;-| AI Commands |----------------------------------------------------------

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

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

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

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

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

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

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

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

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

[Command]
name = "cpu10"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu11"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu12"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu13"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu14"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

[Command]
name = "cpu15"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2

;-| Hypers |--------------------------------------------------------
[Command]
name = "BigEnergy"
command = ~120z
;time = 25

[Command]
name = "MindAtk"
command = ~D, DF, F, x+y
time = 25

[Command] 
name = "MindAtk"   ;Same name as above
command = ~D, DF, F, y+z
time = 25

[Command]
name = "combo"
command = ~D, DF, F, a+b
time = 25

[Command]
name = "combo"
command = ~D, DF, F, b+c
time = 25

[Command]
name = "FinalEnergy"
command = ~D, DB, B, D, DB, B, c
time = 25

[Command]
name = "FinalEnergy"
command = ~D, DB, B, D, DB, B, z
time = 25

[Command]
name = "SupremeStrike"
command = ~D, DF, F, D, DF, F, c
time = 25

[Command]
name = "SupremeStrike"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command]
name = "bloodFury"
command = ~D, DB, B, F, z
time = 25

[Command]
name = "MatrixGuy"
command = ~D, DB, B, F, y
time = 25


;-| Special  |------------------------------------------------------

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

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

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

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

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

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

; Dragon Lasso
[Command]             ;Off
name = "FDF_x"
command = ~F, D, DF, x

; Dragon Lasso         ;Off
[Command]
name = "FDF_y"
command = ~F, D, DF, y

; Dragon Lasso           ;Off
[Command]
name = "FDF_z"
command = ~F, D, DF, z

[Command]      ;Off
name = "voo"
command = ~D, B, a+b

[Command]
name = "voo"          ;Off
command = ~D, B, b+c


[Command]
name ="reflection"
command = ~B, B, y



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

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

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

[Command]
name = "Flyingkick"
command = ~F, F, b

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

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

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

;[Command]
;name = "superjump1"
;command = a+b+c
;time = 10

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

[Command]
name = "start"
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 = "superjump"
command = $D, $U
time = 10

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

;===========================================================================
;---------------------------------------------------------------------------

[State -1, Big Energy Ball]
type = ChangeState
value = 4100
triggerall = command = "BigEnergy"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = palno != 8 && palno!= 9
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact


;Invisible Jet (Level 3 super)
[State -1, Supreme Strike]
type = ChangeState
value = 3800
triggerall = command = "SupremeStrike"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = palno != 8 && palno!= 9
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;Mind Psyque Ataque (uses one super bar)
[State -1, MindAtk]
type = ChangeState
value = 3000
triggerall = command = "MindAtk"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact


[State -1, bloodFury]
type = ChangeState
value = 3900
triggerall = power > 1000
triggerall = command = "bloodFury"
triggerall = stateno != 3900
triggerall = var (7) < 1
triggerall = var (27) < 1
triggerall = ctrl
trigger1 = statetype = S




[State -1, MatrixGuy]
type = ChangeState
value = 4200
triggerall = power > 1000
triggerall = command = "MatrixGuy"
triggerall = stateno != 3900
triggerall = var (7) < 1
triggerall = var (27) < 1
triggerall = ctrl
trigger1 = statetype = S

;Combo
[State -1, Combo]
type = ChangeState
value = 3100
triggerall = command = "combo"
triggerall = power >= 2000 || Var(29) > 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;Final Energy
[State -1, Final Energy]
type = ChangeState
value = 3700
triggerall = command = "FinalEnergy"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Voo
;Flying
;[State -1]
;type = ChangeState
;trigger1 = Pos Y < 0
;trigger1 = command = "voo"
;trigger1 = statetype = A
;trigger1 = ctrl = 1
;value = 2000

;[State -1]
;type = ChangeState
;value = 2050
;trigger1 = statetype = S
;trigger1 = ctrl = 1
;trigger1 = command = "voo"
;trigger1 = palno != 8

