; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below.
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "superpounce"   ;Same name as above
command = ~D, DF, F, y

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

[Command]
name = "sushi"
command = ~F, DF, D, DB, B, y

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

[Command]
name = "confuse"
command = ~F, DF, D, DB, B, x

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

[Command]
name = "walljumpback"
command = UB

[Command]
name = "walljumpfwd"
command = UF

[Command]
name = "bikejump"
command = $U

;-| 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

;-| 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 = "holda";Required (do not remove)
command = /a
time = 1

[Command]
name = "holdb";Required (do not remove)
command = /b
time = 1

[Command]
name = "holdc";Required (do not remove)
command = /c
time = 1

[Command]
name = "holdx";Required (do not remove)
command = /x
time = 1

[Command]
name = "holdy";Required (do not remove)
command = /y
time = 1

[Command]
name = "holdz";Required (do not remove)
command = /z
time = 1


;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;---------------------------------------------------------------------------
;==============================COMPUTER=====================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 199
triggerall = AILevel
triggerall = statetype != A
triggerall = ctrl
triggerall = enemynear, numproj = 0
triggerall = enemynear, movetype != A
triggerall = ((Life*100)/LifeMax) >= 40
trigger1 = p2bodydist x >= 150
trigger1 = life >= enemynear, life
trigger1 = random <= 6 && AILevel >= 6 || random <= 20 && AIlevel >= 3 && AIlevel <= 5 || random <= 40 &&AIlevel >= 1 && AIlevel <= 2
trigger1 = roundstate = 2
trigger2 = roundstate = 3
trigger2 = prevstateno != [195,199]
trigger2 = win
;---------------------------------------------------------------------------
[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 40
trigger1 = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr = SC, AT
trigger1 = AILevel >= 4
trigger1 = random<var(50)*2.0
trigger2 = numtarget(1000)
trigger2 = random<var(50)*2.0
trigger2 = enemynear,statetype = A
trigger2 = enemynear,movetype = H
trigger2 = AILevel > 3
;---------------------------------------------------------------------------
;summon sushi
[State -1, AI eat sushi]
type = ChangeState
value = 3300
triggerall = var(59)
triggerall = power >= 3000
triggerall = AILevel>2
triggerall = statetype != A
triggerall = p2bodydist x <= 70
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = enemynear,stateno != [1120,1122]
triggerall = enemynear,stateno != 5120
triggerall = enemynear,prevstateno != 5120
trigger1 = AILevel >= 3 && AILevel <= 5 && random<var(50)*1.0 || AILevel >= 6 && random<var(50)*2.0
trigger1 = ctrl

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

[State 0, AI drive the bike]
type = VarSet
trigger1 = var(58)
var(58) = 0

[State 0, AI boost]
type = VarSet
trigger1 = var(57)
var(57) = 0

[State 0, AI drive the bike]
type = VarSet
triggerall = var(59)
trigger1 = stateno = [4000,4600]
trigger1 = random<var(50)*10.0 || AILevel >= 6
var(58) = 1

[State 0, AI boost]
type = VarSet
triggerall = var(59)
triggerall = stateno = 4000
triggerall = power >= 250
triggerall = vel x < 4
triggerall = p2bodydist y >= -60
trigger1 = random<var(50)*0.05
var(57) = 1


