;-| Super Motions |--------------------------------------------------------
; Final Flash
[Command]
name = "fflash"
command = ~D, DB, B, F, x
time = 30

;Gyarric Gun Fire
[Command]
name = "gunfr"
command = ~D, DB, B, F, y
time = 30

;Big Bang Attack
[Command]
name = "bigbang"
command = ~D, DB, B, F, b
time = 30

;50 Renzokus
[Command]
name = "50renzoku"
command = ~D, DB, B, F, a
time = 30

;Suicide
[Command]
name = "suicide"
command = ~D, DF, F, D, DF, F, a+b
time = 30

;-| Special Motions |------------------------------------------------------
;-----------------
[Command]
name = "spulo"
command = ~D, U

[Command]
name = "spulofwd"
command = D, UF

[Command]
name = "spulobck"
command = D, UB

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

[Command]
name = "5renzoku"
command = ~B, D, DB, a

[Command]
name = "dash.elbow"
command = ~F, D, DF, x

[Command]
name = "back.elbow"
command = ~B, D, DB, x

[Command]
name = "sway.elbow"
command = ~B, D, DB, y

[Command]
name = "zanzoken1"
command = x+a

;Driving Elbow
[Command]
name = "elbow"
command = x+y

[Command]
name = "zanzoken"
command = y+b


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

[Command]
name = "QCF_b"
command = ~D, DF, F, b

[Command]
name = "QCF_c"
command = ~D, DF, F, c

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

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

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

;-----------------
; QCB
[Command]
name = "QCB_a"
command = ~D, DB, B, a

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

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

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

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

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

;-----------------
; Uppercut
[Command]
name = "uppercut_a"
command = ~F, D, DF, a

[Command]
name = "uppercut_b"
command = ~F, D, DF, b

[Command]
name = "uppercut_c"
command = ~F, D, DF, c

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

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

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


;--------------------
;Charge_Down_up
[Command]
name = "chargedownup_a"
command = ~60$D, U, a
time = 10

[Command]
name = "chargedownup_b"
command = ~60$D, U, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = "chargebackfwd_a"
command = ~60$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~60$B, F, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10



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

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

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

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

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

;-| 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 = "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 = "fwd_ab"
command = /F, a+b
time = 1

[Command]
name = "back_ab"
command = /B, 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 = "charge"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

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

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

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

[Command]
name = "CPU_1"
command = F, F, F, F, F, F
time = 1
[Command]
name = "CPU_2"
command = b, b, b, b, b, b
time = 1
[Command]
name = "CPU_3"
command = D, U, D, U, D, U
time = 1
[Command]
name = "CPU_4"
command = a, b, b, a, a, b
time = 1
[Command]
name = "CPU_5"
command = y, y, y, y, y, y
time = 1
[Command]
name = "CPU_6"
command = x, a, x, a, x, a
time = 1
[Command]
name = "CPU_7"
command = B, B, B, B, B, B
time = 1
[Command]
name = "CPU_8"
command = z, z, z, z, z
time = 1
[Command]
name = "CPU_9"
command = c, c, c, c, c, c
time = 1
[Command]
name = "CPU_10"
command = ~D, B, F, a
time = 0
[Command]
name = "CPU_11"
command = ~D, B, a
time = 0
[Command]
name = "CPU_12"
command = ~D, B, F, b
time = 0
[Command]
name = "CPU_13"
command = ~D, DB, B, y
time = 0
[Command]
name = "CPU_14"
command = ~D, DB, B, x
time = 0
[Command]
name = "CPU_15"
command = ~F, DF, F, y
time = 0
[Command]
name = "CPU_16"
command = ~D, F, y
time = 0
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   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]



[State -1]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "CPU_1"
trigger2 = command = "CPU_2"
trigger3 = command = "CPU_3"
trigger4 = command = "CPU_4"
trigger5 = command = "CPU_5"
trigger6 = command = "CPU_6"
trigger7 = command = "CPU_7"
trigger8 = command = "CPU_8"
trigger9 = command = "CPU_9"
trigger10 = command = "CPU_10"
trigger11 = command = "CPU_11"
trigger12 = command = "CPU_12"
trigger13 = command = "CPU_13"          
trigger14 = command = "CPU_14"
trigger15 = command = "CPU_15"
trigger16 = command = "CPU_16"
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

