
; 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
;-------------------------------------------------------------------------------
;AI Check
[Command]
name = "ai00"
command = x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "ai01"
command = x,y,x,y,x,y,x,y,x,y,x,y
time = 0
[Command]
name = "ai02"
command = y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "ai03"
command = y,z,y,z,y,z,y,z,y,z,y,z
time = 0
[Command]
name = "ai04"
command = z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "ai05"
command = x,z,x,z,x,z,x,z,x,z,x,z
time = 0
[Command]
name = "ai06"
command = a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "ai07"
command = a,b,a,b,a,b,a,b,a,b,a,b
time = 0
[Command]
name = "ai08"
command = b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "ai09"
command = b,c,b,c,b,c,b,c,b,c,b,c
time = 0
[Command]
name = "ai10"
command = c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "ai11"
command = a,c,a,c,a,c,a,c,a,c,a,c
time = 0
[Command]
name = "ai12"
command = s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "ai13"
command = D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "ai14"
command = D,F,D,F,D,F,D,F,D,F,D,F
time = 0
[Command]
name = "ai15"
command = F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "ai16"
command = F,U,F,U,F,U,F,U,F,U,F,U
time = 0
[Command]
name = "ai17"
command = U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "ai18"
command = U,B,U,B,U,B,U,B,U,B,U,B
time = 0
[Command]
name = "ai19"
command = B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "ai20"
command = B,D,B,D,B,D,B,D,B,D,B,D
time = 0
[Command]
name = "ai21"
command = B,D,F,U,B,D,F,U,B,D,F,U
time = 0
[Command]
name = "ai22"
command = a,b,c,x,y,z,a,b,c,x,y,z
time = 0
[Command]
name = "ai23"
command = z,y,x,c,b,a,z,y,x,c,b,a
time = 0
[Command]
name = "ai24"
command = B,F,B,F,B,F,B,F,B,F,B,F
time = 0
[Command]
name = "ai25"
command = D,U,D,U,D,U,D,U,D,U,D,U
time = 0
[Command]
name = "ai26"
command = x,y,z,s,D,U,x,y,z,s,D,U
time = 0
[Command]
name = "ai27"
command = a,b,c,s,D,U,a,b,c,s,D,U
time = 0
[Command]
name = "ai28"
command = x,y,z,s,B,F,x,y,z,s,B,F
time = 0
[Command]
name = "ai29"
command = a,b,c,s,B,F,a,b,c,s,B,F
time = 0
; 
;----------------------------------------------------------------------------
;-| 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 = "hypercombo"
command = ~D,F,D,F,x
time = 20
[command]
name = "hypercombo"
command = ~D,F,D,F,y
time = 20
[command]
name = "hypercombo"
command = ~D,F,D,F,z
time = 20

[command]
name = "hypercombo X"
command = ~D,F,D,F,x+y
time = 25
[command]
name = "hypercombo X"
command = ~D,F,D,F,y+z
time = 25
[command]
name = "hypercombo X"
command = ~D,F,D,F,x+z
time = 25

[command]
name = "drumstickbarrage"
command = ~D,F,D,F,a
time = 20
[command]
name = "drumstickbarrage"
command = ~D,F,D,F,b
time = 20
[command]
name = "drumstickbarrage"
command = ~D,F,D,F,c
time = 20

[command]
name = "drumstickbarrage X"
command = ~D,F,D,F,a+b
time = 20
[command]
name = "drumstickbarrage X"
command = ~D,F,D,F,b+c
time = 20
[command]
name = "drumstickbarrage X"
command = ~D,F,D,F,a+c
time = 20

[command]
name = "gianthotdog"
command = ~D,B,D,B,x
time = 20
[command]
name = "gianthotdog"
command = ~D,B,D,B,y
time = 20
[command]
name = "gianthotdog"
command = ~D,B,D,B,z
time = 20

