0 && Random < 50+(roundno*3) && !(Gametime%3) && Life < (lifemax/5)
triggerall = roundno > 1
triggerall = power >= 4999
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2700
triggerall = !var(59)
triggerall = command = "THE HOT D-HOLY CRAP!"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 1100 || stateno = 1101 || stateno = 1200
trigger2 = time > 11
;===============================================================================
[State -1, AI TGHD]
type = ChangeState
value = 2700
triggerall = AILevel > 0
triggerall = power >= 1000
trigger1 = Random < 35+(AIlevel*2) && !(Gametime%21)
trigger1 = ctrl
trigger2 = ctrl && prevstateno = 2100
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2150
triggerall = command = "SHUN-GOKU-SASTU"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, AI SGS]
type = ChangeState
value = 2150
triggerall = AILevel > 1 && Random < 30+(AIlevel) && !(Gametime%25)
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 3000
triggerall = command = "IWDEWTED"
triggerall = power >= 4999
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, AI IWDEWTED]
type = ChangeState
value = 3000
triggerall = AILevel > 0 && Random < 150+(AIlevel+(AIlevel)) && !(Gametime%23)
triggerall = power >= 4999
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2800
triggerall = command = "12pd"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2810
triggerall = command = "12pd"
triggerall = power >= 2000
triggerall = statetype = A
trigger1 = ctrl
;===============================================================================
[State -1, AI 12pd air]
type = ChangeState
value = 2810
triggerall = AILevel > 0
triggerall = power >= 1999
triggerall = statetype = A && p2bodydist x < 15
trigger1 = ctrl && prevstateno = 2500
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2950
triggerall = command = "World"
triggerall = power >= 500 && !Var(50)
triggerall = statetype != A
trigger1 = ctrl
;-----------------------------------------------------------------------------
[State -1, Nap]
type = ChangeState
value = 1700
triggerall = !var(59)
triggerall = command = "y+b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Newspaper Swat]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = command = "Newspaper Swat"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Head Ram]
type = ChangeState
value = 1050
triggerall = !var(59)
triggerall = command = "Head Ram L"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Head Ram]
type = ChangeState
value = 1051
triggerall = !var(59)
triggerall = command = "Head Ram M"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Head Ram]
type = ChangeState
value = 1052
triggerall = !var(59)
triggerall = command = "Head Ram H"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Newspaper Swat]
type = ChangeState
value = 1003
triggerall = !var(59)
triggerall = command = "Kitten Charge"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 1001 && Movecontact

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Newspaper Swat]
type = ChangeState
value = 1003
triggerall = var(59) && Random < 60
trigger1 = Stateno = 1001 && Movecontact
;---------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = 1250
triggerall = !var(59)
triggerall = command = "WSC?"
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = 1250
triggerall = var(59)
triggerall = Random<15 && p2bodydist x < 50
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, ]
type = ChangeState
value = ifelse(random<300 && power >= 1000,2600,1250)
triggerall = var(59)
triggerall = Random<777
trigger1 = prevstateno=810 && ctrl

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, Newspaper Swat]
type = ChangeState
value = 1003
triggerall = var(59) && Random < 60
trigger1 = Stateno = 1001 && Movecontact

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Guard]
type = ChangeState
value = 120
triggerall = P2Movetype=A || Enemynear,NumProj
trigger1 = AILevel > 0
trigger2 = Root,AILevel > 0
trigger2 = IsHelper
triggerall = Random < 800 && !(Gametime%3)
triggerall = ctrl

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 200
triggerall = P2BodyDist X = [0,36]
trigger1 = AILevel > 0
trigger1 = Random < 800 && !(Gametime%3)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = AILevel > 4
trigger2 = Random < 830 && !(Gametime%2) ;SPAM WHEN LOW ON LIFE
trigger2 = statetype != A
trigger2 = ctrl && Life <= 120
trigger3 = Random < 800 && !(Gametime%4)
trigger3 = Ishelper
trigger3 = Root,AILevel > 0
trigger3 = ctrl
trigger3 = statetype != A

[State -1, AI A.C.A]
type = ChangeState
value = 600
triggerall = Statetype=A
trigger1 = AILevel > 0 && Palno = 12
trigger1 = Movetype = H && ctrl