[State -1, AI Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)=1
triggerall = stateno != 20 && stateno != 100
trigger1 = (p2movetype != A) && statetype != A && ctrl
trigger1 = (p2bodydist x = [40,150]) ;&& (p2bodydist y = [-100,0])
trigger1 = random < 700 && enemy,vel x <= 0 

[State -1, AI Run Bwd]
type = ChangeState
value = 105
triggerall = var(59)=1
triggerall = stateno != 105 && backedgedist > 50 && p2movetype != A && enemy,vel x <= 0
trigger1 = frontedgedist < 70 && statetype = S && ctrl && random < 80
trigger2 = p2statetype = L && statetype = S && ctrl && random < 80 && (p2bodydist x = [0,40])

[State -1, AI Stand to Crouch Guard Transition]
type = ChangeState
triggerall = var(59)=1
triggerall = stateno != [100,105]
triggerall = inguarddist && StateType != A && P2statetype = C && P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = stateno = 150
trigger1 = 1
value = 152

[State -1, AI Crouch to Stand Guard Transition]
type = ChangeState
triggerall = var(59)=1
triggerall = (stateno != [100,105]) && Statetype != A && P2statetype != C && P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152
value = 150

[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, Fly]
type = ChangeState
triggerall = (var(59)=1)
triggerall = stateno > 1005
triggerall = stateno != [3900, 3914]
triggerall = stateno > 1006
triggerall = P2Life > 0
triggerall = MoveType != H
triggerall = MoveType != A
triggerall = StateNo != [3000, 4100]
triggerall = Pos Y >= 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger1 = P2StateNo = 1500
trigger2 = P2Name = "Mystic Gohan by Zero_X"
trigger2 = P2StateNo = 2000
trigger3 = P2Name = "Freeza by OverMind"
trigger3 = P2StateNo = 3001
trigger4 = P2Name = "Kurilin by EmuBoarding"
trigger4 = P2StateNo = 1500
trigger5 = P2Name = "Trunks por ssonic"
trigger5 = P2StateNo = 1900
trigger6 = P2Name = "Vegeta Super Sayjin 4 by EB and BS"
trigger6 = P2StateNo = 1500
trigger7 = P2Name = "N-Trunks by EmuBoarding"
trigger7 = P2StateNo = 1500
trigger8 = P2Name = "Mr.Boo by OverMind"
trigger8 = P2StateNo = 3001
trigger9 = P2Name = "Vegeta by OverMind"
trigger9 = P2StateNo = 3001
trigger10 = P2Name = "Broli Remix ver1.2"
trigger10 = P2StateNo = 2000
trigger11 = P2Name = "Mew Two"
trigger11 = P2StateNo = 1051
trigger12 = P2Name = "Raditz"
trigger12 = P2StateNo = 1510
trigger13 = P2Name = "C-Trunks by EmuBoarding"
trigger13 = P2StateNo = 1500
trigger14 = P2Name = "Piccolo por Ssonic"
trigger14 = P2StateNo = 1900
trigger15 = P2Name = "M. Bison"
trigger15 = P2StateNo = 89598
trigger16 = P2Name = "Cell por Ssonic"
trigger16 = P2StateNo = 1900
trigger17 = P2Name = "Recoom by Lucifer"
trigger17 = P2StateNo = 1500
trigger18 = P2Name = "Vegetto EX by Shishi-Ryu"
trigger18 = P2StateNo = 2000
trigger19 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger19 = P2StateNo = 2000
trigger20 = P2Name = "Pan Dragonball GT por Ssonic"  
trigger20 = P2StateNo = 1900
trigger21 = P2Name = "The Necromancer"
trigger21 = P2StateNo = 2000
trigger22 = P2StateType = S
trigger22 = P2MoveType != H
trigger22 = P2BodyDist Y < -1
trigger23 = P2Name = "Bardock"
trigger23 = P2StateNo = 1006
value = 3115


[State -1,AI.Sair.do.Voa]
type = ChangeState
triggerall = var(59) = 1
triggerall = stateno = 3001
triggerall = MoveType != A 
trigger1 = p2statetype = S
trigger1 = p2bodydist Y > 30
value = 50
ctrl = 1