[command]
name = "gianthotdog X"
command = ~D,B,D,B,x+y
time = 25
[command]
name = "gianthotdog X"
command = ~D,B,D,B,y+z
time = 25
[command]
name = "gianthotdog X"
command = ~D,B,D,B,x+z
time = 25

[command]
name = "megaslam"
command = ~D,B,D,B,a
time = 20
[command]
name = "megaslam"
command = ~D,B,D,B,b
time = 20
[command]
name = "megaslam"
command = ~D,B,D,B,c
time = 20

[command]
name = "megaslam X"
command = ~D,B,D,B,a+b
time = 20
[command]
name = "megaslam X"
command = ~D,B,D,B,b+c
time = 20
[command]
name = "megaslam X"
command = ~D,B,D,B,a+c
time = 20

[command]
name = "berserk"
command = ~D,F,D,F,s
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "Cannon Ball"
command = ~D, B, a

[Command]
name = "Cannon Ball"
command = ~D, B, b

[Command]
name = "Cannon Ball"
command = ~D, B, c

[Command]
name = "Cat Slash"
command = ~F,D,a
[Command]
name = "Cat Slash"
command = ~F,D,b
[Command]
name = "Cat Slash"
command = ~F,D,c


[Command]
name = "a_hold"
command = /a

[Command]
name = "b_hold"
command = /b

[Command]
name = "c_hold"
command = /c

[Command]
name = "z_hold"
command = /z

[Command]
name = "Feline Charge"
command = ~D, B, x

[Command]
name = "Feline Charge 2"
command = ~D, B, y

[Command]
name = "Feline Charge 3"
command = ~D, B, z

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

[Command]
name = "Hot Dog Throw 2"
command = ~D, F, y

[Command]
name = "Hot Dog Throw 3"
command = ~D, F, z

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

[Command]
name = "Drumstick Toss 2"
command = ~D, F, b

[Command]
name = "Drumstick Toss 3"
command = ~D, F, c

[Command]
name = "Shockwave Drumstick"
command = ~B, D, F, x

[Command]
name = "Shockwave Drumstick"
command = ~B, D, F, y

[Command]
name = "Shockwave Drumstick"
command = ~B, D, F, z

;-| 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 = "DD"     ;Required (do not remove)
command = D, D
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = a
time = 1
[Command]
name = "recovery";Required (do not remove)
command = b
time = 1
[Command]
name = "recovery";Required (do not remove)
command = c
time = 1
;-| Tag Commands |---------------------------------------------------------
[Command]
name = "Call Assist 1"
command = a+x
time = 1
[Command]
name = "Call Assist 2"
command = b+y
time = 1
[Command]
name = "Call Assist 3"
command = c+z
time = 1
[Command]
name = "Switch Partner 1"
command = s+x
time = 1
[Command]
name = "Switch Partner 1"
command = s+a
time = 1
[Command]
name = "Switch Partner 2"
command = s+y
time = 1
[Command]
name = "Switch Partner 2"
command = s+b
time = 1
[Command]
name = "Switch Partner 3"
command = s+z
time = 1
[Command]
name = "Switch Partner 3"
command = s+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "charge_attack_p"
command = F,z
time = 5
[Command]
name = "charge_attack_k"
command = F,c
time = 5
[Command]
name = "grab_attemptP"
command = F,y
time = 5
[Command]
name = "grab_attemptK"
command = F,b
time = 5
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

[Command]
name = "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 = 5
;---------------------------------------------------------------------------
; 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]


;AIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAI
;----------------------------------------------------- AI PROGRAM START -----------------------------------------------------------------------------------
;AIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAI
[State AI]
type = VarSet
triggerall = !var(59)
triggerall = roundstate=2
trigger1 = command="ai00"||command="ai01"||command="ai02"||command="ai03"||command="ai04"
trigger2 = command="ai05"||command="ai06"||command="ai07"||command="ai08"||command="ai09"
trigger3 = command="ai10"||command="ai11"||command="ai12"||command="ai13"||command="ai14"
trigger4 = command="ai15"||command="ai16"||command="ai17"||command="ai18"||command="ai19"
trigger5 = command="ai20"||command="ai21"||command="ai22"||command="ai23"||command="ai24"
trigger6 = command="ai25"||command="ai26"||command="ai27"||command="ai28"||command="ai29"
trigger7 = !!(sysvar(3)&2)
trigger8 = ishelper(98810)
trigger9 = var(57)=-1
var(59) = 1
[State AI]
type = VarSet
trigger1 = var(59)
var(57) = -1
[State AI]
type = VarSet
triggerall = roundstate!=2
trigger1 = 1
var(59) = 0
;AIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAI
;----------------------------------------------------- AI PROGRAM DEFINE BEHAVIOR -------------------------------------------------------------------------
;AIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAIAI

[State AI]
type = VarSet
triggerall = roundstate=2
trigger1 = 1
fvar(39) = p2dist y-(abs(enemynear,const(size.mid.pos.y))-abs(const(size.mid.pos.y)))
[State AI]
type = VarSet
triggerall = roundstate=2
trigger1 = 1
fvar(38) = ifelse(enemynear,movetype=H,enemynear,gethitvar(yaccel),enemynear,const(movement.yaccel))

