; 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 -- defaults to 15 if omitted)
;
; - 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.
;   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 = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; 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 = 30

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

;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[Command]
name = "AI_1"
command = a, x, F, D, a, a, D
time = 1

[Command]
name = "AI_2"
command = a, a, a, a, a, a, b
time = 1

[Command]
name = "AI_3"
command = a, a, b, D, F, b, x
time = 1

[Command]
name = "AI_4"
command = y, a, F, b, B, y, a
time = 1

[Command]
name = "AI_5"
command = a, b, x, y, y, b, b
time = 1

[Command]
name = "AI_6"
command = b, y, y, F, b, B, B
time = 1

[Command]
name = "AI_7"
command = a, y, F, a, x, a, F, b
time = 1

[Command]
name = "AI_8"
command = D,F,x
time = 1

[Command]
name = "AI_9"
command = x, x, a, F, F, b, D
time = 1

[Command]
name = "AI_10"
command = x, x, a, F, y, a, a, F
time = 1

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

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

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

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

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

;-| Super Motions |--------------------------------------------------------
[Command]
name = "ScytheSmash"   ;Same name as above
command = z
time = 20

[Command]
name = "Bus"
command = ~D, DF, F, x+y
time = 30

[Command]
name = "Bus"
command = ~D, DF, F, y+z
time = 30

[Command]
name = "Bus"
command = ~D, DF, F, x+z
time = 30

[Command]
name = "MOVEOFDOOM"
command = D, F, DB, DF, x+y+z+y+x
time = 40

[Command]
name = "totaled"
command = x+y,F,x
time = 40

[Command]
name = "Overdrive"
command = x+y,B,y
time = 25

[Command]
name = "Abomb"
command = x+a,D,x
time = 25

[Command]
name = "warudo"
command = x+b,B,x
time = 25

[Command]
name = "junkstorm"
command = c
time = 25

[Command]
name = "F1"
command = y+b,D,y
time = 25
;-| Special Motions |------------------------------------------------------
[Command]
name = "juice"
command = a
time = 10
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

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

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

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

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

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
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

;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1

[Command]
name = "downfwd"
command = $DF
time = 1

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

[Command]
name = "downback"
command = $DB
time = 1

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

[Command]
name = "upback"
command = $UB
time = 1

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

[Command]
name = "upfwd"
command = $UF
time = 1

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

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

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

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

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

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

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

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

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
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] ;Heres the AI, AI checker is mainly for AIActivation.

[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

;---------------------------------------------------------------------------
;Artificial Intelligence, allows Kyurem to execute Hypers quicker and chain combos.
;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[State -1, AI]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
v = 59
value = 1

;--|-AI Defense-|-----------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 130

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 131

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132

;-|-AI Combo Attempt-|----------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 20) && (random <= 750)
value = 200

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 20) && (random <= 750)
value = 210

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 230

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 7) && (random <= 750)
value = 235

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 240

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 400

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 410

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 430

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 440

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 600

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 610

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 630

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 640

;-|-AI Super Attempt-|----------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 35) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1100

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 45) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1300

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1101

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1020

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1021

;-|-AI Attempt Hyper-|---------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 50) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 2000) && (numproj = 0) && (random = [0,300])
value = 2000

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 50) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (numproj = 0) && (random = [0,300])
value = 3000
;===========================================================================
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;MOVE OF DOOM, TOTAL KILLS ALL!
[State -1, OMG]
type = ChangeState
value = 9000
triggerall = !var(0)
triggerall = command = "MOVEOFDOOM"
triggerall = stateno != [9000,9002]
triggerall = var(39)
trigger1 = roundstate = 2
trigger1 = power>=3000

;---------------------------------------------------------------------------
;Assist F1
;Only kills you if you attack while F1 is attack (Uses ReversalDef)
;Works very well on combo heavy characters.
[State -1, Assist - F1]
type = ChangeState
value = 1005
triggerall = ctrl
triggerall = numhelper(1001) = 0
triggerall = var(39)
triggerall = statetype != A
trigger1 = command = "F1"
trigger2 = var(7) = 1
trigger2 = random > 989
;---------------------------------------------------------------------------
;Junk Storm
[State -1, junk storm]
type = ChangeState
value = 501
triggerall = command = "junkstorm"
triggerall = power >= 1000
triggerall = var(39) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1: AI junk storm]
type = ChangeState
triggerall = StateType != A
triggerall = Power >= 100
triggerall = var(39) = 0
triggerall = var(0)
trigger1 = ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 32
trigger2 = Random < 8
trigger2 = movecontact
value = 501

;Bus of doom
;-------------------------------------------------------------------------------
;立ち弱パンチ
[State -1, Bus of doom]
type = ChangeState
value = 2000
triggerall = numhelper(2000) = 0
triggerall = power >= 1500
triggerall = command = "Bus"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact

[State -1: AI Bus Of Doom]
type = ChangeState
triggerall = StateType != A
triggerall = Power >= 1500
triggerall = numhelper(2000) = 0
triggerall = var(0)
trigger1 = ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 32
trigger2 = Random < 8
trigger2 = movecontact
value = 2000

;Assist Shaq
;-------------------------------------------------------------------------------
[State 0, ]
type = Helper
;triggerall = var(10) = 0
triggerall = !ishelper
trigger1 = command = "start"
trigger1 = alive
trigger1 = numhelper(730) = 0
;trigger1 = var(19) < 3
trigger1 = power>=500
helpertype = normal
name = "Shaq"
ID = 730
pos = -50,0
postype = back
facing = 1
stateno = 730
keyctrl = 1
ownpal = 1
ignorehitpause = 1

[State -1: AI Shaq]
type = Helper
triggerall = var(0)
triggerall = !ishelper
trigger1 = alive
trigger1 = numhelper(730) = 0
;trigger1 = var(19) < 3
trigger1 = power>=500
helpertype = normal
name = "Shaq"
ID = 730
pos = -50,0
postype = back
facing = 1
stateno = 730
keyctrl = 1
ownpal = 1
ignorehitpause = 1
value = 730
;---------------------------------------------------------------------------
;???????
[State -1, 12p move] ;12p only move
type = ChangeState
value = 3400
triggerall = command = "c"
triggerall = var(39)
triggerall = numhelper(3405) = 0
triggerall = power >= 2500
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Double Celestial Star
[State -1, Double Celestial Star]
type = ChangeState
value = 2405
triggerall = var(39)
triggerall = command = "totaled"
triggerall = power >= 9000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440

[State -1: AI Celestial Star]
type = ChangeState
triggerall = StateType != A
triggerall = Power >= 9000
triggerall = var(0)
triggerall = var(39)
trigger1 = ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 32
trigger2 = Random < 8
trigger2 = movecontact
value = 2405

;---------------------------------------------------------------------------
;Misuchi Form
[State -1, Mizuchi Form]
type = ChangeState
value = 9999
triggerall= !var(39)
triggerall = power >= 9000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
;triggerall = power >= 9000
triggerall = command = "Overdrive"
;trigger1 = StateType = S && Ctrl = 1

;AI Mizuchi form
[State -1, AI: Mizuchi Form]
type = ChangeState
value = 9999
triggerall = StateType = S || StateType = C
triggerall = var(7) = 1
triggerall = !var(39)
trigger1 = ctrl = 1
trigger1 = Life >= 500
;trigger1 = Life <= 700
trigger1 = P2Life <= 500
trigger2 = ctrl = 1
trigger2 = Life >= 500
trigger2 = Power >= 9000

;---------------------------------------------------------------------------
[State -1, Abomb]
type = ChangeState
value = 12345
triggerall = command = "Abomb"
triggerall = power >= 9000
triggerall = statetype != A
triggerall = var(39)
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 205
trigger4 = stateno = 235
trigger5 = stateno = 240
trigger6 = stateno = 245
trigger7 = stateno = 400
trigger8 = stateno = 410
trigger9 = stateno = 430
trigger10= stateno = 440
trigger11= stateno = 700 && animelem = 3,>=0
trigger12= stateno = 1150 && movecontact
trigger13= stateno = 1250 && movecontact

;---------------------------------------------------------------------------
;Za Warudo
[State -1, warudo]
type=changestate
value=3500
triggerall= command="warudo"
triggerall= var(59)<=0 && !ishelper(1) && roundstate=2 && var(20)<=0 && pos y>=0 && power>=3000
trigger1= ctrl
trigger2= (stateno=[200,4999]) && time>=2 && !numhelper(7500)
trigger2= (stateno!=[800,899]) && (stateno!=[1320,1339]) && (stateno!=[4000,4099]) && (stateno!=[4900,4999])

[State -1: AI Warudo]
type = ChangeState
triggerall = StateType != A
triggerall = Power >= 3000
triggerall = var(0)
trigger1 = ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 32
trigger2 = Random < 8
trigger2 = movecontact
value = 3500
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; PRUNE JUICE
[State -1, PRUNE JUICE]
type = ChangeState
value = 500
triggerall = command = "juice"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

[State -1: AI PRUNE JUICE]
type = ChangeState
triggerall = StateType != S
triggerall = var(0)
trigger1 = ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 50
trigger2 = Random < 8
trigger2 = movecontact
value = 500
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Scythe Smash (uses one super bar)
;三烈カンフー突き手（ゲージレベル１）
[State -1, Scythe Smash]
type = ChangeState
value = 3000
triggerall = command = "ScytheSmash"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1: AI Scythe Smash]
type = ChangeState
triggerall = StateType != A
triggerall = Power >= 1000
triggerall = var(0)
trigger1 = ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 32
trigger2 = Random < 8
trigger2 = movecontact
value = 3000
