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

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

[Command]
name = "combo"
command = ~D, DB, B, x+z

[Command]
name = "combo"
command = ~D, DB, B, y+z

[Command]
name = "sfireball"
command = ~D, DF, F, x+y

[Command]
name = "sfireball"
command = ~D, DF, F, x+z

[Command]
name = "sfireball"
command = ~D, DF, F, y+z

[Command]
name = "shurricane"
command = ~D, DB, B, a+b

[Command]
name = "shurricane"
command = ~D, DB, B, a+c

[Command]
name = "shurricane"
command = ~D, DB, B, b+c

[Command]
name = "reppa"
command = ~D, DF, F, a+b

[Command]
name = "reppa"
command = ~D, DF, F, a+c

[Command]
name = "reppa"
command = ~D, DF, F, b+c

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

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

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

[Command]
name = "hurricane_a"
command = ~D, DB, B, a

[Command]
name = "hurricane_b"
command = ~D, DB, B, b

[Command]
name = "hurricane_c"
command = ~D, DB, B, c

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

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

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

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

[Command]
name = "roll_y"
command = ~D, DB, B, y

[Command]
name = "roll_z"
command = ~D, DB, B, z


;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "fwd_c"
command = /F,c
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "fwd_z"
command = /F,z
time = 1

[Command]
name = "back_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "back_c"
command = /B,c
time = 1
[Command]
name = "back_x"
command =/B,x
time = 1
[Command]
name = "back_y"
command =/B,y
time = 1
[Command]
name = "back_z"
command =/B,z
time = 1

[Command]
name = "down_a"
command =/D,a
time = 1
[Command]
name = "down_b"
command =/D,b
time = 1
[Command]
name = "down_c"
command =/D,c
time = 1
[Command]
name = "down_x"
command =/D,x
time = 1
[Command]
name = "down_y"
command =/D,y
time = 1
[Command]
name = "down_z"
command =/D,z
time = 1

[Command]
name = "fwd_ab"
command =/F, a+b
time = 1
[Command]
name = "fwd_bc"
command =/F, b+c
time = 1

[Command]
name = "fwd_xy"
command =/F, x+y
time = 1
[Command]
name = "fwd_yz"
command =/F, y+z
time = 1

[Command]
name = "back_xy"
command =/B, x+y
time = 1
[Command]
name = "back_yz"
command =/B, y+z
time = 1

[Command]
name = "back_ab"
command =/B, a+b
time = 1
[Command]
name = "back_bc"
command =/B, b+c
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 =a+b
time = 1

[Command]
name = "ab"
command =a+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 = "z"
command =z
time = 1

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

;-| Hold Button |-----------------------------------------------------------
[Command]
name = "hold_x"
command =/x
time = 1

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

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

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

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

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


;-| 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

;-| CPU |--------------------------------------------------------------

[Command]
name = "cpu0"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu1"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu2"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu3"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu4"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu5"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu6"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu7"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu8"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu9"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

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

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

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

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

[Command]
name = "AI_15"
command = y, x, b, b, a, x, y
time = 1

;---------------------------------------------------------------------------
; Commands
[Statedef -1]

[State -1, CPU]
type = VarSet
triggerall = var(59)!=1 && !IsHelper
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu0"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
; Add more as desired.  (See above.)
v=59
value=1

[State -1, AI Deactivate] 
type = VarSet
triggerall = var(59)= 1
trigger1 = win = 1
trigger2 = loseko = 1
trigger3 = life <= 0
v = 59
value = 0
;--------------------- Defence 2 ------------------------------------------
[State -1]
type = ChangeState
triggerall = var(59) = 1 
triggerall = stateno != [100,105]
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 500) && (random <= 800)
value = 132

[State -1]
type = ChangeState
triggerall = var(59) = 1 
triggerall = stateno != [100,105]
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 500) && (random <= 800)
value = 131

[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = stateno != [100,105]
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) && (p2statetype != C)
trigger1 = (p2bodydist X <= 500) && (random <= 800)
value = 130