;bike
[State -1, AI break physics]
type = ChangeState
value = 3050
triggerall = var(59)
triggerall = power >= 2000
triggerall = AILevel>2
triggerall = statetype != A
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger1 = p2bodydist x >= 100
trigger1 = random<var(50)*0.1
trigger1 = enemynear,movetype != A
trigger1 = !inguarddist
trigger2 = ctrl
trigger2 = enemynear, movetype = A && enemynear, hitdefattr = SC, AT
trigger2 = random<var(50)*1.0
trigger2 = AILevel >= 6
trigger3 = stateno = 1000
trigger3 = movehit
trigger3 = random<var(50)*0.1
trigger3 = time = [6,12]
trigger3 = AILevel > 3
trigger4 = stateno = [400,401]
trigger4 = movehit
trigger4 = random<var(50)*0.1
trigger5 = stateno = 241
trigger5 = numtarget(240) || numtarget(640) || numtarget(641)
trigger5 = random<var(50)*0.5
trigger5 = var(0) && var(3) && var(4)
trigger6 = stateno = 641
trigger6 = numtarget(640)
trigger6 = random<var(50)*0.5
trigger6 = var(0) && var(3) && var(4)
trigger7 = stateno = 240 || stateno = 641
trigger7 = movehit
trigger7 = time >= 32 || p2bodydist x >= 40
trigger7 = random<var(50)*0.5
trigger7 = var(0) && var(3) && var(4)
;---------------------------------------------------------------------------
;super pounce
[State -1, super pounce]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = power >= 1000
triggerall = AILevel>2
triggerall = statetype != A
triggerall = p2bodydist x <= 143
triggerall = p2bodydist y >= -83
triggerall = p2statetype != L
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger1 = random<var(50)*0.02
trigger2 = stateno = [400,401]
trigger2 = movehit
trigger2 = var(0) && var(3) && var(4)
trigger2 = random<var(50)*0.5
trigger3 = stateno = 241
trigger3 = numtarget(240) || numtarget(640) || numtarget(641)
trigger3 = random<var(50)*0.5
trigger3 = var(0) && var(3) && var(4)
trigger4 = stateno = 641
trigger4 = numtarget(640)
trigger4 = random<var(50)*0.5
trigger4 = var(0) && var(3) && var(4)
trigger5 = stateno = 240 || stateno = 641
trigger5 = movehit
trigger5 = time >= 32 || p2bodydist x >= 40
trigger5 = random<var(50)*0.5
trigger5 = var(0) && var(3) && var(4)
trigger6 = ctrl || stateno = 100 || stateno = 101
trigger6 = enemynear,movetype = A
trigger6 = enemynear,time <= 6
trigger6 = random<var(50)*0.2
trigger6 = AILevel >= 6
;---------------------------------------------------------------------------

;Confuse
[State -1, AI hey look an alien]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = AILevel>1
triggerall = statetype != A
triggerall = p2bodydist x <= 51
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = enemynear,stateno != [1120,1122]
triggerall = enemynear,stateno != 5120
triggerall = enemynear,prevstateno != 5120
trigger1 = random<var(50)*0.5
trigger1 = ctrl   
;---------------------------------------------------------------------------
;Wild Claw
[State -1, AI swipe their undertaker]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = AILevel>1
triggerall = statetype != A
triggerall = p2bodydist x <= 57
triggerall = p2bodydist Y >= -68
triggerall = p2statetype != L
triggerall = enemynear,stateno != 5120
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger1 = random<var(50)*0.2 || enemynear,statetype = A && random<var(50)*0.5
trigger1 = !var(3) || var(1) && var(0) && var(4)
trigger1 = p2bodydist x > 33
trigger2 = stateno = [400,401]
trigger2 = movehit
trigger2 = random<var(50)*2.0
trigger2 = !var(3) || var(1) && var(0) && var(4)
trigger3 = stateno = 241
trigger3 = numtarget(240) || numtarget(640) || numtarget(641)
trigger3 = random<var(50)*2.0
trigger3 = !var(3) || var(1) && var(0) && var(4)
trigger4 = stateno = 641
trigger4 = numtarget(640)
trigger4 = random<var(50)*2.0
trigger4 = !var(3) || var(1) && var(0) && var(4)
trigger5 = stateno = 240 || stateno = 641
trigger5 = movehit
trigger5 = time >= 32 || p2bodydist x >= 40
trigger5 = random<var(50)*2.0
trigger5 = !var(3) || var(1) && var(0) && var(4)
;---------------------------------------------------------------------------
;AI Throw
[State -1, AI throw them]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2statetype != L
triggerall = enemynear,stateno != [1120,1122]
triggerall = enemynear,stateno != 5120
triggerall = enemynear,prevstateno != 5120
trigger1 = p2bodydist x <= 24
trigger1 = p2movetype != H
trigger1 = p2statetype != A
trigger1 = random<var(50)*0.5
trigger2 = enemynear, stateno >= 120 && enemynear, stateno <= 155 && p2bodydist x <= 24
trigger2 = p2statetype != A
trigger2 = p2movetype != H
trigger2 = random<var(50)*1.0
trigger2 = AILevel >= 6
;---------------------------------------------------------------------------
[State -1, AI Guard Counter Attack]
type = ChangeState
value = 160
triggerall = var(59)
triggerall = AILevel > 3
triggerall = statetype != A
triggerall = stateno = [150,156]
triggerall = power >= 1000
triggerall = p2bodydist x <= 57
triggerall = p2bodydist Y >= -68
trigger1 = AILevel = [4,5]
trigger1 = random<var(50)*0.2
trigger2 = AILevel >= 6
trigger2 = ((Life*100)/LifeMax) < ((enemynear,Life*100)/enemynear,LifeMax)
trigger2 = random<var(50)*0.5
trigger3 = AILevel >= 6
trigger3 = enemynear,life <= 106
trigger3 = random<var(50)*1.0
trigger4 = AILevel >= 6
trigger4 = ((Life*100)/LifeMax) > ((enemynear,Life*100)/enemynear,LifeMax)
trigger4 = random<var(50)*0.2
;---------------------------------------------------------------------------
;AI Run Fwd
[State -1, AI stumble really fast to the enemy]
type = ChangeState
value = 100
Triggerall=!Inguarddist
triggerall = var(59)
triggerall = AILevel >= 3
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [100,101]
triggerall = p2movetype != A
triggerall = enemynear, numproj = 0
trigger1 = p2bodydist x >= 50
trigger1 = random<var(50)*0.1
trigger2 = p2statetype = L && p2bodydist x >= 50
trigger2 = random<var(50)*1.0
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl || stateno = [100,101]
triggerall = p2bodydist x <= 33
triggerall = p2bodydist Y = [-44,88]
triggerall = p2statetype != L
triggerall = enemynear,stateno != 5120
trigger1 = random<var(50)*1.1