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = ifelse(statetype = A,1003,1000)
triggerall = P2BodyDist X > 36
trigger1 = AILevel > 0
trigger1 = Random < 222 && !(Gametime%13)
trigger1 = ctrl
trigger2 = Random < 222+(AILevel*2) && !(Gametime%11)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 400
triggerall = P2BodyDist X = [0,36]
trigger1 = AILevel > 0
trigger1 = Random < 249+(AILevel*2) && !(Gametime%7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < 241+(AILevel*2) && !(Gametime%6)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 450
triggerall = P2BodyDist X = [0,40]
trigger1 = AILevel > 0
trigger1 = Random < 600+(AILevel*2) && !(Gametime%9)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < 600+(AILevel*2) && !(Gametime%8)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 1200
triggerall = P2BodyDist X = [0,34]
trigger1 = AILevel > 0
trigger1 = Random < 225+(AILevel*(AILevel*2)) && !(Gametime%8)
trigger1 = statetype != A
trigger1 = ctrl
trigger3 = AILevel > 0
trigger3 = Random < 800 && Palno=12
trigger3 = statetype != A
trigger3 = ctrl
trigger2 = Random < 454+(AILevel*4) && !(Gametime%5)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 1100+(random%2)
triggerall = P2BodyDist X > 2
trigger1 = AILevel > 0
trigger1 = Random < 100+(AILevel*2) && !(Gametime%4)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < ifelse(root,palno=12 && root,life<=501,999,76+(AILevel*2)) && !(Gametime%4)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A
trigger3 = AILevel > 0
trigger3 = Random < 53+(AILevel*2)
trigger3 = statetype != A && Palno = 12
trigger3 = ctrl

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 440000
triggerall = palno!=12
triggerall = P2BodyDist X > 2
trigger1 = AILevel > 0
trigger1 = Random <(110+(AILevel*42)) * ifelse(palno=12&&life<15000,2,1) && !(Gametime%9)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < 110+(AILevel*42) && !(Gametime%9)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
triggerall = palno!=12
value = 440050
triggerall = P2BodyDist X > 2
trigger1 = AILevel > 0
trigger1 = Random < 80+(AILevel*37) && !(Gametime%9)
trigger1 = ctrl
trigger2 = Random < 80+(AILevel*37) && !(Gametime%9)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = 1900
triggerall = P2BodyDist X > 20
trigger1 = AILevel > 0
trigger1 = Random < 98+(AILevel) && !(Gametime%3)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < 91+(AILevel*2) && !(Gametime%4)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A


;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Attacks]
type = ChangeState
value = ifelse(random>500,ifelse(random>500,1252,625),610+(random%5*10))
triggerall = Palno=12
trigger1 = AILevel > 0
trigger1 = Random < 990
trigger1 = statetype != A
trigger1 = (movecontact) && (stateno=[600,650]) || (movecontact) && (stateno=1252)
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI Hop]
type = ChangeState
value = ifelse(P2Movetype = A,105,100)
triggerall = P2BodyDist X > 30
trigger1 = AILevel > 0
trigger1 = Random < 150+(AILevel*2) && !(Gametime%5)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < 130+(AILevel*2) && !(Gametime%6)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A
;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI]
type = ChangeState
value = 100
triggerall = AILevel > 0
trigger1 = Palno=12 && Random<500 && prevstateno=1100
trigger2 = Palno=12 && Random<500 && prevstateno=1200

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI tRWATT]
type = ChangeState
value = 800
triggerall = P2BodyDist X < 30
trigger1 = AILevel > 0
trigger1 = Random < 190+(AILevel*2) && !(Gametime%6)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random < 150+(AILevel*2) && !(Gametime%6)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger2 = statetype != A

;---------------------------------------------------------------------------
;Newspaper Swat
[State -1, AI tRWATT]
type = ChangeState
value = 830
triggerall = P2BodyDist X < 30
triggerall = P2BodyDist Y = [-8,8]
triggerall = statetype = A
trigger1 = AILevel > 0
trigger1 = Random < 190+(AILevel*2) && !(Gametime%6)
trigger1 = ctrl
trigger2 = Random < 150+(AILevel*2) && !(Gametime%6)
trigger2 = Ishelper
trigger2 = Root,AILevel > 0
trigger2 = ctrl
trigger3 = AILevel > 2
trigger3 = stateno = 640 && Movecontact
trigger3 = Random = [150,300]

