;=========================Iori Yagami Creado por Zelgadis=====================;
;=========================Zelgadiss-Graywords@hotmail.com======================;
;===============================Play KOF MENORIAL==============================;
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Deafauls |------------------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-------------------------------------------------------------------------------
;----- AI INTELIGENCIA ARTIFICIAL BY ZELGADIS ----------------------------------
;-------------------------------------------------------------------------------
[Command]
name = "cpu"
command = D, F, U, UF, D, F, x+y
time = 0

[Command]
name = "cpu2"
command = B, F, U, DB, D, F, a+b
time = 0

[Command]
name = "cpu3"
command = B, U, DB, D, F, D, c
time = 0

[Command]
name = "cpu4"
command = F, D, UB, F, B, D, a
time = 0

[Command]
name = "cpu5"
command = F+a, b+c+D, c+x+a+UB
time = 0

[Command]
name = "cpu6"
command = F+b+c, D, UB, c+a, c+x+UF
time = 0

[Command]
name = "cpu7"
command = F, U, B, F, UF, U, B, DF, c+z
time = 0

[Command]
name = "cpu8"
command = F, U, B, F, UF, U, B, DU, c+z
time = 0

[Command]
name = "cpu9"
command = F, U, B, F, UF, U, B, D, D, c+z
time = 0

[Command]
name = "cpu10"
command = F, U, B, F, UF, U, B, c+z+UB
time = 0

[Command]
name = "cpu11"
command = F, U, B, F, UF, U, B, c+z+UD
time = 0

[Command]
name = "cpu12"
command = F, U, B, F, UF, U, B, a+b
time = 0

[Command]
name = "cpu13"
command = F, U, B, F, UF, U, B, c+y
time = 0

[Command]
name = "cpu14"
command = F, U, B, F, UF, U, B, c+x
time = 0

[Command]
name = "cpu15"
command = F, U, B, F, UF, U, B, c+b
time = 0

[Command]
name = "cpu16"
command = F, U, B, F, UF, U, B, c+a
time = 0

[Command]
name = "cpu17"
command = F, U, B, F, UF, U, B, c+z+b
time = 0

[Command]
name = "cpu18"
command = F, U, B, F, UF, U, B, c+z+a
time = 0

[Command]
name = "cpu19"
command = F, U, B, F, UF, U, B, c+z+x
time = 0

[Command]
name = "cpu20"
command = F, U, B, F, UF, U, B, c+z+B
time = 0

[Command]
name = "cpu21"
command = F, U, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu22"
command = F, U, B, F, UF, U, B, a+b
time = 0

[Command]
name = "cpu23"
command = F, U, B, F, UF, U, B, c+y
time = 0

[Command]
name = "cpu24"
command = F, U, B, F, UF, U, B, c+x
time = 0

[Command]
name = "cpu25"
command = F, U, B, F, UF, U, B, c+b
time = 0

[Command]
name = "cpu26"
command = F, U, B, F, UF, U, B, c+a
time = 0

[Command]
name = "cpu27"
command = F, U, B, F, UF, U, B, c+z+b
time = 0

[Command]
name = "cpu28"
command = F, U, B, F, UF, U, B, c+z+a
time = 0

[Command]
name = "cpu29"
command = F, U, B, F, UF, U, B, c+z+x
time = 0

[Command]
name = "cpu30"
command = F, U, B, F, UF, U, B, c+z+B
time = 0

[Command]
name = "cpu31"
command = F, UD, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu32"
command = F, U, BD, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu33"
command = F, UF, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu34"
command = D, D, D, D, D, D, D, x
time = 1
;-------------------------------------------------------------------------------
;comandos basicos:

[Command]
name = "サイキックC"
command = ~DF,DB,x+y
time = 30

;gb
[Command]
name = "gb"
command = D,F,D,F, z
time = 60

[command]
name = "Super Freeze Yamibarai"
command = ~D,B,D,F,x+y
time = 25

[command]
name = "super_x"
command = ~D,F,D,B,x+y
time = 30


[command]
name = "flash_2"
command = ~B,F,B,F,x
time = 20

[command]
name = "Flash_1"
command = ~B,F,B,F,y
time = 20

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

[command]
name = "SENKA2"
command = ~D,F,x+y
time = 15

[command]
name = "Kaze_x"
command = ~D,F,D,F,y
time = 25

[command]
name = "Hyper Yamibarai"
command = ~D,DB,B,D,F,c
time = 25

[command]
name = "dragon_x"
command = F,B,D,F,a+b
time = 30

[command]
name = "Extintion"
command = ~D,F,D,F,c
time = 30

[command]
name = "orochi_x"
command = ~D,B,D,B,c
time = 35

[command]
name = "poweradd_x"
command = a+y
time = 1

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

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

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

[Command]
name = "hold_x"
command = /$x
time = 1

;------------------------------------------------------------------------------
[command]
name = "yami2_x"
command = ~D,B,D,F,x
time = 25

[command]
name = "yami_x"
command = ~D,B,D,F,y
time = 25

[command]
name = "Gancho Doble"
command = ~F,D,DF,x+y
time = 15

;-| 標準化 |-------------------------------------------------------

[command]
name = "yagami2_x"
command = ~B,F,b

[command]
name = "yagami_x"
command = ~B,F,a

;------------------------------------------------------------------------------
;-| MAX2超必殺技 |--------------------------------------------------------------

[Command]
name = "三神技之弐"
command = ~D,F,D,B,c
time = 28

;------------------------------------------------------------------------------
;-| MAX超必殺技 |--------------------------------------------------------------

[Command]
name = "禁千参百弐拾伍式・紅散華"
command = ~D,F,D,B,a+b
time = 28

;------------------------------------------------------------------------------
;-| 超必殺技 |-----------------------------------------------------------------
[Command]
name = "豺華『真』"
command = ~D, DF, F, D, DF, F, D, DF, F, D, DF, F, x+y
time = 100

[Command]
name = "豺華『真』"
command = ~D, DF, F, D, DF, F, D, DF, F, D, DF, F, y
time = 100