;===========================================================================
;---------------------------------------------------------------------------
;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1020
triggerall = command = "hstomp_x" || command = "hstomp_y" || command = "hstomp_z"
trigger1 = statetype != A
trigger1 = ctrl

;[State -1, Light dragon lasso]
;type = ChangeState
;value = 1300
;triggerall = command = "FDF_x"
;triggerall = statetype != A
;trigger1 = ctrl

;[State -1, medium dragon lasso]
;type = ChangeState
;value = 1400
;triggerall = command = "FDF_y"
;triggerall = statetype != A
;trigger1 = ctrl

;[State -1, hard dragon lasso]
;type = ChangeState
;value = 1500
;triggerall = command = "FDF_z"
;triggerall = statetype != A
;trigger1 = ctrl

;---------------------------------------------------------------------------
;ThunderPunsh
[State -1]
type = ChangeState
value = 300
triggerall = command = "thunderPunsh"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_a
trigger3 = stateno = 230        ;Stand_x
trigger3 = MoveContact
trigger4 = stateno = 240        ;stand_y
trigger4 = MoveContact
trigger5 = stateno = 250        ;stand_z
trigger5 = MoveContact
trigger6 = stateno = 400        ;crouch_a
trigger6 = MoveContact
trigger6 = time > 7
trigger7 = stateno = 430        ;crouch_x
trigger7 = MoveContact
trigger7 = time > 6
trigger8 = stateno = 440        ;crouch_y
trigger8 = MoveContact
trigger9 = stateno = 355        ;stand_back_z
trigger9 = MoveContact
trigger10 = stateno = 245       ;stand_y (close)
trigger10 = MoveContact

;---------------------------------------------------------------------------
;GroundSlan
[State -1]
type = ChangeState
value = 301
triggerall = command = "GroundSlan"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_a
trigger3 = stateno = 230        ;Stand_x
trigger3 = MoveContact
trigger4 = stateno = 240        ;stand_y
trigger4 = MoveContact
trigger5 = stateno = 250        ;stand_z
trigger5 = MoveContact
trigger6 = stateno = 400        ;crouch_a
trigger6 = MoveContact
trigger6 = time > 7
trigger7 = stateno = 430        ;crouch_x
trigger7 = MoveContact
trigger7 = time > 6
trigger8 = stateno = 440        ;crouch_y
trigger8 = MoveContact
trigger9 = stateno = 355        ;stand_back_z
trigger9 = MoveContact
trigger10 = stateno = 245       ;stand_y (close)
trigger10 = MoveContact

;---------------------------------------------------------------------------
;earthquake_z
[State -1]
type = ChangeState
value = 302
triggerall = command = "earthquake_z"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_a
trigger3 = stateno = 230        ;Stand_x
trigger3 = MoveContact
trigger4 = stateno = 240        ;stand_y
trigger4 = MoveContact
trigger5 = stateno = 250        ;stand_z
trigger5 = MoveContact
trigger6 = stateno = 400        ;crouch_a
trigger6 = MoveContact
trigger6 = time > 7
trigger7 = stateno = 430        ;crouch_x
trigger7 = MoveContact
trigger7 = time > 6
trigger8 = stateno = 440        ;crouch_y
trigger8 = MoveContact
trigger9 = stateno = 355        ;stand_back_z
trigger9 = MoveContact
trigger10 = stateno = 245       ;stand_y (close)
trigger10 = MoveContact