[State AI Behavior]
type = HitOverride
triggerall = !(sysvar(3)&16)||(palno<=10&&!!(sysvar(3)&16))
trigger1 = var(59)&&!enemynear,ishelper
trigger1 = (stateno=0)||(stateno=[10,12])||(stateno=21)||(stateno=50)||((stateno=[120,140])&&random<100+(var(58)*50))
trigger1 = random<25+floor(var(58)*10.75)
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 165
time = 3
ignorehitpause = 1
[State AI Behavior]
type = ChangeState
triggerall = !(sysvar(3)&16)||(palno<=10&&!!(sysvar(3)&16))
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<200+(var(58)*10)
trigger1 = ctrl
value = 21
[State AI Behavior]
type = ChangeState
triggerall = !(sysvar(3)&16)||(palno<=10&&!!(sysvar(3)&16))
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<100+(var(58)*20)&&fvar(39)<-80
trigger1 = ctrl&&(stateno!=52&&prevstateno!=1503)
value = ifelse(fvar(39)<-200,40000,41)
[State AI Behavior]
type = ChangeState
triggerall = !(sysvar(3)&16)||(palno<=8&&!!(sysvar(3)&16))
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<30+(var(58)*4)
trigger1 = ctrl&&prevstateno!=165
value = 100+ifelse(enemynear,movetype=A&&random<150||p2stateno=5120,5,0)
[State AI Behavior]
type = ChangeState
triggerall = (palno>8&&!!(sysvar(3)&16))
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<225&&enemynear,movetype=A&&(p2bodydist x=[0,80])
trigger1 = ctrl&&prevstateno!=165
value = 105
[State AI Behavior]
type = ChangeState
triggerall = !(sysvar(3)&16)||(palno<=8&&!!(sysvar(3)&16))
triggerall = var(59)
triggerall = p2movetype=A
triggerall = random<200+(var(58)*75)
trigger1 = ctrl&&prevstateno!=165
value = 120
[State AI Behavior]
type = ChangeState
triggerall = (palno>8&&!!(sysvar(3)&16))
triggerall = var(59)
triggerall = p2movetype=A
triggerall = random<20+floor(var(58)*7.5)
trigger1 = ctrl&&prevstateno!=165
value = 120
[State AI Behavior]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = p2movetype=A
triggerall = random<200+(var(58)*60)&&(stateno=[120,140])
triggerall = ctrl&&prevstateno!=165
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)&&palno!=9
value = 700+random%2
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
;Default AI
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = power>=3000&&!fvar(5)
trigger1 = life<ceil(lifemax/3.0)
trigger1 = ctrl&&random<4+floor(var(58)*0.77)
value = 3000
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = power>=1000
trigger1 = p2bodydist x<=60
trigger1 = p2statetype!=A
trigger1 = ctrl&&random<30+(var(58)*5)
trigger2 = (stateno=[1310,1312])&&movehit=1&&random<200+(var(58)*20)
trigger3 = p2bodydist x<=80
trigger3 = (stateno=[1200,1202])&&animelemtime(3)=3&&random<200+(var(58)*20)
value = ifelse(power>=2000&&random%3,2010,2000)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = power>=1000
trigger1 = p2bodydist x>90
trigger1 = p2statetype!=A
trigger1 = ctrl&&random<30+(var(58)*5)
trigger2 = p2bodydist x>90
trigger2 = p2movetype=A
trigger2 = ctrl&&random<150+(var(58)*15)
value = ifelse(power>=2000&&random%3,2110,2100)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = power>=1000
trigger1 = p2bodydist x<=85
trigger1 = p2statetype=A
trigger1 = fvar(39)=[-100,-50]
trigger1 = ctrl&&random<30+(var(58)*5)
trigger2 = ctrl&&stateno=52
trigger2 = prevstateno=[1501,1503]
trigger2 = random<250+(var(58)*50)
value = ifelse(power>=2000&&random%3,2310,2300)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = power>=1000
trigger1 = p2bodydist x<=110
trigger1 = p2statetype!=A
trigger1 = ctrl&&random<30+(var(58)*5)
value = ifelse(power>=2000&&random%3,2210,2200)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype=A
triggerall = power>=1000
trigger1 = ctrl&&random<5+ceil(var(58)*2.4)
trigger2 = stateno=[1501,1503]
trigger2 = movehit=1&&random<200+(var(58)*10)
trigger3 = stateno=[1400,1402]
trigger3 = animelemtime(4)>2&&random<200+(var(58)*10)
value = 2400
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<9&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = p2bodydist x=[0,25]
triggerall = p2statetype!=A&&p2statetype!=L
triggerall = random<ifelse(prevstateno=165,500+(var(58)*40),100+(var(58)*85))
trigger1 = ctrl
value = ifelse(random%2,805,800)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<9&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = p2bodydist x=[0,40]
triggerall = p2statetype!=A&&p2stateno!=5120
triggerall = random<200+(var(58)*70)
trigger1 = ctrl
value = ifelse(p2statetype=L,430,200)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<9&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = random<200+(var(58)*70)
trigger1 = stateno=200&&movehit=1
value = ifelse(random%5,230,ifelse(random%2,220,420))
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<9&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=230&&prevstateno=200&&movehit=1
value = 210
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<9&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=210&&prevstateno=230&&movehit=1
trigger2 = ctrl&&prevstateno=1503
value = 240+(10*(prevstateno=1503))
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<9&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=240&&prevstateno=210&&movehit=1
value = ifelse(random%5<2,450,ifelse(random%2,220,250))
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=220&&prevstateno=240&&movehit=1
value = 1302
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=250&&(prevstateno=240||prevstateno=52)&&movehit=1
trigger2 = ctrl&&random<200+(var(58)*60)
trigger2 = p2statetype=A
trigger2 = p2bodydist x=[0,65]
trigger2 = fvar(39)=[-95,-60]
trigger3 = ctrl&&random<100+(var(58)*20)
trigger3 = p2movetype=A
value = 1500
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = p2statetype=A
triggerall = p2bodydist x=[0,70]
triggerall = fvar(39)=[-95,-60]
trigger1 = ctrl&&random<150+(var(58)*55)
value = 1200
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = p2statetype!=A
triggerall = p2bodydist x>70
trigger1 = ctrl&&random<200+(var(58)*60)
value = 1302
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=450&&prevstateno=240&&movehit=1
value = 40000
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype=A
triggerall = random<200+(var(58)*60)
triggerall = p2bodydist x=[0,40]
triggerall = fvar(39)=[-50,20]
trigger1 = ctrl
value = 600
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype=A
trigger1 = stateno=600&&movehit=1
value = 630
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype=A
trigger1 = stateno=630&&movehit=1
value = 610
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype=A
trigger1 = stateno=610&&movehit=1
value = 640
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype=A
trigger1 = stateno=640&&movehit=1
value = ifelse(random%2,ifelse(random%2,620,650),1400)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
triggerall = p2statetype!=A&&p2statetype!=L
triggerall = p2bodydist x>90
trigger1 = ctrl&&random<100+(var(58)*50)
value = ifelse(random%2,1102,1202)
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = stateno=430&&movehit=1
value = 1200
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = p2bodydist x=[0,60]
trigger1 = ctrl&&prevstateno=1200&&p2movetype=H&&p2statetype=A
value = 1500
[State AI Behavior]
type = ChangeState
triggerall = !enemynear,ishelper&&((var(59)&&(!!(sysvar(3)&16)&&palno<11&&!ishelper(98810)))||(var(59)&&!(sysvar(3)&16)))
triggerall = statetype!=A
trigger1 = p2bodydist x>60
trigger1 = ctrl&&prevstateno=1200&&p2movetype=H&&p2statetype=A
value = 1302