;---------------------------------------------------------------------------
;Kicks
[State -1, AI rip off chun-li]
type = ChangeState
value = 240
triggerall = var(59)
triggerall = !var(4)
triggerall = AILevel>1
triggerall = statetype != A
triggerall = p2bodydist x <= 24
triggerall = p2bodydist Y >= -44
triggerall = power >= 250
triggerall = p2statetype != L || var(0)
triggerall = enemynear,stateno != 5120
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger1 = random<var(50)*0.2
trigger1 = p2statetype != L || enemynear,time <= 6
trigger2 = ctrl || stateno = 100 || stateno = 101
trigger2 = enemynear,movetype = A
trigger2 = AILevel >= 6
trigger2 = random<var(50)*1.0

;---------------------------------------------------------------------------
;AIr Kicks
[State -1, AI rip off chun-li in the air]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = !var(4)
triggerall = AILevel>1
triggerall = statetype = A
triggerall = p2bodydist x <= 24 || vel x > 0 && p2bodydist x <= 80
triggerall = p2bodydist Y = [-44,102]
triggerall = power >= 250
triggerall = enemynear,stateno != 5120
trigger1 = ctrl || stateno = 410 && time >= 6 || stateno = 412 && time >= 6 || stateno = 630 && time >= 6 || stateno = 632 && time >= 6
trigger1 = random<var(50)*0.2
trigger1 = enemynear,movetype != H
trigger2 = ctrl || stateno = 410 && time >= 6 || stateno = 412 && time >= 6 || stateno = 630 && time >= 6 || stateno = 632 && time >= 6
trigger2 = enemynear,movetype = A
trigger2 = AILevel >= 6
trigger2 = random<var(50)*1.0
trigger3 = stateno = 620
trigger3 = movehit
trigger3 = random<var(50)*0.07 && power < 1500 || power >= 1500 && random<var(50)*0.1
trigger3 = var(0) || var(3)

;---------------------------------------------------------------------------
;Spindash
[State -1, AI rip off sonic]
type = ChangeState
value = 400
triggerall = !inguarddist
triggerall = var(59)
triggerall = !var(0)
triggerall = statetype != A
triggerall = p2bodydist x <= 72
triggerall = p2bodydist Y >= -32
triggerall = enemynear,stateno != 5120
trigger1 = ctrl || stateno = 101
trigger1 = random<var(50)*0.2
trigger1 = AILevel <= 5
trigger2 = ctrl || stateno = 101
trigger2 = random<var(50)*0.3
trigger2 = enemynear,statetype != C
trigger2 = AILevel > 5
trigger3 = stateno = 220
trigger3 = movehit && random<var(50)*2.0 || movecontact && random<var(50)*0.6 && AILevel <= 5 || movecontact && enemynear,statetype != C && random<var(50)*0.6 && AILevel > 5
trigger4 = stateno = 210
trigger4 = p2bodydist x > 47
trigger4 = movehit && random<var(50)*2.0 || movecontact && random<var(50)*0.6 && AILevel <= 5 || movecontact && enemynear,statetype != C && random<var(50)*0.6 && AILevel > 5
trigger5 = ctrl || stateno = 101
trigger5 = enemynear,statetype = L
trigger5 = random<var(50)*2.0