;---------------------------------------------------------------------------
;Flying Kick
;[State -1]
;type = ChangeState
;value = 1200
;triggerall = command = "doublekick"
;trigger1 = statetype = S
;trigger1 = ctrl = 1
;trigger2 = stateno = 200        ;Stand_a
;trigger3 = stateno = 230        ;Stand_x
;trigger3 = MoveContact
;trigger4 = stateno = 240        ;stand_y
;trigger4 = MoveContact
;trigger5 = stateno = 250        ;stand_z
;trigger5 = MoveContact
;trigger6 = stateno = 400        ;crouch_a
;trigger6 = MoveContact
;trigger6 = time > 7
;trigger7 = stateno = 430        ;crouch_x
;trigger7 = MoveContact
;trigger7 = time > 6
;trigger8 = stateno = 440        ;crouch_y
;trigger8 = MoveContact
;trigger9 = stateno = 355        ;stand_back_z
;trigger9 = MoveContact
;trigger10 = stateno = 245       ;stand_y (close)
;trigger10 = MoveContact

;-----------------------------------------------------------------------
;Greenball reflection
[State -1, Reflection]
type = Changestate
value = 700
triggerAll = command = "reflection"
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Flying Kick
[State -1]
type = ChangeState
value = 1610
triggerall = command = "Flyingkick"
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 1045
trigger1 = command = "superjump"
trigger1 = statetype != A
trigger1 = ctrl = 1


;---------------------------------------------------------------------------
;Throw
;投げ
;[State -1, Throw]
;type = ChangeState
;value = 800
;triggerall = command = "z"
;triggerall = statetype = S
;triggerall = ctrl
;triggerall = stateno != 100
;trigger1 = command = "holdfwd"
;trigger1 = p2bodydist X < 3
;trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
;trigger2 = command = "holdback"
;trigger2 = p2bodydist X < 5
;trigger2 = (p2statetype = S) || (p2statetype = C)
;trigger2 = p2movetype != H


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = animelem >= 3
trigger2 = stateno = 200
trigger3 = var(27)
trigger3 = stateno = 200
trigger3 = MoveContact

;---------------------------------------------------------------------------
;Stand Medium Punch
;立ち強パンチ
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 250

;---------------------------------------------------------------------------
;Stand Light Kick
;-ｧち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 210


;---------------------------------------------------------------------------
;Standing Medium Kick
;立ち強キック
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 230
trigger3 = (stateno = 5000) && (animelem = 3)
trigger4 = var(27)
trigger4 = stateno = 250
trigger4 = movecontact

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1,Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 230


;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;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 = 1
trigger2 = stateno = 400
trigger2 = MoveContact

;---------------------------------------------------------------------------
;Crouching Medium Punch
;しゃがみ強パンチ
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = MoveContact

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = 410) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 4)
trigger3 = stateno = 5026 && animelem = 4


;---------------------------------------------------------------------------
;Crouching Light Kick
;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

;---------------------------------------------------------------------------
;Crouching Medium Kick
;しゃがみ強キック
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact ;(stateno = 430) || (stateno = 430)
trigger2 = stateno = 430 ;(time > 10) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 440)
trigger2 = (time > 9) || (movecontact && time > 4)

;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 600
;trigger2 = statetime >= 7

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600

;---------------------------------------------------------------------------
;Jump Medium Kick
;空中強キック
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640 || stateno = 1610;jump_x or jump_a
trigger2 = movecontact
trigger3 = var(27)
trigger3 = stateno = 650
trigger3 = movecontact


[State -1]
type = Varset
trigger1 = stateno = 0
v=4
value = 0

[State -1]
type = Varset
trigger1 = stateno != 2001
trigger1 = stateno != 600
trigger1 = stateno != 610
trigger1 = stateno != 620
trigger1 = stateno != 630
trigger1 = stateno != 640
trigger1 = stateno != 650
v=5
value = 0

[State -1]
type = Varadd
trigger1 = var(5) = 5000 
trigger1 = time > 0
v=4
value = 1

[State -1]
type = Varset
trigger1 = var(4) = 459
v=5
value = 0



[State -1, AIActivate]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
v = 59
value = 3





;---------------IA by... My self---------------


;-------------------------------Basics------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 3
trigger1 = (p2bodydist x > 20) && (p2bodydist x < 140)
trigger1 =(random > 140) && (random < 200)
trigger1 = statetype = S
trigger1 = ctrl