;-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
;(Only when cheap modes are enabled)
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=9&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = p2bodydist x>=30.0
triggerall = random<200
trigger1 = ctrl
value = 1201-ifelse(random%2,100,0)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=11&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = random<120
trigger1 = ctrl
value = 1210
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=9&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = random<120
trigger1 = ctrl
value = 1302
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&(palno>=9&!!(sysvar(3)&16)||ishelper(98810))
triggerall = statetype!=A
triggerall = p2bodydist x<=55.0
triggerall = random<120
trigger1 = ctrl
value = 1500
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=11&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = power>=1000
triggerall = random<70
trigger1 = ctrl
value = 2000+(random%4*100)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=11&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = power>=2000
triggerall = random<95
trigger1 = ctrl
value = 2010+(random%4*100)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&(((palno=[9,10])&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = power>=1000
triggerall = random<70
trigger1 = ctrl
value = 2000+(random%3*100)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&(((palno=[9,10])&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = power>=2000
triggerall = random<95
trigger1 = ctrl
value = 2010+(random%3*100)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=9&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = p2bodydist x<=40.0
triggerall = random<600
trigger1 = ctrl
value = 200+(random%6*10)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=9&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype!=A
triggerall = p2bodydist x<=40.0
triggerall = random<600
trigger1 = ctrl
value = 400+(random%6*10)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=9&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype=A
triggerall = p2bodydist x<=40.0
triggerall = random<600
trigger1 = ctrl
value = 600+(random%6*10)
[State AI Behavior]
type = ChangeState
triggerall = var(59)&&!enemynear,ishelper&&((palno>=9&&!!(sysvar(3)&16)||ishelper(98810)))
triggerall = statetype=A
triggerall = power>=1000
triggerall = random<30
trigger1 = ctrl
value = 2400