[Command]
name = "豺華『偽』"
command = ~D, DF, F, D, DF, F, D, DF, F, D, DF, F, x
time = 100

[Command]
name = "弱血の暴走"
command = ~D,DF,F,DF,D,DB,B,a
time = 25

[Command]
name = "強血の暴走"
command = ~D,F,D,B,b
time = 25

[Command]
name = "弱禁千弐百拾壱式・八稚女"
command = ~D, DF, F, DF, D, DB, B, x
time = 28

[Command]
name = "強禁千弐百拾壱式・八稚女"
command = ~D, DF, F, DF, D, DB, B, y
time = 28

[Command]
name = "裏参百拾壱式・析爪櫛"
command = ~D, DF, F, D, DF, F, a
time = 25

[Command]
name = "裏参百拾壱式・析爪櫛"
command = ~D, DF, F, D, DF, F, b
time = 25

[Command]
name = "裏参百拾六式・豺華"
command = ~D,F,D,F,x
time = 25

;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------

[Command]
name = "屑風"
command = ~B,D,F, a
time = 25

[Command]
name = "屑風"
command = ~B,D,F,b
time = 25

[Command]
name = "弱参百拾壱式・爪櫛"
command = ~F,D,DF,b

[Command]
name = "強参百拾壱式・爪櫛"
command = ~F,D,DF,a

[Command]
name = "弱百式・鬼焼き"
command = ~F,D,DF,x

[Command]
name = "強百式・鬼焼き"
command = ~F,D,DF,y

[Command]
name = "弱弐四拾弐式・琴月"
command = ~F, DF, D, DB, B, a

[Command]
name = "強弐四拾弐式・琴月"
command = ~F, DF, D, DB, B, b

[Command]
name = "弱百弐拾七式・葵花"
command = ~D, DB, B, x

[Command]
name = "強百弐拾七式・葵花"
command = ~D, DB, B, y

[Command]
name = "弱百八式・闇払い"
command = ~D,DF,F,x

[Command]
name = "強百八式・闇払い"
command = ~D, DF, F, y

[Command]
name = "jump"
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = F, F
time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = z
time = 1

[Command]
name = "ふっとばし"
command = y+b
time = 1


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

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[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

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
time = 1

[Command]
name = "holdupfwd"
command = /UF
time = 1
;==============================================================================
;------------------------------------------------------------------------------

[Statedef -1]

;サイキックC
[State -1, a]
type = ChangeState
value = 2600
triggerall = var(30) != 1
triggerall = command = "サイキックC"
triggerall = power >= 5000 
triggerall = statetype != A
trigger1 = ctrl



;Gancho Doble
[State -1, Gancho Doble]
type = ChangeState
value = 1715
triggerall = command = "Gancho Doble"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 300 && movecontact
Triggerall = var(50) = 0

;Super Freeze Yamibarai
[State -1, Super Freeze Yamibarai]
type = ChangeState
value = 974
triggerall = command = "Super Freeze Yamibarai"
triggerall = p2stateno != 2620
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
trigger12 = Stateno = 2515 && movecontact && AnimElem = 1, < = 80
trigger13 = Stateno = 2510 && movecontact && AnimElem = 1, < = 80
Triggerall = var(50) = 0

;Extintion De Salto
[State -1, Extintion De Salto]
type = ChangeState
value = 970
triggerall = command = "Extintion"
triggerall = power >= 3000
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 630
trigger4 = movecontact
trigger5 = stateno = 640
trigger5 = movecontact
trigger6 = stateno = 760
trigger6 = movecontact

;-------------------------------------------------------------------------------
;super x
[State -1, super x]
type = ChangeState
value = 947
triggerall = command = "super_x"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;Kaze x
[State -1, Kaze x]
type = ChangeState
value = 941
triggerall = command = "Kaze_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;SENKA2 x
[State -1, SENKA2 x]
type = ChangeState
value = 935
triggerall = command = "SENKA2"
triggerall = statetype != A
triggerall = p2stateno != 2620
triggerall = numprojID(935) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 750 && movecontact
trigger11 = stateno = 1200 && movecontact
trigger12 = stateno = 1210 && movecontact
trigger13 = stateno = 1250 && movecontact
trigger14 = stateno = 1260 && movecontact
trigger15 = stateno = 300 && movecontact
Triggerall = var(50) = 0


;flash 2
[State -1, flash 2]
type = ChangeState
value = 952
triggerall = command = "flash_2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 750 && movecontact
Triggerall = var(50) = 0

;Flash x
[State -1, Flash x]
type = ChangeState
value = 932
triggerall = command = "Flash_1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 750 && movecontact
Triggerall = var(50) = 0

;Hyper Yamibarai
[State -1, Hyper Yamibarai]
type = ChangeState
value = 925
triggerall = command = "Hyper Yamibarai"
triggerall = life >= 1
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;dragon x
[State -1, dragon x]
type = ChangeState
value = 910
triggerall = command = "dragon_x"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;Extintion
[State -1, Extintion]
type = ChangeState
value = 922
triggerall = command = "Extintion"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;orochi x
[State -1, orochi x]
type = ChangeState
value = 916
triggerall = command = "orochi_x"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
Triggerall = var(50) = 0


;poweradd x
[State -1, poweradd x]
type = ChangeState
value = 172
triggerall = command = "poweradd_x"
trigger1 = (statetype = s) && ctrl
triggerall = Power < 3000
triggerall = var(9) = 0
triggerall = ctrl = 1
trigger1 = command = "hold_a"
trigger1 = command = "hold_y"
Triggerall = var(50) = 0

;yami2 x
[State -1, yami2 x]
type = ChangeState
value = 906
triggerall = command = "yami2_x"
triggerall = p2stateno != 2620
triggerall = numhelper(1000) <= 0
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;yami x
[State -1, yami x]
type = ChangeState
value = 902
triggerall = command = "yami_x"
triggerall = power >= 1000
triggerall = p2stateno != 2620
triggerall = numhelper(1000) <= 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;yagami craw2
[State -1, yagami2 x]
type = ChangeState
value = 1050
triggerall = command = "yagami2_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 750 && movecontact
Triggerall = var(50) = 0