[State -1, Projectile]
type = ChangeState
triggerall = var(59) = 1 && p2life!= 0 && Random < 550 && Life != 0 && stateno != [800,899] 
triggerall = StateType = S
triggerall = ctrl && p2life!= 0 
triggerall = p2movetype = A
triggerall = p2statetype != L
triggerall = Stateno!= 40 && Prevstateno!= 40
trigger1 = P2BodyDist X = [100,250]
trigger1 = enemy, Numproj <= 0&&enemy,stateno<2999
trigger2 = P2BodyDist X = [100,250]
trigger2 = enemy, Numhelper <= 0&&enemy,stateno<2999
trigger3 = Stateno = 140
trigger3 = ctrl && enemynear,movetype=A && (p2bodydist x=[20,200])
trigger3 = (enemy,vel X != [-2,2]) && (P2BodyDist Y >= -100)
trigger4 = (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AT) && (p2bodydist x=[-20,200])
trigger4 = (enemy,vel X != [-2,2]) && (P2BodyDist Y >= -100) 
trigger4 = Stateno = 140
trigger4 = (enemynear,p2bodydist x>0) && (enemynear,facing!=facing)
trigger4 = random<ifelse((enemy,hitdefattr=SC,AT),500,100)
value = 40

[State -1, AI Run Fwd]
type = ChangeState
value = 100
triggerall = (var(59) >= 1) 
trigger1 = (stateno != [100,107]) && statetype = S && ctrl
trigger1 = p2bodydist x > 40 &&  p2movetype != A && random < 300

[State -1,BACKDASH]
type = ChangeState
value = 105
triggerall = (var(59) >= 1) 
trigger1 = (stateno != [100,107]) && statetype = S && ctrl
trigger1 = p2bodydist x > 100 &&  p2movetype != A && random < 100
;------------------
;-|-AI Combo Attempt-|----------------------------------------------

[State -1, AI shinryuken]
type = changestate
value = 2200
triggerall = var(59) = 1
triggerall = p2statetype!=L 
triggerall = power >= 1000 && statetype != A
trigger1 = ctrl && (P2BodyDist Y = [-150, -10]) && (P2BodyDist X = [-5, 10])
trigger2 = stateno = 2100 && power >= 3000 && movehit && random < 100 && p2movetype = H 
trigger2 = (p2bodydist x = [10,30]) && (random < 200)
trigger3 = ctrl && random <= ifelse(life <= 400,500,30)
trigger3 = (P2BodyDist Y = [-200, -20]) && (P2BodyDist X = [-5, 10])

[State -1, shoryureppa]
type = changestate
value = 2100
triggerall = var(59) = 1
triggerall = power >= 1000 && p2statetype != L
trigger1 = (stateno = [200,299]) || (stateno = [400,499]) 
trigger1 = movehit && stateno != 420 && stateno != 450
trigger1 = (p2bodydist x=[0,40]) && random <= 300 && statetype != A
trigger2 = (stateno = 1000|| stateno = 1005 || stateno = 1010) && p2movetype = H && statetime > 7 && random < 200
trigger2 = p2bodydist x = [10,30]
trigger3 = !(enemy,ctrl) && (enemy,stateno!=[120,155]) && (p2bodydist x=[0,40]) && (p2bodydist y=[-100,0])
trigger3 = Statetype != A && ctrl && p2movetype = A && random <= 200

[State -1, Triple Kung Fu Palm 2]
type = changestate
value = 2000
triggerall = var(59) = 1
triggerall = power >= 1000 && p2statetype != L && (enemy,stateno!=[120,155])
triggerall = p2bodydist y = 0
trigger1 = (stateno = [200,299]) || (stateno = [400,499]) 
trigger1 = movehit && stateno != 420 && stateno != 450
trigger1 = (p2bodydist x=[10,44]) && random <= 160 && statetype != A
trigger2 = (stateno = 1000|| stateno = 1010 || stateno = 1020) && p2movetype = H && statetime > 7 && random < 100
trigger2 = p2bodydist x = [10,40]
trigger3 = !(enemy,ctrl) && (enemy,stateno!=[120,155]) && (p2bodydist x=[0,40]) && (p2bodydist y=[-100,0])
trigger3 = Statetype != A && ctrl && p2movetype = A && random <= 170
trigger4 = (stateno = 440) || (stateno = 260) 
trigger4 = movehit && stateno != 420 && stateno != 440
trigger4 = (p2bodydist x=[10,44]) && random <= 160 && statetype != A

[State -1, AI Stand Light Kick]
type = ChangeState
value = 250
triggerall = var(59) = 1
triggerall = p2statetype != L && p2statetype != C
trigger1 = p2bodydist x <= 44 && (p2bodydist y = [-5,5])
trigger1 = (stateno = [100,105]) 
trigger1 = ctrl && p2statetype = S && random < 300