;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 3
triggerall = (p2bodydist x > 60) && (p2bodydist x < 120)
trigger1 = p2statetype = A
trigger1 =(random > 100) && (random < 140)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = p2stateno = 640 || p2stateno = 650
trigger2 = ctrl
trigger2 = (random > 140) && (random < 190)


;-------------------------------Stand--------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 3
triggerall = (p2bodydist x < 25) && (p2statetype != C)
trigger1 = (random > 200) && (random < 280)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (random > 200) && (random < 220)
trigger2 = MoveContact
trigger2 = animelem >= 3
trigger2 = stateno = 200
trigger3 = (random > 200) && (random < 220)
trigger3 = var(27)
trigger3 = stateno = 200
trigger3 = MoveContact

;Stand Medium Punch
;立ち強パンチ
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) = 3
triggerall = (p2bodydist x < 25) && (p2statetype != C)
trigger1 = (random > 280) && (random < 295)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (random > 200) && (random < 280)
trigger2 = MoveContact
trigger2 = stateno = 200


;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) = 3
triggerall = (p2bodydist x < 26) && (p2statetype != C)
trigger1 = (random > 295) && (random < 300)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = (random > 260) && (random < 300)
trigger2 = stateno = 200
trigger3 = (random > 200) && (random < 260)
trigger3 = MoveContact
trigger3 = stateno = 250

;Stand Light Kick
;-ｧち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 3
triggerall = (p2bodydist x < 30) && (p2statetype != C)
trigger1 = (random > 300) && (random < 320)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = (random > 300) && (random < 370)
trigger2 = stateno = 210
trigger2 = power > 900
trigger3 = MoveContact
trigger3 = (random > 300) && (random < 380)
trigger3 = stateno = 210
trigger3 = (power > 200) && (life < 1100)


;Standing Medium Kick
;立ち強キック
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) = 3
triggerall = (p2bodydist x < 30) && (p2statetype != C)
trigger1 = (random > 320) && (random < 360)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (random > 300) && (random < 370)
trigger2 = MoveContact
trigger2 = stateno = 230
trigger3 = (random > 300) && (random < 400)
trigger3 = MoveContact
trigger3 = stateno = 230
trigger3 = life < 900
trigger4 = (stateno = 5000) && (animelem = 3)
trigger4 = alive
trigger5 = (random > 330) && (random < 400)
trigger5 = var(27)
trigger5 = stateno = 250
trigger5 = movecontact

;Standing Strong Kick
[State -1,Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) = 3
triggerall = p2bodydist x < 30
trigger1 = (random > 360) && (random < 380)
trigger1 = life > 1200
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (random > 360) && (random < 400)
trigger2 = MoveContact
trigger2 = stateno = 240
trigger2 = power > 600
trigger3 = (random > 330) && (random < 400)
trigger3 = MoveContact
trigger3 = prevstateno = 240
trigger3 = life > 600
trigger4 = (random > 330) && (random < 400)
trigger4 = prevstateno = 300

;--------------------------Crounch-----------------------------------------

;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 3
triggerall = p2bodydist x < 20
trigger1 = (random > 400) && (random < 480)
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (random > 400) && (random < 540)
trigger2 = stateno = 400
trigger2 = MoveContact


;Crouching Medium Punch
;しゃがみ強パンチ
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) = 3
triggerall = p2bodydist x < 20
trigger1 = (random > 480) && (random < 540)
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (random > 540) && (random < 600)
trigger2 = stateno = 400
trigger2 = MoveContact


;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 3
triggerall = p2bodydist x < 15
trigger1 = (random > 540) && (random < 600)
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (random > 600) && (random < 700)
trigger2 = (stateno = 410) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 4)
trigger3 = (random > 500) && (random < 700)
trigger3 = life < 1000
trigger3 = stateno = 5026 && animelem = 4
trigger3 = alive