[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = p2statetype = A
trigger1 = p2bodydist x <=30
trigger1 = p2bodydist y = [-70,5]
trigger1 = statetype != A || (stateno = [100,105])
trigger1 = ctrl
trigger1 = random < 500
value = 210

[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
trigger1 = stateno = 210
trigger1 = (animelemtime(3)>0) && movecontact
value = 220

[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
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
Triggerall = stateno !=450
Triggerall = stateno !=240
trigger1 = ctrl
trigger2 = stateno = 220 && movecontact
trigger3 = stateno = 230 && movecontact
value = 200

[State -1, Combo 2]
type = ChangeState
value = 230
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
trigger1 = stateno = 220
trigger1 = (animelemtime(3)>0) && movecontact

[State -1, AI Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59)>0
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
trigger1 = statetype = A
trigger1 = p2bodydist x <=30
trigger1 = p2bodydist y >=-25
trigger1 = p2movetype= H

[State -1, Jump mp]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
trigger1 = statetype = A
trigger1 = stateno = 600 && movehit

[State -1, AI Jump hp]
type = ChangeState
value = 620
triggerall = var(59)>0
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = random <=300
trigger1 = statetype = A
trigger1 = stateno = 610 && movehit


[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = statetype = C
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
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
value = 410


[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = statetype = C
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = p2statetype != A && p2statetype != L
trigger1 = stateno = 400 && movecontact
trigger1 = animelemtime(3)>0
Triggerall = stateno !=410
value = ifelse(random <400,2500,7600)

[State -1,Grab]
type = ChangeState
value = 900
triggerall = (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = power >=200
trigger1 =  random <= 400 && stateno != [100,107]
trigger1 = p2stateno != 131 && p2stateno != 130 && P2bodydist X <= 30 && p2stateno != 1302 && statetype != A && p2statetype != A && p2statetype != L && p2stateno != 5120
trigger1 = p2movetype != H && p2movetype != A && ctrl

[State -1, AI DASH knee UP]
type = ChangeState
value = 2700
triggerall = var(59) = 1 && StateType != A
triggerall = stateno!=2700
triggerall = prevstateno!=2700
triggerall = roundstate = 2
trigger3 = (p2bodydist y < -1)&&  (random = [47,84])
triggerall = p2bodydist x<=40
triggerall = stateno !=[800,4999]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=440
triggerall = movetype != H
triggerall = p2statetype != L
triggerall = var(7) < 8
trigger2 = (stateno=[200,435])&&movehit   &&  (random = [47,55])
trigger1= ctrl &&  (random = [47,55])
triggerall = p2stateno !=[120,150]


[State -1, AI fireball]
type = ChangeState
value = 7200
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
Triggerall = numhelper(7200) < 1
triggerall = (roundstate = 2) && (var(59) = 1)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,100])
trigger1 = ((p2bodydist x >= 90)) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)

[State -1, AI ki_blast]
type = ChangeState
trigger1 = Ctrl 
trigger1 = RoundState = 2
trigger1 = var(59) =1
triggerall = (prevstateno != [3000,8000])
triggerall = power >=160
trigger1 = p2bodydist X >= 90
trigger1 = Random <= 100
trigger1 = statetype = S 
trigger1 = p2statetype != C
value    = 1000

[State -1, AIgh]
type = ChangeState
value = 2600
triggerall = (var(59) =1) && roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155])
triggerall = ((p2bodydist y=[-85,0]) && p2movetype!=H) || ((p2bodydist y=[-85,0]) &&enemy,vel y >=0 && p2movetype=H)
triggerall = p2statetype != L || p2stateno=10612 && enemy,time >30 && p2statetype=L
triggerall = movetype !=H
triggerall = var(11) <= 12
triggerall = random < 129
triggerall = movetype != H  ||   ((stateno =[150,153]) && !hitshakeover)
trigger1 = ctrl||   ((stateno =[150,153]) && !hitshakeover)

trigger2 = stateno = 240 && movecontact  && p2statetype=A
trigger3= stateno = 220 && movecontact && p2statetype=A
trigger4 = stateno = 430 && movecontact && p2statetype=A
triggerall = p2bodydist x = [30,85]
triggerall = stateno != [800,3999]