[State -1, AI Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 1;
triggerall = p2statetype != A && p2statetype != L
trigger1 = p2bodydist x <= 30
trigger1 = (statetype != A) 
trigger1 = ctrl && random < 500 
trigger2 = p2bodydist x <= 30
trigger2 = (stateno = [100,105])
trigger2 = ctrl && random < 500 

[State -1, AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = p2statetype = A
trigger1 = p2bodydist x <=30
trigger1 = p2bodydist y = [-70,5]
trigger1 = statetype != A || (stateno = [100,105])
trigger1 = ctrl
trigger1 = random < 500

[State -1,AI Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1 && p2statetype != C && p2statetype != L
trigger1 = stateno = 200 || stateno = 400
trigger1 = movehit
trigger1 = p2bodydist x <= 30
trigger2 = p2bodydist x <= 50
trigger2 = p2bodydist y = [-5,5]
trigger2 = statetype != A || (stateno = [100,105])
trigger2 = ctrl && p2statetype = A && random < 400

[State -1,AI Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) = 1 && p2statetype != C && p2statetype != L
trigger1 = stateno = 210 || stateno = 260 
trigger1 = movehit
trigger1 = random < 300
trigger1 = p2bodydist x <= 27
trigger1 = p2bodydist y = [-7,5]

[State -1,AI hado X]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = var(37) != 1
triggerall = numhelper(1001) = 0
trigger1 = statetype != A && ctrl || (stateno = [100,105]) && ctrl
trigger1 = P2BodyDist X > 150 && (P2BodyDist Y = [-10, 5]) && random <= ifelse(p2movetype = A,40,100) && enemy,vel x <= 0
trigger2 = stateno = 440 || stateno = 410
trigger2 = movehit && random < 40

[State -1,AI hado Y]
type = ChangeState
value = 1010
triggerall = var(59) = 1
triggerall = var(37) != 1
triggerall = numhelper(1001) = 0
triggerall = P2Movetype != A
trigger1 = statetype != A && ctrl || (stateno = [100,105]) && ctrl
trigger1 = P2BodyDist X > 150  && (P2BodyDist Y = [-50, -30]) && random < 20  && enemy,vel x <= 0

[State -1,AI hado Z]
type = ChangeState
value = 1020
triggerall = var(59) = 1
triggerall = numhelper(1001) = 0
triggerall = var(37) != 1
trigger1 = statetype != A && ctrl
trigger1 = P2BodyDist X > 150 && (P2BodyDist Y = [-10, -10])
trigger1 = random < 10  && enemy,vel x <= 0
trigger2 = (stateno = 270 || stateno = 410 || stateno = 220 || stateno = 260) && movehit
trigger2 = random < 50

[State -1, SpinBall 1]
type = ChangeState
value = 1200
triggerall = (var(59) = 1) && (stateno != [1200,1202])
triggerall = p2statetype!=L 
triggerall = var(37) != 1
trigger1 = (P2BodyDist Y = [-90, -5]) && (p2bodydist x = [10,30]) && random < 200
trigger1 = statetype != A && ctrl || (stateno = [100,105])&& ctrl
trigger2 = (p2bodydist x = [10,40]) && p2movetype = A
trigger2 = (P2BodyDist Y = [-5, 0]) && Statetype != A && ctrl
trigger3 = p2bodydist x = [40,45]
trigger3 = (stateno = 440 || stateno = 210) && movehit && random <= 300
trigger4 = !(enemy,ctrl) && (enemy,stateno!=[120,155]) && (p2bodydist x=[0,30]) && (p2bodydist y=[-100,0])
trigger4 = statetype != A || (stateno = [100,105])
trigger4 = ctrl && random <= 200
trigger5 = (StateType != A) && (stateno = 400) && (Movehit) && random < 100

[State -1, SpinBall 2]
type = ChangeState
value = 1201
triggerall = (var(59) = 1) && (stateno != [1200,1202])
triggerall = p2statetype!=L 
trigger1 = P2BodyDist Y = [-110, -5]
trigger1 = p2bodydist x = [10,50]
trigger1 = Statetype != A || statetype = A && var(36) != 1 
trigger1 = random < 200 && ctrl
trigger2 = (p2bodydist x = [10,50]) && p2movetype = A && (P2BodyDist Y = [-5, 0]) && Statetype != A && ctrl
trigger3 = !(enemy,ctrl) && (enemy,stateno!=[120,155])
trigger3 = (p2bodydist x=[0,50]) && (p2bodydist y=[-120,0]) && Statetype != A && ctrl && random <= 200