;yagami craw
[State -1, yagami x]
type = ChangeState
value = 1000
triggerall = command = "yagami_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 750 && movecontact
Triggerall = var(50) = 0
;==============================================================================
;三神技之弐
[State -1, 3singi]
type = ChangeState
value = 3100
triggerall = command = "三神技之弐"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 2510 && AnimElemtime(5) > 0 && AnimElemtime(45) < 0 && movehit
trigger12 = stateno = 2515 && AnimElemtime(5) > 0 && AnimElemtime(45) < 0 && movehit
trigger13 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;==============================================================================
;禁千参百弐拾伍式・紅散華
[State -1, KURENAI]
type = ChangeState
value = 3000
triggerall = command = "禁千参百弐拾伍式・紅散華"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
trigger12 = Stateno = 2515 && movecontact && AnimElem = 1, < = 80
trigger13 = Stateno = 2510 && movecontact && AnimElem = 1, < = 80
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;裏参百拾壱式・析爪櫛
[State -1, SAKU]
type = ChangeState
value = 2400
triggerall = command = "裏参百拾壱式・析爪櫛"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;裏参百拾六式・豺華
[State -1, L ONI]
type = ChangeState
value = 2300
triggerall = command = "裏参百拾六式・豺華"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;強血の暴走
[State -1, SB]
type = ChangeState
value = 2150
triggerall = command = "強血の暴走"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

;弱血の暴走
[State -1, LB]
type = ChangeState
value = 2100
triggerall = command = "弱血の暴走"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
Triggerall = var(50) = 0

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



;-----------------------------------------------------------------------------------
;強禁千弐百拾壱式・八稚女
[State -1, S8M]
type = ChangeState
value = 2050
triggerall = command = "強禁千弐百拾壱式・八稚女"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
trigger12 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;弱禁千弐百拾壱式・八稚女
[State -1, L8M]
type = ChangeState
value = 2000
triggerall = command = "弱禁千弐百拾壱式・八稚女"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
trigger9 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger10 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger11 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
trigger12 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;===========================================================================
;屑風
[State -1, KUZUKAZE]
type = ChangeState
value = 1500
triggerall = command = "屑風"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;弱参百拾壱式・爪櫛
[State -1, L T]
type = ChangeState
value = 1400
triggerall = command = "弱参百拾壱式・爪櫛"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;強参百拾壱式・爪櫛
[State -1, S T]
type = ChangeState
value = 1450
triggerall = command = "強参百拾壱式・爪櫛"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;弱百式・鬼焼き
[State -1, L ONI]
type = ChangeState
value = 1700
triggerall = command = "弱百式・鬼焼き"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 300 && movecontact
Triggerall = var(50) = 0

;強百式・鬼焼き
[State -1, S ONI]
type = ChangeState
value = 1750
triggerall = command = "強百式・鬼焼き"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 300 && movecontact
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;弱弐四拾弐式・琴月
[State -1, L KOTOTUKI]
type = ChangeState
value = 1800
triggerall = command = "弱弐四拾弐式・琴月"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;強弐四拾弐式・琴月
[State -1, S KOTOTUKI]
type = ChangeState
value = 1850
triggerall = command = "強弐四拾弐式・琴月"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 300 && movecontact
trigger8 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;弱百弐拾七式・葵花
[State -1, L AOI]
type = ChangeState
value = 1200
triggerall = command = "弱百弐拾七式・葵花"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 300 && movecontact
trigger10 = stateno = 305 && movecontact
trigger11 = stateno = 1410  && AnimElemtime(2) > 0 && AnimElemtime(3) < 10 && movecontact
trigger12 = stateno = 1411  && AnimElemtime(2) > 0 && AnimElemtime(3) < 10 && movecontact
Triggerall = var(50) = 0

;強百弐拾七式・葵花
[State -1, S AOI]
type = ChangeState
value = 1250
triggerall = command = "強百弐拾七式・葵花"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 300 && movecontact
trigger10 = stateno = 305 && movecontact
trigger11 = stateno = 1410  && AnimElemtime(2) > 0 && AnimElemtime(3) < 10 && movecontact
trigger12 = stateno = 1411  && AnimElemtime(2) > 0 && AnimElemtime(3) < 10 && movecontact
trigger13 = stateno = 310 && movecontact
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;Genkidama
[State -1,]
type = ChangeState
value = 3300
triggerall = command = "genkidama"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 1750 && AnimElemtime(4) > 0 && AnimElemtime(5) <= 2 && movehit
trigger8 = stateno = 1810 && AnimElemtime(6) > 0 && AnimElemtime(8) <= 2 && movehit
trigger9 = stateno = 1260 && AnimElemtime(4) > 0 && AnimElemtime(5) < 10 && movehit
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 305 && movecontact
Triggerall = var(50) = 0

;弱百八式・闇払い
[State -1, L SENKA]
type = ChangeState
value = 1600
triggerall = command = "弱百八式・闇払い"
triggerall = statetype != A
triggerall = p2stateno != 2620
triggerall = numprojID(1600) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 300 && movecontact
trigger10 = stateno = 305 && movecontact
trigger11 = stateno = 750 && movecontact
Triggerall = var(50) = 0

;強百八式・闇払い
[State -1, S SENKA]
type = ChangeState
value = 1650
triggerall = command = "強百八式・闇払い"
triggerall = statetype != A
triggerall = p2stateno != 2620
triggerall = numprojID(1600) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 305 && movecontact
trigger10 = stateno = 300 && movecontact
trigger11 = stateno = 750 && movecontact
Triggerall = var(50) = 0

;---------------------------------------------------------------------------
;後緊急回避
[State -1, T S]
type = ChangeState
value = 720
triggerall = command = "recovery" && command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
Triggerall = var(50) = 0

;---------------------------------------------------------------------------
;前緊急回避
[State -1, T S]
type = ChangeState
value = 710
triggerall = command = "recovery"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
trigger3 = stateno = 100
Triggerall = var(50) = 0