[State -1, back elbow]
type = ChangeState
value = 7700
triggerall = var(59) = 1 && roundstate = 2 && statetype !=L
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = p2bodydist x = [0,50]
triggerall = movetype != H
triggerall = stateno !=[800,899]
triggerall = stateno !=440
triggerall = enemynear,statetype !=L  || enemynear,stateno!=5120
trigger1 =ctrl && (random = [12,36])
trigger2 = (stateno= [200,435]) && movehit &&(random = [12,36])
trigger3 = ((stateno= [600,635]) && movecontact &&(random = [12,36])) && (enemy,gethitvar(hitcount) > 2)

[State -1, AI4]
type = ChangeState
value = 7900
triggerall = var(59) = 1 && roundstate =2 &&statetype!=L
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = (p2stateno!=[120,155])
triggerall = p2bodydist x = [117,130]
triggerall = movetype != H
triggerall = stateno !=[800,899]
triggerall = stateno !=440
triggerall = p2statetype !=L || enemynear,stateno!=5120
trigger1 = ctrl &&(random = [65,90])
trigger2 = (stateno= [200,435]) && movehit &&(random = [65,100])
trigger3 = ((stateno= [600,635]) && movecontact &&(random = [65,100])) && (enemy,gethitvar(hitcount) > 2)

[State -1, BigBang Attack]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = (Ctrl=1) && (Statetype != A) && (p2statetype != A)
triggerall = stateno < 4900 ;Add to avoid chaining hypes
trigger1 = prevstateno != 5120
trigger1 = (power = [1000,1500]) && (random = [0,120])
value = 7000

[State -1, 50 firebballs / final flash] 
type = ChangeState
triggerall = (roundstate = 2) && (var(59) = 1)
triggerall = stateno != [3000,8000]
triggerall = (prevstateno != [3000,8000])
triggerall = (Ctrl=1) && (Statetype != A) && (p2statetype != A)
triggerall = stateno < 4900 ;Add to avoid chaining hypes
trigger1 = prevstateno != 5120
trigger1 = (power = [1500,2500]) && (random = [0,200])
value = ifelse(random<300,7500,2000)

[State -1,meteor]
type = ChangeState
value = 3000
triggerall = enemynear,life > 300
triggerall = var(59) = 1 && (stateno != [3000,8000])
triggerall = (prevstateno != [3000,8000])
triggerall = power >= 2800
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall =  (var(8) = [-20,20])
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
trigger1 = ctrl
trigger2 = Movehit && random < 255
trigger3 = stateno = [1000, 1025]
trigger3 = movecontact


[State -1, AI Kick Counter]
type = ChangeState
value = 6101
triggerall = var(59) = 1
triggerall = stateno != [3900, 3914]
Triggerall = power>=500
triggerall = stateno != 6101
triggerall = p2bodydist x = [0,30]
triggerall = p2bodydist y = [-5,5]
triggerall = P2MoveType = A
trigger1 = stateno >= 150 && stateno <= 153