;---------------------------------------------------------------------------
;Hot Dog Throw1
[State -1, The Charge]
type = ChangeState
value = 1900
triggerall = !var(59)
triggerall = command = "Kitten Charge"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || Stateno = 220
trigger2 = Movecontact
trigger3 = Stateno = 230 || Stateno = 240 || Stateno = 250
trigger3 = Movecontact
trigger4 = Stateno = 400 || Stateno = 410 || Stateno = 420
trigger4 = Movecontact
trigger5 = Stateno = 430 || Stateno = 440 || Stateno = 450
trigger5 = Movecontact

;---------------------------------------------------------------------------
;Hot Dog Throw1
[State -1, Hot Dog Throw]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "Hot Dog Throw1"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Hot Dog Throw2
[State -1, Hot Dog Throw]
type = ChangeState
value = 1101
triggerall = !var(59)
triggerall = command = "Hot Dog Throw2"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Air Hot Dog Throw1
[State -1, Hot Dog Throw]
type = ChangeState
value = 1400
triggerall = !var(59)
triggerall = command = "Hot Dog Throw1"
triggerall = statetype != S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Air Hot Dog Throw2
[State -1, Hot Dog Throw]
type = ChangeState
value = 1450
triggerall = !var(59)
triggerall = command = "Hot Dog Throw2"
triggerall = statetype != S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Drumstick Toss
[State -1, Drumstick Toss]
type = ChangeState
value = 1200
triggerall = !var(59)
triggerall = command = "Drumstick Toss"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Drumstick Toss
[State -1, Drumstick Toss]
type = ChangeState
value = 440000
triggerall = palno!=12
triggerall = !var(59)
triggerall = command = "ebeam"
triggerall = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Drumstick Toss
[State -1, Drumstick Toss]
type = ChangeState
value = 440050
triggerall = palno!=12
triggerall = !var(59)
triggerall = command = "-k-"
trigger1 = ctrl

;---------------------------------------------------------------------------
;Drumstick Toss
[State -1, Drumstick Toss]
type = ChangeState
value = 1500
triggerall = !var(59)
triggerall = command = "Drumstick Toss"
triggerall = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Summon Odie 1
[State -1, Summon Odie 1]
type = Changestate
value = 1300
triggerall = !var(59)
triggerall = command = "Odie Summon 1"
triggerall = command != "holddown"
triggerall = numhelper(3000) = 0
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Summon Odie 2
[State -1, Summon Odie 2]
type = Changestate
value = 1310
triggerall = !var(59)
triggerall = command = "Odie Summon 2"
triggerall = command != "holddown"
triggerall = numhelper(3010) = 0
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Summon Odie 2
[State -1, Summon Odie 3]
type = Changestate
value = 1320
triggerall = command = "Odie Summon 3"
triggerall = command != "holddown"
triggerall = numhelper(3020) = 0
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Summon Odie 2
[State -1, Garloon!]
type = Changestate
value = 1350
triggerall = command = "Garloon"
triggerall = command != "Garloon-EX"
trigger1 = ctrl
trigger2 = Stateno=[200,250]
trigger2 = Stateno=[400,440]
trigger2 = Movecontact
trigger3 = Var(59) && Stateno = 240
trigger3 = Movecontact

;---------------------------------------------------------------------------
;Summon Odie 2
[State -1, Uber Garloon!]
type = Changestate
value = 1360
triggerall = command = "Garloon-EX"
triggerall = Power >= 500
trigger1 = ctrl
trigger2 = Stateno=[200,250]
trigger2 = Stateno=[400,440]
trigger2 = Movecontact
trigger3 = Var(59) && Stateno = 220
trigger3 = Movecontact

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall = command = "FF"
trigger1 = ctrl && Stateno != 105 && Stateno != 100
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 620 && movecontact
trigger7 = stateno = 650 && movecontact
trigger8 = stateno = 625 && movecontact
trigger9 = stateno = 621 && movecontact

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
triggerall = command = "BB"
trigger1 = ctrl && Stateno != 105 && Stateno != 100

;---------------------------------------------------------------------------
;Scratch Out
[State -1, Scratch Out]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "recovery"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Scratch Out
[State -1, Scratch Out]
type = ChangeState
value = 830
triggerall = !var(59)
triggerall = command = "recovery"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 620 && movecontact
trigger7 = stateno = 650 && movecontact