;---------------------------------------------------------------------------
;受身
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = command = "recovery"
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -30
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;ふっとばし
[State -1, Throw]
type = ChangeState
value = 750
triggerall = command = "ふっとばし"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;空中ふっとばし
[State -1, CD]
type = ChangeState
value = 760
triggerall = command = "ふっとばし"
triggerall = statetype = A
trigger1 = ctrl
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;外式・夢弾
[State -1, rokotu]
type = ChangeState
value = 300
Triggerall = var(50) = 0
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 215 && movecontact
trigger5 = stateno = 235 && movecontact
trigger6 = stateno = 100

;外式・轟斧　陰"死神"
[State -1, rokotu]
type = ChangeState
value = 310
Triggerall = var(50) = 0
triggerall = command = "a"
triggerall = command = "holdfwd"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 100

;外式・百合折り
[State -1, rokotu]
type = ChangeState
value = 320
Triggerall = var(50) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger1 = command = "a"
trigger1 = command = "holdback"
trigger1 = p2bodydist X > 0
trigger2 = ctrl
trigger2 = command = "a"
trigger2 = command = "holdfwd"
trigger2 = p2bodydist X < 0
trigger3 = stateno = 105 && (command = "holdback" && command = "a")

;------------------------------------------------------------------------------
;P投げ
[State -1, Throw]
type = ChangeState
value = 800
Triggerall = var(50) = 0
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;K投げ
[State -1, Throw]
type = ChangeState
value = 830
Triggerall = var(50) = 0
triggerall = command = "b"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;vel
[State -1]
type = ChangeState
value = 9010
triggerall = command = "c"
trigger1 = statetype = S
trigger1 = ctrl = 1



;GCフロントステップ
[State -1, T S]
type = ChangeState
value = 100
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
Triggerall = var(50) = 0

;GCフロントステップ
[State -1, T S]
type = ChangeState
value = 102
triggerall = command = "FF"
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 151

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
Triggerall = var(50) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;==============================================================================
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
Triggerall = var(50) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 25
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = var(50) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
Triggerall = var(50) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;遠距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
Triggerall = var(50) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 235
Triggerall = var(50) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;遠距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
Triggerall = var(50) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
Triggerall = var(50) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;遠距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
Triggerall = var(50) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700
trigger3 = stateno = 100

;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = var(20) = 0
trigger1 = statetype != A
trigger1 = ctrl
Triggerall = var(50) = 0

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

;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact
Triggerall = var(50) = 0
trigger3 = stateno = 100

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
Triggerall = var(50) = 0
trigger2 = stateno = 100

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
Triggerall = var(50) = 0
trigger2 = stateno = 100

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
Triggerall = var(50) = 0
trigger2 = stateno = 100

;------------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = stateno != 105  ;バックステップ中は禁止
trigger1 = statetype = A
trigger1 = ctrl
Triggerall = var(50) = 0

;ジャンプ強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
Triggerall = var(50) = 0

;------------------------------------------------------------------------------
;ジャンプ弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
Triggerall = var(50) = 0

;ジャンプ強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
Triggerall = var(50) = 0
;------------------------------------------------------------------------------

[State Camondos de AI]
type = VarSet
triggerall = alive
triggerall = stateno < 5500
trigger1 = command = "cpu"
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 = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger33 = command = "cpu34"
trigger34 = ishometeam && (teamside>1||matchno>1)
v = 50
value = 1
ignorehitpause = 1
persistent = 1

[State OFF]
type = VarSet
trigger1 = roundstate>2
trigger2 = !alive
trigger3 = stateno = 5500
v = 50
value = 0
ignorehitpause = 1
persistent = 1

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

[State AI]
type = ChangeState
value = 2300
triggerall = var(50) != 0
triggerall = random <= 400
triggerall = p2stateno != [5050,5121]
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = p2bodydist x = [5,90]
trigger1 = ctrl



[State AI]
type = ChangeState
value = 2050
triggerall = var(50) != 0
triggerall = power >= 1000
triggerall = random <= 200
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2stateno = 1520
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1650
triggerall = var(50) != 0
triggerall = numprojID(1600) = 0
triggerall = random <= 150
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist x = [130,300]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 300
triggerall = var(50) != 0
triggerall = random <= 250
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2stateno = 1520
trigger1 = ctrl

[State AI]
type = ChangeState
value = 20002
triggerall = var(50) != 0
triggerall = random <= 500
triggerall = p2statetype = A
triggerall = power >= 1000
triggerall = p2stateno != 5000
trigger1 = stateno = 2510
trigger1 = time = 130

[State AI]
type = ChangeState
value = 20000
triggerall = var(50) != 0
triggerall = random <= 500
triggerall = p2statetype = A
triggerall = power >= 1000
triggerall = p2stateno != 5000
trigger1 = stateno = 2510
trigger1 = time = 130


[State AI]
type = ChangeState
value = 3000
triggerall = var(50) != 0
triggerall = power >= 2000
triggerall = p2stateno != 2320
triggerall = AnimElemtime(40) > 1 && AnimElemtime(45) < 15
triggerall = p2statetype = A
trigger1 = random <= 50

[State AI]
type = ChangeState
value = 3100
triggerall = var(50) != 0
triggerall = power >= 3000
triggerall = random <= 350
triggerall = p2stateno != [5050,5121]
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [10,60]
triggerall = p2movetype != A
trigger1 = ctrl

[State AI]
type = ChangeState
value = 235
triggerall = var(50) != 0
triggerall = random <= 160
triggerall = p2stateno != [5050,5121]
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,20]
triggerall = p2movetype != A
trigger1 = ctrl

[State -1, AI]
type = ChangeState
value = 1500
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = p2statetype != L
triggerall = statetype != A && p2statetype != A
triggerall = P2Stateno != [120,155]
triggerall = enemynear,prevstateno != [5000,5999]
trigger1 = ctrl && p2bodydist X <= 20 && enemynear,MoveType = I
trigger1 = random < 720
trigger2 = ctrl && (abs(enemynear,Pos X - Pos X)= [0,20]) && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger2 = random < 540
ignorehitpause = 0