;===============================================================================
[State -1, Super Jump]
type = ChangeState
value = 40000
triggerall = !var(59)
triggerall = statetype != A
trigger1 = command = "SJ"
trigger1 = ctrl
trigger2 = command = "holdup"&&command!="holddown";Hold down as well for a normal jump cancel.
trigger2 = (stateno=[200,440])&&movecontact
trigger3 = command = "holdup"
trigger3 = (stateno=450)&&movecontact ;Unless you are using the launcher.
;===============================================================================
[State -1, Regular Jump cancel]
type = ChangeState
value = 40
triggerall = !var(59)
triggerall = statetype != A
trigger1 = command = "holdup"&&command="holddown";Hold down as well for a normal jump cancel.
trigger1 = (stateno=[200,440])&&movecontact
;===============================================================================
[State -1, Cat Rampage]
type = ChangeState
value = 3000
triggerall = !var(59)&&!fvar(5)
triggerall = !(sysvar(3)&16)||((!!(sysvar(3)&16)&&palno<11||!ishelper(98810)))
triggerall = command = "berserk"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Super Kitty Combo EX]
type = ChangeState
value = 2010
triggerall = !var(59)
triggerall = command = "hypercombo X"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Super Kitty Combo]
type = ChangeState
value = 2000
triggerall = !var(59)
triggerall = command = "hypercombo"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Double Giant Hot Dog]
type = ChangeState
value = 2110
triggerall = !var(59)
triggerall = command = "gianthotdog X"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Giant Hot Dog]
type = ChangeState
value = 2100
triggerall = !var(59)
triggerall = command = "gianthotdog"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Drumstick Fury]
type = ChangeState
value = 2210
triggerall = !var(59)
triggerall = command = "drumstickbarrage X"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Drumstick Barrage]
type = ChangeState
value = 2200
triggerall = !var(59)
triggerall = command = "drumstickbarrage"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Drumstick Bomb]
type = ChangeState
value = 2400
triggerall = !var(59)
triggerall = command = "drumstickbarrage"
triggerall = power >= 1000
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600||stateno = 630) && movecontact
trigger3 = (stateno = 610||stateno = 640) && movecontact
trigger4 = (stateno = 620||stateno = 650) && movecontact
trigger5 = (stateno = [1400,1402]) && animelemtime(3)>2
trigger6 = (stateno = [1501,1503]) && movecontact
;===============================================================================
[State -1, Feline Earthquake]
type = ChangeState
value = 2310
triggerall = !var(59)
triggerall = command = "megaslam X"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;===============================================================================
[State -1, Ultra Butt Slam]
type = ChangeState
value = 2300
triggerall = !var(59)
triggerall = command = "megaslam"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
trigger8 = ((stateno = [1100,1102])||(stateno = [1200,1202])) && animelemtime(3)>2
trigger9 = (stateno = [1310,1312]) && movecontact
;---------------------------------------------------------------------------
[State -1, Drumstick Toss]
type = ChangeState
value = 1210
triggerall = !var(59)
triggerall = command = "Shockwave Drumstick"
triggerall = !!(sysvar(3)&16)
triggerall = palno=[11,12]
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400||stateno=600) && movecontact
trigger3 = (stateno = 230||stateno = 430||stateno=630) && movecontact
trigger4 = (stateno = 210||stateno = 410||stateno=610) && movecontact
trigger5 = (stateno = 240||stateno = 440||stateno=640) && movecontact
trigger6 = (stateno = 220||stateno = 420||stateno=620) && movecontact
trigger7 = (stateno = 250||stateno = 450||stateno=650) && movecontact
;---------------------------------------------------------------------------
[State -1, Cat Slash]
type = ChangeState
value = 1500
triggerall = !var(59)
triggerall = command = "Cat Slash"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Cannon Ball]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = command = "Cannon Ball"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Hot Dog Throw]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "Hot Dog Throw"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Hot Dog Throw]
type = ChangeState
value = 1101
triggerall = !var(59)
triggerall = command = "Hot Dog Throw 2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Hot Dog Throw]
type = ChangeState
value = 1102
triggerall = !var(59)
triggerall = command = "Hot Dog Throw 3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Drumstick Toss]
type = ChangeState
value = 1200+(statetype=A * 200)
triggerall = !var(59)
triggerall = command = "Drumstick Toss"
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400||stateno=600) && movecontact
trigger3 = (stateno = 230||stateno = 430||stateno=630) && movecontact
trigger4 = (stateno = 210||stateno = 410||stateno=610) && movecontact
trigger5 = (stateno = 240||stateno = 440||stateno=640) && movecontact
trigger6 = (stateno = 220||stateno = 420||stateno=620) && movecontact