[State -1, suicide]
type = ChangeState
value = 8000
triggerall = (var(59) = 1) && roundstate =2 &&statetype!=A
triggerall = (p2stateno!=[120,155])
triggerall = (enemy,vel y>-1)
triggerall = numhelper(3001) <= 0
triggerall = random < 400
triggerall = life <=200
triggerall = p2statetype != L
trigger1 = ctrl||   ((stateno =[150,153]) && !hitshakeover)
;===========================================================================
;---------------------------------------------------------------------------
;Instant Fall
[State -1]
type = ChangeState
value = 60
triggerall = command = "DD"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;AIR back
[State -1]
type = ChangeState
value = 101
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;AIR back BACk
[State -1]
type = ChangeState
value = 106
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
trigger1 = command = "fwd_b";p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_b";p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2statetype = C
trigger2 = p2movetype != H
trigger3 = command = "back_b";p2 stand
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "back_b";p2 crouch
trigger4 = p2statetype = C
trigger4 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
trigger1 = command = "fwd_b"
trigger2 = command = "back_b"
;---------------------------------------------------------------------------
;Suicide
[State -1]
type = ChangeState
value = 8000
triggerall = command = "suicide"
triggerall = power >= 3000 ;Level 3
;triggerall = life >= 300 ;Level 3
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;50 Renzokus
[State -1]
type = ChangeState
value = 7500
triggerall = command = "50renzoku"
triggerall = power >= 1500 ;Level 1.5
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;Final Flash
[State -1]
type = ChangeState
value = 2000
triggerall = command = "fflash"
triggerall = power >= 1000 ;Level 2
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;Gyarric Gun Fire
[State -1]
type = ChangeState
value = 3000
triggerall = command = "gunfr"
triggerall = power >= 2500 ;Level 2.5
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Big Bang Attack
[State -1]
type = ChangeState
value = 5500
triggerall = command = "bigbang"
triggerall = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = StateNo = 3001
;---------------------------------------------------------------------------
;Big Bang Attack
[State -1]
type = ChangeState
value = 7000
triggerall = command = "bigbang"
triggerall = power >= 1000 
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Carregamento
[State -1]
type = ChangeState
value = 730
triggerall = command = "charge"
triggerall = Power < 3000 
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;Ki Release Counter
[State -1]
type = ChangeState
value = 6101
triggerall = command = "fly"
triggerall = pos y < 0
triggerall = P2MoveType = A
triggerall = MoveType = H
triggerall = GetHitVar(hitcount) < 6
triggerall = GetHitVar(hittime) < 40
triggerall = GetHitVar(slidetime) < 40
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5030
trigger8 = stateno = 5020
;---------------------------------------------------------------------------
;Dash Elbow
[State -1]
type = ChangeState
value = 7900
triggerall = command = "dash.elbow"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Back Elbow
[State -1]
type = ChangeState
value = 7800
triggerall = command = "sway.elbow"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;back Elbow
[State -1]
type = ChangeState
value = 7700
triggerall = command = "back.elbow"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Ki Release
[State -1]
type = ChangeState
value = 6100
triggerall = command = "QCB_b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = movecontact = 1  
trigger3 = stateno = 610
trigger3 = movecontact = 1  
trigger4 = stateno = 620
trigger4 = movecontact = 1  
trigger5 = stateno = 630
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;5 Renzokus
[State -1]
type = ChangeState
value = 7200
triggerall = command = "5renzoku"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Magia_A
[State -1]
type = ChangeState
value = 1000
triggerall = command = "QCF_a"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Magia_B
[State -1]
type = ChangeState
value = 1500
triggerall = command = "QCF_b"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
trigger11 = stateno = 3001
;---------------------------------------------------------------------------
;Big Bang (Chão)
[State -1]
type = ChangeState
value = 2500
triggerall = command = "QCB_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Big Bang (Ar)
[State -1]
type = ChangeState
value = 6000
triggerall = command = "QCB_x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 250
trigger2 = movecontact = 1  
trigger3 = stateno = 260
trigger3 = movecontact = 1  
trigger4 = stateno = 270
trigger4 = movecontact = 1  
trigger5 = stateno = 280
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Big Bang (Voa)
[State -1]
type = ChangeState
value = 6001
triggerall = command = "QCB_x"
trigger1 = stateno = 3001
trigger2 = stateno = 250
trigger2 = movecontact = 1  
trigger3 = stateno = 260
trigger3 = movecontact = 1  
trigger4 = stateno = 270
trigger4 = movecontact = 1  
trigger5 = stateno = 280
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Bakuhatsu Ha
[State -1]
type = ChangeState
value = 2600
triggerall = command = "QCB_y"
triggerall = command != "holddown"
triggerall = numprojid(2650) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3001
triggerall = command = "fly"
trigger1 = ctrl = 1
trigger1 = statetype = A
trigger2 = stateno = 60
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3115
trigger1 = command = "fly"
trigger1 = ctrl = 1
trigger1 = statetype != A
;---------------------------------------------------------------------------
;Knee Attack Counter
[State -1]
type = ChangeState
value = 2701
triggerall = command = "fly"
triggerall = command != "holddown"
triggerall = P2StateType != A
triggerall = P2MoveType = A
triggerall = MoveType = H
triggerall = GetHitVar(hitcount) < 6
triggerall = GetHitVar(hittime) < 40
triggerall = GetHitVar(slidetime) < 40
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