[State AI]
type = ChangeState
value = 210
triggerall = var(50) != 0
triggerall = random <= 700
triggerall = p2stateno = 1520
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,100]
triggerall = p2movetype != A
trigger1 = ctrl

[State AI]
type = ChangeState
value = 300
triggerall = var(50) != 0
triggerall = p2stateno != [5050,5121]
triggerall = p2statetype != A
trigger1 = (p2bodydist x = [0,65]) && random <= 999
trigger1 = movecontact && p2statetype != A
trigger1 = stateno = 235 && animelemtime(3) > 1 && animelemtime(5) < 0

[State AI]
type = ChangeState
value = 305
triggerall = var(50) != 0
triggerall = p2stateno != [5050,5121]
triggerall = p2statetype != A
trigger1 = (p2bodydist x = [0,65]) && random <= 999
trigger1 = movecontact && p2statetype != A
trigger1 = stateno = 300 && animelemtime(5) > 1 && animelemtime(7) < 0

[State AI]
type = ChangeState
value = 2050
triggerall = var(50) != 0
triggerall = random <= 500
triggerall = p2statetype != A
triggerall = movehit
triggerall = power >= 1000
trigger1 = (p2bodydist x = [1,250]) && random <= 700
trigger1 = stateno = 305 && animelemtime(4) > 1 && animelemtime(6) < 0

[State AI]
type = ChangeState
value = 1650
triggerall = var(50) != 0
triggerall = p2statetype != A
triggerall = moveguarded
trigger1 = (p2bodydist x = [1,250]) && random <= 700
trigger1 = stateno = 305 && animelemtime(4) > 1 && animelemtime(6) < 0

[State AI]
type = ChangeState
value = 1250
triggerall = var(50) != 0
triggerall = random <= 500
triggerall = p2statetype != A
trigger1 = (p2bodydist x = [1,250]) && random <= 999
trigger1 = stateno = 305 && animelemtime(4) > 1 && animelemtime(6) < 0

[State AI]
type = ChangeState
value = 1260
triggerall = var(50) != 0
triggerall = p2statetype != A
trigger1 = (p2bodydist x = [0,260]) && random <= 999
trigger1 = stateno = 1250 && animelemtime(5) > 1 && animelemtime(8) < 0

[State AI]
type = ChangeState
value = 1270
triggerall = var(50) != 0
triggerall = random <= 400
triggerall = power <= 999
triggerall = p2statetype = A
trigger1 = (p2bodydist x = [0,270]) && random <= 999
trigger1 = stateno = 1260 && animelemtime(4) > 1 && animelemtime(7) < 0

[State AI]
type = ChangeState
value = 2050
triggerall = var(50) != 0
triggerall = random <= 700
triggerall = movehit
triggerall = power >= 1000
triggerall = p2statetype = A
trigger1 = (p2bodydist x = [0,270]) && random <= 999
trigger1 = stateno = 1260 && animelemtime(5) > 10 && animelemtime(7) < 0

[State AI]
type = ChangeState
value = 3100
triggerall = var(50) != 0
triggerall = power >= 3000
triggerall = p2stateno != [5050,5121]
triggerall = p2statetype = A
trigger1 = (p2bodydist x = [20,280]) && random <= 999
trigger1 = stateno = 1260 && animelemtime(5) > 1 && animelemtime(7) < 0

[State AI]
type = ChangeState
value = 235
triggerall = var(50) != 0
triggerall = random <= 850
triggerall = p2stateno != [5030,5121]
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2bodydist x = [0,20]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1750
triggerall = var(50) != 0
triggerall = p2stateno != [5050,5121]
triggerall = roundstate = 2
triggerall = p2bodydist x <= 50
triggerall = random <= 850
trigger1 = p2statetype = A
trigger1 = p2movetype != H
trigger1 = statetype != A
trigger1 = ctrl = 1

[State AI]
type = ChangeState
value = 710
triggerall = var(50) != 0
triggerall = p2stateno != [5050,5121]
triggerall = random <= 190
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [35,100]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 720
triggerall = var(50) != 0
triggerall = roundstate = 2
triggerall = p2bodydist x = [20,100]
triggerall = p2movetype = A
triggerall = random <= 170
trigger1 = statetype != A
trigger1 = ctrl

[State AI]
type = ChangeState
value = 720
triggerall = var(50) != 0
triggerall = p2stateno = [5080,5121]
triggerall = random <= 200
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,150]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 430
triggerall = var(50) != 0
triggerall = random <= 150
triggerall = p2stateno != [5050,5112]
triggerall = ctrl && statetype != A
triggerall = p2life > 0
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2statetype != L
trigger1 = p2bodydist x  < 40
trigger1 = ctrl

[State AI]
type = ChangeState
value = 400
triggerall = var(50) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,250]) && random <= 999
trigger1 = stateno = 430 && animelemtime(4) > 1 && animelemtime(6) < 0

[State AI]
type = ChangeState
value = 1200
triggerall = var(50) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,250]) && random <= 999
trigger1 = stateno = 400 && animelemtime(3) > 1 && animelemtime(5) < 0

[State AI]
type = ChangeState
value = 941
triggerall = var(50) != 0
triggerall = power >= 1000
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,250]) && random <= 600
trigger1 = stateno = 400 && animelemtime(3) > 1 && animelemtime(5) < 0

[State AI]
type = ChangeState
value = 1210
triggerall = var(50) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,260]) && random <= 999
trigger1 = stateno = 1200 && animelemtime(5) > 1 && animelemtime(8) < 0

[State AI]
type = ChangeState
value = 1220
triggerall = var(50) != 0
triggerall = p2statetype = A
trigger1 = (p2bodydist x = [1,270]) && random <= 150
trigger1 = stateno = 1210 && animelemtime(4) > 1 && animelemtime(7) < 0