;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = 3
triggerall = p2bodydist x < 30 && p2bodydist y < 20
trigger1 = p2statetype != A
trigger1 = (random > 600) && (random < 700)
trigger1 = statetype = C
trigger1 = ctrl

;Crouching Medium Kick
;しゃがみ強キック
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) = 3
triggerall = p2bodydist x < 35 && p2bodydist y < 20
triggerall = p2statetype != A
trigger1 = (random > 530) && (random < 600)
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (random > 500) && (random < 600)
trigger2 = movecontact ;(stateno = 430) || (stateno = 430)
trigger2 = stateno = 430 ;(time > 10) || (movecontact && time > 5)



;----------------------------Air------------------------------------------

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 3
trigger1 = (p2bodydist x < 20) && (p2bodydist y < 20)
trigger1 = (random > 600) && (random < 620)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (random > 600) && (random < 640)
trigger2 = stateno = 600

;Jump Medium Kick
;空中強キック
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) = 3
trigger1 = (p2bodydist x < 35) && (p2bodydist y < 40)
trigger1 = (random > 620) && (random < 740)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (random > 640) && (random < 680)
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) = 3
trigger1 = (p2bodydist x < 35) && (p2bodydist y < 10)
trigger1 = (random > 740) && (random < 800)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (random > 640) && (random < 800)
trigger2 = stateno = 640 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = (roundno > 1) || (life < 1000)
trigger3 = (random > 200) && (random < 800)
trigger3 = prevstateno = 640 ;jump_x or jump_a
trigger3 = movecontact
trigger3 = p2bodydist y < 30
trigger4 = (random > 640) && (random < 700)
trigger4 = stateno = 1610 ;jump_x or jump_a
trigger4 = movecontact




;-----------------------------Speciais-----700-900-------------------------

;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 1045
triggerall = var(59) = 3
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = (random >700) && (random < 720)
trigger1 =  (p2bodydist x >250)
trigger2 =  p2bodydist x > 220
trigger2 = (random >700) && (random < 800)
trigger2 = (p2name = "Superman") && (p2stateno > 1000) && (p2stateno < 1020)


;Flying Kick
[State -1]
type = ChangeState
value = 1610
triggerall = var(59) = 3
triggerall = numproj = 0
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = (random >740) && (random < 760)
trigger1 =  (p2bodydist x >70) && (p2bodydist y > 100)
trigger2 =  (random >740) && (random < 800)
trigger2 =  (p2bodydist x > 250)  && (p2bodydist y > 130)

;ThunderPunsh
[State -1]
type = ChangeState
value = 300
triggerall = var(59) = 3
triggerall = numproj = 0
triggerall = statetype = S
trigger1 = ctrl = 1
trigger1 = (random >700) && (random < 730)
trigger1 = (p2bodydist x < 30) && (p2statetype != S)
trigger2 = (random >700) && (random < 780)
trigger2 = stateno = 200        ;Stand_a
trigger2 = movecontact
trigger3 = (random >700) && (random < 750)
trigger3 = stateno = 230        ;Stand_x
trigger3 = MoveContact

;GroundSlan
[State -1]
type = ChangeState
value = 301
triggerall = var(59) = 3
triggerall = numproj = 0
triggerall = statetype = S
trigger1 = (random >750) && (random < 790)
trigger1 = ctrl = 1
trigger1 = (p2bodydist x > 150) && (p2statetype = S)

;earthquake_z
[State -1]
type = ChangeState
value = 302
triggerall = var(59) = 3
triggerall = numproj = 0
triggerall = statetype = S
trigger1 = (random >790) && (random < 800)
trigger1 = ctrl = 1
trigger1 = (p2bodydist x > 100) && (p2statetype = S)
trigger2 = (random >790) && (random < 810)
trigger2 = ctrl = 1
trigger2 = (p2bodydist x > 100) && (p2statetype = S)
trigger2 = life % 2 =0