[State -1, SpinBall 3]
type = ChangeState
value = 1202
triggerall = (var(59) = 1) && (stateno != [1200,1202])
triggerall = p2statetype!=L 
trigger1 = (P2BodyDist Y = [-170, -10]) && (p2bodydist x = [10,55]) && ctrl
trigger1 = Statetype != A || statetype = A && var(36) != 1 || (stateno = [100,105]) && random <= 300

[State -1, AI air hadoken]
type = ChangeState
value = 1601
triggerall = (var(59) = 1) 
triggerall = numhelper(1002) = 0
trigger1 = statetype = A && (stateno != [100,105])
trigger1 = ctrl && random < 50
trigger1 = p2bodydist x = [20, 50]
trigger1 = pos y < 20 && var(36) != 1
trigger1 = p2bodydist y = [ 1, 80]


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


;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;=========================================================================
;Reppa
[State -1]
type = ChangeState
value = 2100
triggerall = power >= 1000
triggerall = command = "sfireball"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;=========================================================================
;Shinryuken
[State -1]
type = ChangeState
value = 2200
triggerall = power >= 1000
triggerall = command = "reppa"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;---------------------------------------------------------------------------
;Counter Dragon Punch
[State -1]
type = ChangeState
value = 1203
triggerall = command = "sfireball"
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
;Counter Dragon Punch
[State -1]
type = ChangeState
value = 1203
triggerall = command = "reppa"
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;=========================================================================
;Shippu
[State -1]
type = ChangeState
value = 2000
triggerall = power >= 2000
triggerall = command = "shurricane"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Dragon Punch_X
[State -1]
type = ChangeState
value = 1200
triggerall = command = "dragonp_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;---------------------------------------------------------------------------
;Dragon Punch_Y
[State -1]
type = ChangeState
value = 1201
triggerall = command = "dragonp_y"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;---------------------------------------------------------------------------
;Dragon Punch_Z
[State -1]
type = ChangeState
value = 1202
triggerall = command = "dragonp_z"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;Roll_x
[State -1]
type = ChangeState
value = 1300
trigger1 = command = "roll_x"
trigger1 = ctrl 
trigger1 = statetype != A

;Roll_y
[State -1]
type = ChangeState
value = 1301
trigger1 = command = "roll_y"
trigger1 = ctrl 
trigger1 = statetype != A

;Roll_z
[State -1]
type = ChangeState
value = 1302
trigger1 = command = "roll_z"
trigger1 = ctrl 
trigger1 = statetype != A

;---------------------------------------------------------------------------
;Hurricane_a
[State -1]
type = ChangeState
value = 1100
triggerall = command = "hurricane_a"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;Hurricane_b
[State -1]
type = ChangeState
value = 1101
triggerall = command = "hurricane_b"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;Hurricane_c
[State -1]
type = ChangeState
value = 1102
triggerall = command = "hurricane_c"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1
trigger11 = stateno = 240
trigger11 = movecontact = 1

;---------------------------------------------------------------------------
;Air Hurricane_a
[State -1]
type = ChangeState
value = 1103
triggerall = command = "hurricane_a"
trigger1 = statetype = A
trigger1 = ctrl 

;Air Hurricane_b
[State -1]
type = ChangeState
value = 1104
triggerall = command = "hurricane_b"
trigger1 = statetype = A
trigger1 = ctrl 

;Air Hurricane_c
[State -1]
type = ChangeState
value = 1105
triggerall = command = "hurricane_c"
trigger1 = statetype = A
trigger1 = ctrl 

;Fireball_x
[State -1]
type = ChangeState
value = 1000
triggerall = command = "fireball_x"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1

;Fireball_y
[State -1]
type = ChangeState
value = 1010
triggerall = command = "fireball_y"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1

;Fireball_z
[State -1]
type = ChangeState
value = 1020
triggerall = command = "fireball_z"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 230
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 410
trigger7 = movecontact = 1
trigger8 = stateno = 420
trigger8 = movecontact = 1
trigger9 = stateno = 430
trigger9 = movecontact = 1
trigger10 = stateno = 440
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;air_Throw_x
[State -1]
type = ChangeState
value = 850
triggerall = statetype = A
triggerall = ctrl 
trigger1 = command = "fwd_z"   ;Near, p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2bodydist X < 8
trigger1 = p2statetype = A
trigger1 = p2movetype != H
trigger2 = command = "fwd_y"  ;Near, p2 stand
trigger2 = stateno != 100    ;Not running
trigger2 = p2bodydist X < 8
trigger2 = p2statetype = A
trigger2 = p2movetype != H