[State AI]
type = ChangeState
value = 210
triggerall = var(50) != 0
triggerall = random <= 130
triggerall = ctrl && statetype != A
triggerall = p2stateno != [5050,5121]
triggerall = p2life > 0
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2statetype != L
triggerall = p2bodydist x = [30,76]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1250
triggerall = var(50) != 0
triggerall = p2statetype != A
trigger1 = (p2bodydist x = [0,200]) && random <= 999
trigger1 = stateno = 210
trigger1 = time = 12

[State AI]
type = ChangeState
value = 320
triggerall = var(50) != 0
triggerall = statetype = A && vel x != 0
triggerall = p2bodydist x <= -25
trigger1 = vel y > .42 || p2bodydist Y <= 50
trigger1 = ctrl

[State AI]
type = ChangeState
value = 235
triggerall = var(50) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [5,15]) && random <= 800
trigger1 = statetype != A && ctrl
trigger2 = (p2bodydist x = [0,18]) && random <= 1000 && movecontact
trigger2 = stateno = 420 && animelemtime(5) >=0 && animelemtime(6) <= 1

[State AI]
type = ChangeState
value = 430
triggerall = var(50) != 0
triggerall = (p2bodydist x = [5,15]) && random <= 1000
triggerall = p2statetype = S && p2statetype != A && p2movetype != H
trigger1 = statetype != A && ctrl

[State AI]
type = ChangeState
value = 215
triggerall = var(50) != 0
triggerall = (p2bodydist x = [7,10]) && p2movetype != A && p2statetype != A
triggerall = random <= 900 && p2statetype != L
triggerall = statetype != A && ctrl
trigger1 = (p2stateno = [120,160]) && p2statetype != S
trigger2 = (p2stateno != [120,160])
trigger3 = p2stateno = 2420 && movetype = I

[State AI]
type = ChangeState
value = 300
triggerall = var(50) != 0
triggerall = p2statetype = S
trigger1 = (p2bodydist x = [1,250]) && random <= 999
trigger1 = stateno = 215 && animelemtime(4) > 1 && animelemtime(6) < 0

[State AI]
type = ChangeState
value = 800
triggerall = var(50) != 0
triggerall = random <= 160
triggerall = p2stateno != [5050,5121]
triggerall = ctrl && statetype != A
triggerall = statetype != A
triggerall = p2statetype != A
trigger1 = p2bodydist x  < 10
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1700
triggerall = var(50) != 0
triggerall = random <= 800
triggerall = roundstate = 2
triggerall = p2stateno != [5050,5121]
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2stateno != 5120
triggerall = p2bodydist x = [0,90]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H
trigger2 = movecontact

[State AI]
type = ChangeState
value = 1200
triggerall = var(50) != 0
triggerall = random <= 120
triggerall = p2stateno != [5050,5112]
triggerall = ctrl && statetype != A
triggerall = p2life > 0
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2statetype != L
triggerall = p2bodydist x = [30,65]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 210
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = statetype = S && p2statetype != L
triggerall = P2BodyDist X > 30
trigger1 = ctrl
trigger1 = P2BodyDist X = [31,60]
trigger1 = enemynear,statetype != A && enemynear,movetype != A && random < 180
trigger2 = ctrl && ((enemynear,movetype = H) && (p2statetype = S)) && p2stateno = 1420
ignorehitpause = 0

[State AI]
type = ChangeState
value = 400
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
trigger1 = stateno = 430 && (animelem=4,>0 && animelem=6,<0) && movehit = 1
ignorehitpause = 0

[State AI]
type  = ChangeState
value = 430
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = P2BodyDist X <= 35
trigger1 = (ctrl && enemynear,statetype != A && enemynear,statetype = S) && random = [100,370]
ignorehitpause = 0

[State AI]
type = ChangeState
value = 410
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
Trigger1 = ctrl
Trigger1 = (abs(enemynear,Pos X - Pos X)= [0,50])
Trigger1 = enemynear,statetype = A && enemynear,movetype != A
trigger1 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [30,50]) && random <= 100
ignorehitpause = 0

[State AI]
type = ChangeState
value = 600
triggerall = var(50) != 0
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) > 30
trigger1 = enemynear,statetype = A && enemynear,movetype != A;空対空
ignorehitpause = 0

[State AI]
type = ChangeState
value = 610
triggerall = var(50) != 0
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = StateNo = 99 && Var(8) = 2 && Vel Y > 0 && (p2bodydist X = [-9,30]) && random = [0,600];中ジャンプ
trigger1 = enemynear,statetype != A
trigger2 = StateNo = 99 && Var(8) = 1 && Vel Y > 0 && (p2bodydist X = [-9,30]) && random <= 650;小ジャンプ
trigger2 = enemynear,statetype != A
trigger3 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [10,30]
trigger3 = enemynear,statetype = A && enemynear,movetype != A;空対空
ignorehitpause = 0

[State AI]
type = ChangeState
value = 630
triggerall = var(50) != 0
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [0,10]
trigger1 = enemynear,statetype = A && enemynear,movetype != A;空対空
ignorehitpause = 0

[State -1, honi]
type = ChangeState
value = 1700
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
Trigger1 = ctrl
Trigger1 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger1 = enemynear,statetype = A && enemynear,movetype = A
trigger1 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80]) && ifelse(power < 1000,random <= 400,random <= 300)
Trigger2 = ctrl
Trigger2 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger2 = enemynear,statetype = A
trigger2 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80]) && random <= 200
trigger3 = Stateno = 211 && ((animelem=4,>0 && animelem=7,<0) && movehit = 1)
trigger3 = power >= 1000 && random = [100,149]
trigger4 = Stateno = 400 && ((animelem=3,>0 && animelem=5,<0) && movehit = 1)
trigger4 = power >= 1000 && random = [100,149]
trigger5 = Stateno = 231 && ((animelem=3,>0 && animelem=4,<0) && movehit = 1)
trigger5 = power >= 1000 && random = [100,149]
trigger6 = ctrl && (abs(enemynear,Pos X - Pos X)= [0,45]) && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger6 = random = [150,350]
ignorehitpause = 0