;Fireball reflection
[State -1, Reflection]
type = Changestate
value = 700
triggerall = var(59) = 3
triggerall = stateno != 700
triggerall = ctrl = 1
triggerall = statetype = S
trigger1 = (random >800) && (random < 810)
trigger1 = p2bodydist x > 200
trigger1 = statetype = S
trigger2 = (random >800) && (random < 840)
trigger2 = p2name = "G.Ken"
trigger2 = p2bodydist x > 199
trigger3 = (random >810) && (random < 820)
trigger3 = (p2bodydist x > 150) && (p2bodydist x < 160)
trigger3 = (random >810) && (random < 860)
trigger4 = p2name = "G.Ken"
trigger4 = (p2stateno = 1008) || (p2stateno = 3373)


;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1020
triggerall = var(59) = 3
triggerall = statetype != A
triggerall = ctrl
trigger1 = (random >890) && (random < 900)
trigger1 = p2bodydist x > 180
trigger1 = p2statetype != A


;-----------------------------Hypers------------900-1000---------------------
[State -1, Mind Atk]
type = ChangeState
value = 3000
triggerall = var(59) = 3
triggerall = power >= 1000
triggerall = p2stateno != 130
triggerall = statetype = S
trigger1 = (random >900) && (random < 905)
trigger1 = ctrl
trigger3 = power < 2500 || power > 3500
trigger2 = (random >900) && (random < 910)
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = power < 2600 || power > 3600
trigger3 = (random >900) && (random < 920)
trigger3 = movecontact
trigger3 = life < 800



[State -1, bloodFury]
type = ChangeState
value = 3900
triggerall = power > 1000
triggerall = var(59) = 3
triggerall = var(7) = 0
triggerall = stateno != 3900
triggerall = ctrl
triggerall = p2bodydist x > 100
triggerall = statetype = S
trigger1 = life < 500 && roundno = 1
trigger1 = life % 2 = 0
trigger1 = random > 990
trigger2 = life < 500 && roundno =2
trigger2 = random > 990
trigger3 = life > 200 && life < 500
trigger3 = roundno = 3
trigger3 = random > 990

[State -1, MatrixGuy]
type = ChangeState
value = 4200
triggerall = power > 2000
triggerall = var(59) = 3
triggerall = stateno != 3900
triggerall = var (7) < 1
triggerall = var (27) < 1
triggerall = ctrl
triggerall = statetype = S
trigger1 = (life > 500) && (life < 1000)
trigger1 = roundno = 1
trigger1 = life % 2 = 0
trigger1 = random > 990
trigger2 = (life > 500) && (life < 1000)
trigger2 = roundno = 2
trigger2 = random > 990

[State -1, Final Energy]
type = ChangeState
value = 3700
triggerall = var(59) = 3
triggerall = power >= 3000
triggerall = p2stateno != 130
triggerall = statetype = S
trigger1 = (random >910) && (random < 915)
trigger1 = ctrl
trigger2 = (random >915) && (random < 925)
trigger2 = hitdefattr = SC, NA, SA
trigger2 = p2statetype = A
trigger3 = ctrl
trigger3 = (random >910) && (random < 930)
trigger3 = life < 1000
trigger4 = (random >910) && (random <= 999)
trigger4 = roundno > 1
trigger4 = life < 600
trigger4 = ctrl

;Combo
[State -1, Combo]
type = ChangeState
value = 3100
triggerall = var(59) = 3
triggerall = power >= 1000 || Var(29) > 0
triggerall = p2bodydist x < 70
trigger1 = (random >930) && (random < 940)
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random >930) && (random < 950)
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = (random >930) && (random < 990)
trigger3 = movecontact && statetype = C
trigger3 = p2stateno != 152
trigger3 = p2stateno != 132

[State -1, Big Energy Ball]
type = ChangeState
value = 4100
triggerall = var(59) = 3
triggerall = power >= 3000
triggerall = gametime % 25 = 0
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2statetype != A
trigger1 = random > 930