;---------------------------------------------------------------------------
;Stand_Throw_Z
[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl 
trigger1 = command = "fwd_z"   ;Near, p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2bodydist X < 8
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_y"   ;Near, p2 stand
trigger2 = stateno != 100    ;Not running
trigger2 = p2bodydist X < 8
trigger2 = p2statetype = S
trigger2 = p2movetype != H

;---------------------------------------------------------------------------
;Stand_Throw_Z
[State -1]
type = ChangeState
value = 950
triggerall = statetype = S
triggerall = ctrl 
trigger1 = command = "fwd_b"   ;Near, p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2bodydist X < 8
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_c"   ;Near, p2 stand
trigger2 = stateno != 100    ;Not running
trigger2 = p2bodydist X < 8
trigger2 = p2statetype = S
trigger2 = p2movetype != H

;---------------------------------------------------------------------------
;Stand_Throw_Z
[State -1]
type = ChangeState
value = 951
triggerall = statetype = S
triggerall = ctrl 
trigger1 = command = "back_b"   ;Near, p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2bodydist X < 8
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "back_c"   ;Near, p2 stand
trigger2 = stateno != 100    ;Not running
trigger2 = p2bodydist X < 8
trigger2 = p2statetype = S
trigger2 = p2movetype != H


;---------------------------------------------------------------------------
;Stand_Throw_Z
[State -1]
type = ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl 
trigger1 = command = "back_z"   ;Near, p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2bodydist X < 8
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "back_y"   ;Near, p2 stand
trigger2 = stateno != 100    ;Not running
trigger2 = p2bodydist X < 8
trigger2 = p2statetype = S
trigger2 = p2movetype != H

;Axe kick
[State -1]
type = ChangeState
value = 280
triggerall = command = "fwd_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = stateno = 100

;Stand_X
[State -1]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = stateno = 200
trigger2 = time > 5

;Stand_Y
[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 

;Stand_Z
[State -1]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 

;Stand_A
[State -1]
type = ChangeState
value = 250
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 

;Stand_B
[State -1]
type = ChangeState
value = 260
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 


;Stand_C
[State -1]
type = ChangeState
value = 270
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl 

;Crouch_X
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl 

;Crouch_Y
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl 

;Crouch_Z
[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl 

;Crouch_A
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl 

;Crouch_B
[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl 

;Crouch_C
[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl 

;---------------------------------------------------------------------------
;AirFireball_X
[State -1]
type = ChangeState
value = 1600
triggerall = command = "fireball_x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger1 = numproj = 0

;---------------------------------------------------------------------------
;AirFireball_Y
[State -1]
type = ChangeState
value = 1601
triggerall = command = "fireball_y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger1 = numproj = 0

;---------------------------------------------------------------------------
;AirFireball_Z
[State -1]
type = ChangeState
value = 1602
triggerall = command = "fireball_z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger1 = numproj = 0

;---------------------------------------------------------------------------
;Jump_X
[State -1]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl 
;trigger2 = command = "a   ;-------
;trigger2 = stateno = 600 ;jump_a
;trigger2 = statetime >= 6
;trigger2 = p2statetype = A

;---------------------------------------------------------------------------
;Jump_Y
[State -1]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 630
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 660
trigger3 = movecontact = 1
trigger3 = p2statetype = A
;---------------------------------------------------------------------------
;Jump_Z
[State -1]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 640
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 670
trigger3 = movecontact = 1
trigger3 = p2statetype = A

;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 630
triggerall = Vel X = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A

;---------------------------------------------------------------------------
;Jump_B
[State -1]
type = ChangeState
value = 640
triggerall = Vel X = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 610
trigger2 = movecontact = 1
trigger2 = p2statetype = A

;---------------------------------------------------------------------------
;Jump_C
[State -1]
type = ChangeState
value = 650
triggerall = Vel X = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 640
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 670
trigger3 = p2statetype = A
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 660
triggerall = Vel X != 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
;---------------------------------------------------------------------------
;Jump_B
[State -1]
type = ChangeState
value = 670
triggerall = Vel X != 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 610
trigger2 = movecontact = 1
trigger2 = p2statetype = A

;---------------------------------------------------------------------------
;Jump_C
[State -1]
type = ChangeState
value = 680
triggerall = Vel X != 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 640
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 670
trigger3 = movecontact = 1
trigger3 = p2statetype = A

;---------------------------------------------------------------------------
;Taunt
[State -1]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype = S
trigger1 = ctrl