[State AI]
type = ChangeState
value = 1700
triggerall = var(50) != 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
Trigger1 = ctrl
trigger1 = abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype != A
trigger1 = random < 100 && BackEdgeBodyDist > 40
Trigger2 = ctrl
trigger2 = abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype != A
trigger2 = BackEdgeBodyDist <= 40
trigger2 = random = [101,260]
trigger3 = ctrl && abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype != A
trigger3 = EnemyNear,HitDefAttr != SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
ignorehitpause = 0

[State AI]
type = ChangeState
value = 5200
triggerall = var(50) != 0 && Alive && CanRecover && Vel Y > -1 && Pos Y <= -20 && random <= 700
trigger1 = StateNo = 5050

[State AI]
type = ChangeState
value = 5210
triggerall = var(50) != 0 && Alive && CanRecover && Vel Y > 0 && Pos Y >= -20 && random <= 700
trigger1 = StateNo = 5050

[State AI]
type = ChangeState
value = 1050
triggerall = var(50) != 0
triggerall = p2stateno != 2621
triggerall = random <= 290
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [60,90]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 750
triggerall = var(50) != 0
triggerall = roundstate = 2
trigger1 = (stateno = 150 || stateno = 151) && power >= 1000
trigger1 = random <= 150

[State AI]
type = ChangeState
value = 320
triggerall = var(50) != 0
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = ctrl
triggerall = (p2dist X <= 0 && frontedgedist < 40) || (p2dist X <= 10 && frontedgedist > 39)
triggerall = p2bodydist Y <= 100
trigger1 = p2statetype = A
trigger1 = vel Y > 0
trigger2 = vel Y > 1
trigger2 = pos Y >= -65
trigger2 = p2statetype = C
trigger3 = p2statetype = S
trigger3 = vel Y > 1
trigger3 = random <= 300

[State AI]
type = ChangeState
value = 610
triggerall = var(50) != 0
triggerall = ctrl
triggerall = statetype = A
triggerall = p2bodydist X > -1
triggerall = var(47) != 2
triggerall = p2bodydist X <= 130
trigger1 = random <= 300
trigger1 = vel Y > 0.5
trigger2 = p2statetype = A
trigger2 = random <= 800
trigger3 = stateno = 2041
trigger3 = p2statetype != C
trigger3 = var(18) = 1
trigger3 = time > 5
trigger3 = random <= 300
trigger4 = p2movetype = A && p2bodydist X <= 80 && p2statetype = A
trigger4 = random <= 990
trigger5 = p2movetype = A && p2bodydist X <= 80 && p2statetype != A && vel y > -3
trigger5 = random <= 990

[State AI]
type = ChangeState
value = 640
triggerall = var(50) != 0
triggerall = p2statetype != L
triggerall = ctrl
triggerall = statetype = A
triggerall = p2bodydist X > -1
triggerall = p2bodydist X <= 128
triggerall = var(47) != 2
trigger1 = pos Y < -70
trigger1 = vel Y > 0
trigger1 = random <= 500
trigger2 = stateno = 2041
trigger2 = p2statetype != C
trigger2 = time > 5
trigger2 = var(18) = 1
trigger2 = random <= 500
trigger3 = stateno = 2041
trigger3 = p2statetype = C
trigger3 = p2bodydist X >= 50 && var(8) = 2
trigger3 = time = 6
trigger3 = var(18) = 1
trigger3 = random <= 900
trigger4 = stateno = 2041
trigger4 = p2statetype = C
trigger4 = time = 6
trigger4 = var(18) = 1
trigger4 = random <= 900
trigger4 = p2bodydist X >= 25 && var(8) = 1
trigger5 = stateno = 2041
trigger5 = p2statetype = C
trigger5 = time > 6
trigger5 = var(18) = 1
trigger5 = random <= 500

[State AI]
type = ChangeState
value = 750
triggerall = var(50) != 0
triggerall = roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype = A
trigger1 = (stateno = 150 || stateno = 151) && power >= 1000
trigger1 = random <= 700

[State AI]
type = ChangeState
value = 750
triggerall = var(50) != 0
triggerall = roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != A
trigger1 = (stateno = 150 || stateno = 151) && power >= 1000
trigger1 = random <= 800

[State AI]
type = ChangeState
value = 102
triggerall = var(50) != 0
triggerall = p2bodydist x = [0,80]
triggerall = roundstate = 2
triggerall = p2statetype != A
trigger1 = (stateno = 150 || stateno = 151) && power >= 500
trigger1 = random <= 800

[State AI]
type = ChangeState
value = 750
triggerall = var(50) != 0
triggerall = random <= 500
trigger1 = statetype = A && (p2bodydist x = [1,40]) && p2statetype = A && ctrl

[State AI]
type = ChangeState
value = 2100
triggerall = var(50) != 0
triggerall = power >= 1000
triggerall = random <= 700
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype = A
triggerall = p2bodydist x = [40,80]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1050
triggerall = var(50) != 0
triggerall = power <= 999
triggerall = random <= 700
triggerall = roundstate = 2
triggerall = ctrl && statetype != A
triggerall = statetype = S
triggerall = p2statetype = A
triggerall = p2bodydist x = [40,80]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 947
triggerall = var(50) != 0
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = power >= 3000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [51,300]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H
trigger2 = movecontact

[State AI]
type = ChangeState
value = 916
triggerall = var(50) != 0
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = power >= 3000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,100]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H
trigger2 = movecontact

[State AI]
type = ChangeState
value = 2150
triggerall = var(50) != 0
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = power >= 1000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,250]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 935
triggerall = var(50) != 0
triggerall = random <= 100
triggerall = ctrl && statetype != A
triggerall = p2statetype != L
trigger1 = P2BodyDist X > 100
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != A