trigger7 = (stateno = 250||stateno = 450||stateno=650) && movecontact
;---------------------------------------------------------------------------
[State -1, Drumstick Toss]
type = ChangeState
value = 1201+(statetype=A * 200)
triggerall = !var(59)
triggerall = command = "Drumstick Toss 2"
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400||stateno=600) && movecontact
trigger3 = (stateno = 230||stateno = 430||stateno=630) && movecontact
trigger4 = (stateno = 210||stateno = 410||stateno=610) && movecontact
trigger5 = (stateno = 240||stateno = 440||stateno=640) && movecontact
trigger6 = (stateno = 220||stateno = 420||stateno=620) && movecontact
trigger7 = (stateno = 250||stateno = 450||stateno=650) && movecontact
;---------------------------------------------------------------------------
[State -1, Drumstick Toss]
type = ChangeState
value = 1202+(statetype=A * 200)
triggerall = !var(59)
triggerall = command = "Drumstick Toss 3"
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400||stateno=600) && movecontact
trigger3 = (stateno = 230||stateno = 430||stateno=630) && movecontact
trigger4 = (stateno = 210||stateno = 410||stateno=610) && movecontact
trigger5 = (stateno = 240||stateno = 440||stateno=640) && movecontact
trigger6 = (stateno = 220||stateno = 420||stateno=620) && movecontact
trigger7 = (stateno = 250||stateno = 450||stateno=650) && movecontact
;---------------------------------------------------------------------------
[State -1, Feline Charge]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = statetype!=A
triggerall = command = "Feline Charge"
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Feline Charge]
type = ChangeState
value = 1301
triggerall = !var(59)
triggerall = statetype!=A
triggerall = command = "Feline Charge 2"
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;---------------------------------------------------------------------------
[State -1, Feline Charge]
type = ChangeState
value = 1302
triggerall = !var(59)
triggerall = statetype!=A
triggerall = command = "Feline Charge 3"
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact
trigger7 = (stateno = 250||stateno = 450) && movecontact
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = command!="holdback"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Run Fwd]
type = ChangeState
value = 101
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = command="holdback"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Scratch Out]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "grab_attemptP"
triggerall = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Scratch Out]
type = ChangeState
value = 805
triggerall = !var(59)
triggerall = command = "grab_attemptK"
triggerall = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Dodge F
[State -1]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall = command = "fwd_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=[150,153]
;---------------------------------------------------------------------------
;Dodge B
[State -1]
type = ChangeState
value = 701
triggerall = !var(59)
triggerall = command = "back_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=[150,153]
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
;---------------------------------------------------------------------------
;Stand Super Strong Punch
[State -1]
type = ChangeState
value = 225
triggerall = !var(59)
triggerall = command = "charge_attack_p"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
;---------------------------------------------------------------------------
;Stand Kick
[State -1, Stand Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
;---------------------------------------------------------------------------
;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||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && 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||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "start" && command != "berserk"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !var(59)
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
;---------------------------------------------------------------------------
;Crouching Kick
[State -1, Crouching Kick]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 450
triggerall = !var(59)
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200||stateno = 400) && movecontact
trigger3 = (stateno = 230||stateno = 430) && movecontact
trigger4 = (stateno = 210||stateno = 410) && movecontact
trigger5 = (stateno = 240||stateno = 440) && movecontact
trigger6 = (stateno = 220||stateno = 420) && movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;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||stateno = 630) && movecontact
;---------------------------------------------------------------------------
[State -1, Jump Headbutt]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600||stateno = 630||stateno = 610||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||stateno = 630||stateno = 610) && movecontact
;---------------------------------------------------------------------------
;Jump Drop Kick
[State -1, Jump Drop Kick]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600||stateno = 630||stateno = 610||stateno = 640||stateno = 620) && movecontact