;===========================================================================
;Dodge 1
[State -1, Stand Light Punch]
type = ChangeState
value = 7000
triggerall = command = "DGE"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "Jon"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dodge 2
[State -1, Stand Light Punch]
type = ChangeState
value = 7050
triggerall = command = "DGE"
triggerall = command = "holdfwd"
triggerall = command != "Jon"
trigger1 = statetype = S
trigger1 = ctrl
; ;------------------------------------------------------------------------------
;Dodge 2
[State -1, Stand Light Punch]
type = ChangeState
value = 7100
triggerall = command = "DGE"
triggerall = command = "holdback"
triggerall = command != "Jon"
trigger1 = statetype = S
trigger1 = ctrl
;----------------
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 221
triggerall = !var(59)
triggerall = command = "z" && command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Stand Kick
[State -1, Stand Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = command = "a"
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact
[State -1, Auto Stand Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = ctrl
trigger1 = Helper(3000),sysfvar(4)=[-55,-20]

;---------------------------------------------------------------------------
;Stand Kick
[State -1, Stand Kick]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Stand Kick
[State -1, Stand Kick]
type = ChangeState
value = 250
triggerall = !var(59)
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 251 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Stand Kick
[State -1, Stand Kick]
type = ChangeState
value = 251
triggerall = !var(59)
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = stateno = 250 && movecontact

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "start" && command!="WARP"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !var(59)
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Kick
[State -1, Crouching Kick]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Kick
[State -1, Crouching Kick]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Kick
[State -1, Crouching Trip]
type = ChangeState
value = 450
triggerall = !var(59)
triggerall = command = "c"
triggerall = command = "holddown" && command != "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
;Crouching Kick
[State -1, Crouching Lunch]
type = ChangeState
value = 451
triggerall = !var(59)
triggerall = command = "c"
triggerall = command = "holddown" && command = "holdfwd"
trigger1 = statetype = C
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 420 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
[State -1, Jon]
type = ChangeState
value = 8490
triggerall = !var(59)
triggerall = numhelper(8500) = 0
triggerall = command = "Jon"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, 255000]
type = ChangeState
value = 255000
triggerall = !var(59) && Palno=12 || ROOT,var(59)=0 && ISHELPER
triggerall = command = "WARP"
trigger1 = ctrl
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 255000
triggerall = var(59) && Palno=12 || ROOT,var(59) && ISHELPER
trigger1 = random<11
trigger1 = ctrl
trigger2 = random<25
trigger2 = movecontact
trigger3 = random<120
trigger3 = movetype=H&&ctrl

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

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

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, 0]
type = ChangeState
value = 621
triggerall = !var(59)
triggerall = command = "z" && command = "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Rave End A]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = command = "z" && Vel X <= 0.00008
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Rave End B]
type = ChangeState
value = 625
triggerall = !var(59)
triggerall = command = "z" && Vel X > 0.00008
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
;Jump Kick
[State -1, Jump Kick]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

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

;---------------------------------------------------------------------------
;Jump Kick
[State -1, Jump Dive Kick]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 620 && movecontact && !Var(58)
trigger7 = stateno = 625 && movecontact && !Var(58)

;---------------------------------------------------------------------------
;Jump Kick
[State -1, Jump Dive Kick]
type = ChangeState
value = 41
triggerall = !var(59)
triggerall = command = "SJ"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Kick
[State -1, Jump Dive Kick]
type = ChangeState
value = 41
triggerall = var(59)
triggerall = Random < 5 && Roundstate = 2
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, GrooveSetPower]
type = ChangeState
value = 152500
triggerall = Command = "Change"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno=[200,499]
;---------------------------------------------------------------------------
[State -1, GrooveSetPower]
type = ChangeState
value = 152501
triggerall = Command = "Change2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno=[200,499]
;---------------------------------------------------------------------------
[State -1, GrooveSetPower]
type = ChangeState
value = 152502
triggerall = Command = "Change3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno=[200,499]

;Dear user:
;Sometime this guy will be done,
;Right now he is in version 2.0 Beta so he
;is 60% so far.
;
;                    Love you!
;                    MGMURROWGarfield By Doomermaster - (formerly Sfaa3222)
;                    Liked By emahiser.a
;                    Email me your opinion when you test him out
;                   (note: i sent you mugen and fighter factory + MGGarfield in the mugen char folder)
;
;
;
;
;
;