;---------------------------------------------------------------------------
;Spindash
[State -1, AI rip off sonic]
type = ChangeState
value = 401
triggerall = !inguarddist
triggerall = var(59)
triggerall = !var(0)
triggerall = statetype != A
triggerall = p2bodydist x <= 72
triggerall = p2bodydist Y >= -32
triggerall = stateno = 100
triggerall = enemynear,stateno != 5120
triggerall = time >= 5
trigger1 = random<var(50)*0.2
trigger1 = AILevel <= 5
trigger2 = random<var(50)*0.5
trigger2 = enemynear,statetype != C
trigger2 = AILevel > 5
trigger3 = enemynear,statetype = L
trigger3 = random<var(50)*2.0

;---------------------------------------------------------------------------
;Pounce
[State -1, Pounce]
type = ChangeState
value = 410
triggerall = !inguarddist
triggerall = AILevel>1
triggerall = !var(1)
triggerall = statetype != A
triggerall = var(59)
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger1 = enemynear,movetype != A
trigger1 = enemynear,numproj = 0
trigger1 = p2bodydist x = [100,150]
trigger1 = enemynear,statetype != A
trigger1 = random<var(50)*0.2
trigger2 = stateno = 400 || stateno = 401
trigger2 = moveHit
trigger2 = random<var(50)*1.5
trigger3 = stateno = 220
trigger3 = movehit
trigger3 = random<var(50)*2.0
trigger4 = stateno = 210
trigger4 = p2bodydist x > 47
trigger4 = random<var(50)*2.0
trigger4 = movehit
trigger5 = stateno = 241
trigger5 = numtarget(240) || numtarget(640) || numtarget(641)
trigger5 = random<var(50)*2.0
trigger5 = enemynear,stateno != [120,155]
trigger6 = stateno = 240
trigger6 = movehit
trigger6 = time >= 32 || p2bodydist x >= 40
trigger6 = random<var(50)*2.0

;---------------------------------------------------------------------------
;jump Light Punch
[State -1, AI jump Light Punch]
type = ChangeState
value = 600
triggerall = !inguarddist
triggerall = var(59)
triggerall = statetype = A
triggerall = p2bodydist x <= 33 || vel x > 0 && p2bodydist x <= 60
triggerall = p2bodydist Y = [-44,88]
triggerall = p2statetype != L
triggerall = random<var(50)*1.1
triggerall = enemynear,stateno != 5120
trigger1 = ctrl
trigger2 = stateno = 410 || stateno = 412 || stateno = 630 || stateno = 632
trigger2 = time >= 6

;---------------------------------------------------------------------------
;Pounce
[State -1, Air Pounce]
type = ChangeState
value = 630
triggerall = !inguarddist
triggerall = AILevel>1
triggerall = !var(1)
triggerall = statetype = A
triggerall = var(59)
trigger1 = ctrl 
trigger1 = enemynear,movetype != A
trigger1 = enemynear,numproj = 0
trigger1 = p2bodydist x = [100,150]
trigger1 = enemynear,statetype != A
trigger1 = random<var(50)*0.2
trigger2 = stateno = 610
trigger2 = movehit
trigger2 = random<var(50)*1.0
trigger3 = stateno = 640
trigger3 = movehit
trigger3 = time >= 32 || p2bodydist x >= 40
trigger3 = random<var(50)*2.0

;---------------------------------------------------------------------------
;AI Guarding

[State -1]
Type=Changestate
Triggerall=Inguarddist ; Guard when in guard distance
triggerall = var(59)  ; and the AI is on
triggerall = random<var(50)*2.0
trigger1 = stateno!=[120,160]
Trigger1=ctrl ; and we have control
value=120
;---------------------------------------------------------------------------
;===============================HUMAN=======================================
;---------------------------------------------------------------------------
;summon sushi
[State -1, summon sushi]
type = ChangeState
value = 3300
triggerall = !var(59)
triggerall = command = "sushi"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;bike
[State -1, bike]
type = ChangeState
value = 3050
triggerall = !var(59)
triggerall = command = "bike"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger2 = stateno = 200 || stateno = 210 || stateno = 220
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 401
trigger3 = movecontact
trigger4 = stateno = 240 || stateno = 641
trigger4 = movecontact
trigger5 = stateno = 641
trigger5 = numtarget(640)
trigger6 = stateno = 1000
trigger6 = movecontact
;---------------------------------------------------------------------------
;super pounce
[State -1, super pounce]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = command = "superpounce"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger2 = stateno = 200 || stateno = 210 || stateno = 220
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 401
trigger3 = movecontact
trigger4 = stateno = 240 || stateno = 641
trigger4 = movecontact
trigger5 = stateno = 641
trigger5 = numtarget(640)
trigger6 = stateno = 1000
trigger6 = movecontact
;---------------------------------------------------------------------------
;Confuse
[State -1, Confuse]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "confuse"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Wild Claw
[State -1, Wild Claw]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = command = "claw"
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger2 = stateno = 200 || stateno = 210 || stateno = 220
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 401
trigger3 = movecontact
trigger4 = stateno = 240 || stateno = 641
trigger4 = movecontact
trigger5 = stateno = 641
trigger5 = numtarget(640)