[State AI]
type = ChangeState
value = 40
triggerall = var(50) != 0
triggerall = random <= 800
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = power >= 3000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [150,250]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 925
triggerall = var(50) != 0
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = life <= 1200
triggerall = power >= 3000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,170]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 1715
triggerall = var(50) != 0
triggerall = random <= 450
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,30]
triggerall = p2movetype = A
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 970
triggerall = var(50) != 0
triggerall = random <= 800
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = power >= 3000
triggerall = p2statetype != L
triggerall = ctrl && statetype = A
triggerall = p2bodydist x = [0,250]
triggerall = p2movetype = A
triggerall = statetype = A
trigger1 = ctrl
trigger1 = p2movetype != H

[State A1]
type = ChangeState
value = 932
triggerall = var(50) != 0
triggerall = random <= 999
triggerall   = P2BodyDist X = [130,300]
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = ctrl && statetype != A
triggerall = statetype != A
trigger1 = p2statetype = S
trigger1 = Enemy, Numproj = 1 && P2MoveType = A

[State -1, AI]
type = ChangeState
value = 5200
triggerall = var(50) != 0 && Alive && CanRecover && Vel Y > -1 && Pos Y <= -20 && random <= 500
trigger1 = StateNo = 5050

[State -1, AI]
type = ChangeState
value = 52000
triggerall = var(50) != 0 && Alive && CanRecover && Vel Y > 0 && Pos Y >= -20 && random <= 999
trigger1 = StateNo = 5050

[State -1]
type = ChangeState
value = 102
triggerall = var(50) != 0
trigger1 = (stateno = 150 || stateno = 151) && power >= 500
trigger1 = random <= 150

[State AI]
type = ChangeState
value = 710
triggerall = var(50) != 0
trigger1 = ctrl && enemynear,NumProj && statetype != A && random = [70,200]
trigger2 = inguarddist = [0,120]
trigger2 = ctrl && enemynear,NumProj && statetype != A

[State AI]
type = ChangeState
value = 215
triggerall = var(50) != 0
triggerall = random <= 130
triggerall = ctrl && statetype != A
triggerall = p2stateno != [5050,5121]
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2statetype != L
triggerall = p2bodydist x = [0,10]
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1750
triggerall = var(50) != 0
triggerall = movehit
trigger1 = (p2bodydist x = [0,35]) && random <= 999
trigger1 = stateno = 215
trigger1 = time = 10

[State AI]
type = ChangeState
value = 2000
triggerall = var(50) != 0
triggerall = movehit
triggerall = power >= 1000
trigger1 = (p2bodydist x = [0,50]) && random <= 999
trigger1 = stateno = 1750
trigger1 = time = 8

[State AI]
type = ChangeState
value = 925
triggerall = var(50) != 0
triggerall = power >= 3000
triggerall = life <= 1700
triggerall = random <= 999
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [130,300]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 902
triggerall = var(50) != 0
triggerall = numprojID(1600) = 0
triggerall = numhelper(1000) <= 0
triggerall = power >= 1000
triggerall = p2stateno != 2621
triggerall = random <= 290
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [130,300]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 974
triggerall = var(50) != 0
triggerall = power >= 2000
triggerall = numprojID(1600) = 0
triggerall = numhelper(1000) <= 0
triggerall = p2stateno != 2621
triggerall = random <= 300
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [150,300]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 1715
triggerall = var(50) != 0
triggerall = random <= 550
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,30]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 941
triggerall = var(50) != 0
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype != A
triggerall = power >= 1000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,70]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 2000
triggerall = var(50) != 0
triggerall = random <= 999
triggerall = roundstate = 2
triggerall = p2statetype = A
triggerall = p2stateno != [5050,5112]
triggerall = power >= 1000
triggerall = p2statetype != L
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,35]
triggerall = p2movetype = A
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2movetype != H

[State AI]
type = ChangeState
value = 104
triggerall = var(50) != 0
triggerall = p2movetype != A
triggerall  = enemynear,NumProj = 0
triggerall = p2bodydist x = [80,300]
triggerall = random <= 250
trigger1 = statetype != A
trigger1 = ctrl

[State AI]
type = ChangeState
value = 39
triggerall = var(50) != 0
triggerall = p2stateno != 5001
triggerall = p2stateno != [5050,5112]
triggerall = random <= 200
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [0,70]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[State AI]
type = ChangeState
value = 39
triggerall = var(50) != 0
triggerall = p2stateno != [5050,5112]
triggerall = random <= 100
triggerall = ctrl && statetype != A
triggerall = p2bodydist x = [80,180]
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = ctrl

[state AI]
type = ChangeState
value = 320
triggerall = var(50) != 0
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = ctrl
triggerall = (p2dist X <= 0 && frontedgedist < 40) || (p2dist X <= 10 && frontedgedist > 39)
triggerall = p2bodydist Y <= 100
trigger1 = p2statetype = A
trigger1 = vel Y > 0
trigger2 = vel Y > 1
trigger2 = pos Y >= -65
trigger2 = p2statetype = C
trigger3 = p2statetype = S
trigger3 = vel Y > 1
trigger3 = random <= 300

;-------------------------------------------------------------------------------
;-------------------------------;AI FIN;----------------------------------------

;Run de AI
[Statedef 104]
type = S
movetype = I
physics = S
anim = 47
velset = 0
ctrl = 0

[State 100, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 107

[Statedef 107]
type = S
movetype = I
physics = S
anim = 100
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 191,]
type = PlaySnd
triggerall = time = 1
trigger1 = Alive
loop = 1
value = s3,0
channel = 6

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 101, 3]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, 5.1]
type = ChangeState
triggerall = var(50) = 0
trigger1 = AnimElem = 3, >= 0
trigger1 = command != "holdfwd"
value = 108

[State 100, 5.2]
type = ChangeState
triggerall = var(50) != 0
trigger1 = AnimElem = 3, >= 0
trigger1 = P2bodydist X <= 40
value = 101

[Statedef 108]
type = S
movetype = I
physics = S
anim = 47

[State 102, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------

;-------------------------Modificaciones Para AI--------------------------------
;Jump Start
[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s2,0
channel = 4

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 4]
type = VarSet
trigger1 = time = 0
sysvar(1) = 1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 10]
type = ChangeState
trigger1 = time = 4
value = 50
ctrl = 1