;---------------------------------------------------------------------------
;Knee Attack
[State -1]
type = ChangeState
value = 2700
triggerall = command = "knee"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Renzoku Energy Dan (Ar)
[State -1]
type = ChangeState
value = 2800
triggerall = command = "QCB_a"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = StateNo = 3001
;---------------------------------------------------------------------------
;Slide
[State -1]
type = ChangeState
value = 2900
triggerall = command = "QCF_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Zanzoken
[State -1]
type = ChangeState
value = 4000
triggerall = command = "zanzoken"
triggerall = command != "holddown"
triggerall = numprojid(4050) = 0
;triggerall = FrontEdgeBodyDist > 115
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Zanzoken Tras
[State -1]
type = ChangeState
value = 4050
triggerall = command = "zanzoken1"
triggerall = command != "holddown"
triggerall = numprojid(4051) = 0
;triggerall = BackEdgeBodyDist > 30
trigger1 = statetype = S
trigger1 = ctrl = 1
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 = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Zanzoken Aereo
[State -1]
type = ChangeState
value = 4100
triggerall = command = "zanzoken"
triggerall = command != "holddown"
triggerall = numprojid(4100) < 2
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Zanzoken Durante Voa
[State -1]
type = ChangeState
value = 4200
triggerall = command = "zanzoken"
triggerall = command != "holddown"
triggerall = numprojid(4200) < 2
trigger1 = StateNo = 3001
trigger2 = stateno = 250
trigger2 = movecontact = 1  
trigger3 = stateno = 260
trigger3 = movecontact = 1  
trigger4 = stateno = 270
trigger4 = movecontact = 1  
trigger5 = stateno = 280
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Super Pulo
[State -1]
type = ChangeState
value = 7100
triggerall = statetype != A
trigger1 = command = "spulo"
;trigger1 = command = "hold_c"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Super Pulo Frente
[State -1]
type = ChangeState
value = 7110
triggerall = statetype != A
trigger1 = command = "spulofwd"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Super Pulo Tras
[State -1]
type = ChangeState
value = 7120
triggerall = statetype != A
trigger1 = command = "spulobck"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Freeza
[State -1]
type = null;ChangeState
value = 10000
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;===========================================================================
;---------------------------------------------------------------------------
;Driving Elbow
[State -1]
type = ChangeState
value = 7600
triggerall = command = "elbow"
triggerall = command != "holddown"
triggerall = pos y = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Stand_B(Perto)
[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 15
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 200
triggerall = command = "a";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210
trigger2 = movecontact = 1  
trigger3 = stateno = 220
trigger3 = movecontact = 1  
trigger4 = stateno = 230
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 220
trigger3 = movecontact = 1  
trigger4 = stateno = 230
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Stand_X
[State -1]
type = ChangeState
value = 220
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 230
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Stand_Y
[State -1]
type = ChangeState
value = 230
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 410
trigger2 = movecontact = 1  
trigger3 = stateno = 420
trigger3 = movecontact = 1  
trigger4 = stateno = 430
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1  
trigger3 = stateno = 420
trigger3 = movecontact = 1  
trigger4 = stateno = 430
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Crouch_X
[State -1]
type = ChangeState
value = 420
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1  
trigger3 = stateno = 410
trigger3 = movecontact= 1  
trigger4 = stateno = 430
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Crouch_Y
[State -1]
type = ChangeState
value = 430
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1  
trigger3 = stateno = 410
trigger3 = movecontact = 1  
trigger4 = stateno = 420
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 610
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 620
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 630
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump_B
[State -1]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 600
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 620
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 630
trigger4 = movecontact = 1

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

;Jump_X
[State -1]
type = ChangeState
value = 620
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 600
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 610
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 630
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump_Y
[State -1]
type = ChangeState
value = 630
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 600
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 610
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 620
trigger4 = movecontact = 1
;---------------------------------------------------------------------------
[State -1]
type = ChangeAnim
value = 9998
triggerall = var(3)= 1
triggerall = life = 0
trigger1 = stateno != 8000
trigger2 = stateno = 5100
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 5150
triggerall = var(3)= 1
triggerall = life = 0
trigger1 = stateno != 8000
trigger1 = stateno != 5150
trigger1 = anim = 9998
;---------------------------------------------------------------------------
[State -1]
type = PosSet
y = 0
triggerall = var(3) = 1
triggerall = life = 0
trigger1 = stateno != 8000
;trigger2 = stateno = 5100
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 5150
triggerall = var(3)= 1
triggerall = life = 1
trigger1 = stateno = 5120
;trigger2 = stateno = 0
;---------------------------------------------------------------------------