;===========================================================================
[State -1, Guard Counter Attack]
type = ChangeState
value = 160
triggerall = !var(59)
triggerall = command = "z"
triggerall = statetype != A
trigger1 = stateno = [150,156]
trigger1 = power >= 1000
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

;---------------------------------------------------------------------------
;sleep
[State -1, sleep]
type = ChangeState
value = 197
triggerall = !var(59)
triggerall = command = "start"
triggerall = command = "holddown"
triggerall = Cond(Numhelper(1933),abs(Rootdist X-Helper(1933),Rootdist X)<20,0)
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Dance
[State -1, Dance]
type = ChangeState
value = 196
triggerall = !var(59)
triggerall = command = "start"
triggerall = command = "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl

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

;---------------------------------------------------------------------------
;Grab
[State -1, Grab]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Attack
[State -1, Attack]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || stateno = 100 || stateno = 101

;---------------------------------------------------------------------------
;Kicks
[State -1, Kicks]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = power >= 250
trigger1 = statetype = S
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger2 = stateno = 200 || stateno = 210 || stateno = 220
trigger2 = movecontact
trigger3 = stateno = 400 || stateno = 401
trigger3 = movecontact

;---------------------------------------------------------------------------
;EX Pounce
[State -1, EX Pounce]
type = null;ChangeState
value = 412
triggerall = !var(59)
triggerall = power >= 500
triggerall = command = "x" && command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C || stateno = 100 || stateno = 101
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger2 = stateno = 400 || stateno = 401
trigger2 = moveHit
trigger3 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 240 || stateno = 641
trigger3 = movecontact

;---------------------------------------------------------------------------
;Spindash
[State -1, Spindash]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C || stateno = 101
trigger1 = ctrl || stateno = 101
trigger2 = stateno = 200 || stateno = 210 || stateno = 220
trigger2 = movecontact

;---------------------------------------------------------------------------
;Running Spindash
[State -1, Running Spindash]
type = ChangeState
value = 401
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = stateno = 100

;---------------------------------------------------------------------------
;Pounce
[State -1, Pounce]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = !var(1)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C || stateno = 100 || stateno = 101
trigger1 = ctrl || stateno = 100 || stateno = 101
trigger2 = stateno = 400 || stateno = 401
trigger2 = moveHit
trigger3 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 240 || stateno = 641
trigger3 = movehit
trigger4 = stateno = 641
trigger4 = numtarget(640)
trigger4 = target,stateno != [120,155]
trigger5 = stateno = 1000
trigger5 = movehit

;---------------------------------------------------------------------------
;EX Air Pounce
[State -1, EX Air Pounce]
type = null;ChangeState
value = 632
triggerall = !var(59)
triggerall = power >= 500
triggerall = command = "x" && command = "y"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 640
trigger2 = movecontact

;---------------------------------------------------------------------------
;Air Attack
[State -1, Air Attack]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 410 || stateno = 412 || stateno = 630 || stateno = 632
trigger2 = time >= 6

;---------------------------------------------------------------------------
;Air Pounce
[State -1, Air Pounce]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = !var(1)
triggerall = command = "y" || command = "FF"
triggerall = command = "holddown" || command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 640
trigger2 = movehit

;---------------------------------------------------------------------------
;Air Attack
[State -1, Air Kicks]
type = ChangeState
value = 640
triggerall = !var(59)
triggerall = command = "y"
triggerall = statetype = A
triggerall = power >= 250
trigger1 = ctrl 
trigger2 = stateno = 410 || stateno = 412 || stateno = 630 || stateno = 632
trigger2 = time >= 6
trigger3 = stateno = 600 || stateno = 610 || stateno = 620
trigger3 = movecontact

;---------------------------------------------------------------------------
;Wall jump
[State -1, Wall jump]
type = ChangeState
value = 110
triggerall = !var(59)
triggerall = command = "walljumpback"
triggerall = backedgebodydist <= 0
triggerall = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 410 || stateno = 412 || stateno = 630 || stateno = 632

;---------------------------------------------------------------------------
;Wall jump
[State -1, Wall jump]
type = ChangeState
value = 115
triggerall = !var(59)
triggerall = command = "walljumpfwd"
triggerall = frontedgebodydist <= 0
triggerall = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 410 || stateno = 412 || stateno = 630 || stateno = 632

