
;-| 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 Button |-----------------------------------------------------------

[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 = "up" 
command = $U
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_x"
command =/x
time = 1

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

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

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

;AI Start----------------------------------------------------------------------------

 [Command]
name = "cpu1"
command = U, U, U, U
time = 0
[Command]
name = "cpu2"
command = U, U, U, D
time = 0
[Command]
name = "cpu3"
command = U, U, D, D
time = 0
[Command]
name = "cpu4"
command = U, D, D, D
time = 0
[Command]
name = "cpu5"
command = D, D, D, D
time = 0
[Command]
name = "cpu6"
command = D, D, D, U
time = 0
[Command]
name = "cpu7"
command = D, D, U, U
time = 0
[Command]
name = "cpu8"
command = D, U, U, U
time = 0
[Command]
name = "cpu9"
command = U, D, U, U
time = 0
[Command]
name = "cpu10"
command = U, U, D, U
time = 0
[Command]
name = "cpu11"
command = D, U, U, D
time = 0
[Command]
name = "cpu12"
command = U, D, D, U
time = 0
[Command]
name = "cpu13"
command = D, U, D, U
time = 0
[Command]
name = "cpu14"
command = U, D, U, D
time = 0
[Command]
name = "cpu15"
command = F, F, F, F
time = 0
[Command]
name = "cpu16"
command = B, B, B, B
time = 0
[Command]
name = "cpu17"
command = F, B, F, F
time = 0
[Command]
name = "cpu18"
command = F, F, B, F
time = 0
[Command]
name = "cpu19"
command = B, F, F, F
time = 0
[Command]
name = "cpu20"
command = F, F, F, B
time = 0
[Command]
name = "cpu21"
command = F, B, B, F
time = 0
[Command]
name = "cpu22"
command = B, F, F, B
time = 0
[Command]
name = "cpu23"
command = F, B, F, B
time = 0
[Command]
name = "cpu24"
command = B, F, B, F
time = 0
[Command]
name = "cpu25"
command = D, F, D, F
time = 0
[Command]
name = "cpu26"
command = D, B, D, B
time = 0
[Command]
name = "cpu27"
command = D, B, D, F
time = 0
[Command]
name = "cpu28"
command = D, F, D, B
time = 0
[Command]
name = "cpu29"
command = U, F, D, B
time = 0
[Command]
name = "cpu30"
command = U, B, D, F
time = 0
[Command]
name = "cpu31"
command = B, D, F, U
time = 0
[Command]
name = "cpu32"
command = F, D, B, U
time = 0
[Command]
name = "cpu33"
command = U, U, U, U
time = 0
[Command]
name = "cpu34"
command = U, U, U, D
time = 0
[Command]
name = "cpu35"
command = U, U, D, D
time = 0
[Command]
name = "cpu36"
command = U, D, D, D
time = 0
[Command]
name = "cpu37"
command = D, D, D, D
time = 0
[Command]
name = "cpu38"
command = D, D, D, U
time = 0
[Command]
name = "cpu39"
command = D, D, U, U
time = 0
[Command]
name = "cpu40"
command = D, U, U, U
time = 0
[Command]
name = "cpu41"
command = U, D, U, U
time = 0
[Command]
name = "cpu42"
command = U, U, D, U
time = 0
[Command]
name = "cpu43"
command = D, U, U, D
time = 0
[Command]
name = "cpu44"
command = U, D, D, U
time = 0
[Command]
name = "cpu45"
command = D, U, D, U
time = 0
[Command]
name = "cpu46"
command = U, D, U, D
time = 0
[Command]
name = "cpu47"
command = F, F, F, F
time = 0
[Command]
name = "cpu48"
command = B, B, B, B
time = 0
[Command]
name = "cpu49"
command = F, B, F, F
time = 0
[Command]
name = "cpu50"
command = F, F, B, F
time = 0
[Command]
name = "cpu51"
command = B, F, F, F
time = 0
[Command]
name = "cpu52"
command = F, F, F, B
time = 0
[Command]
name = "cpu53"
command = F, B, B, F
time = 0
[Command]
name = "cpu54"
command = B, F, F, B
time = 0
[Command]
name = "cpu55"
command = F, B, F, B
time = 0
[Command]
name = "cpu56"
command = B, F, B, F
time = 0
[Command]
name = "cpu57"
command = D, F, D, F
time = 0
[Command]
name = "cpu58"
command = D, B, D, B
time = 0
[Command]
name = "cpu59"
command = D, B, D, F
time = 0
[Command]
name = "cpu60"
command = D, F, D, B
time = 0
[Command]
name = "cpu61"
command = U, F, D, B
time = 0
[Command]
name = "cpu62"
command = U, B, D, F
time = 0
[Command]
name = "cpu63"
command = B, D, F, U
time = 0
[Command]
name = "cpu64"
command = F, D, B, U
time = 0


;-| Super Motions |--------------------------------------------------------

[Command]
name = "STONE"
command =  ~U;,U,U
time = 35

[Command]
name = "STONE"
command =  a
time = 35

[Command]
name = "STONE"
command =  b
time = 35

[Command]
name = "STONE"
command =  c
time = 35

[Command]
name = "STONE"
command =  x
time = 35

[Command]
name = "STONE"
command =  y
time = 35

[Command]
name = "STONE"
command =  z
time = 35

[Command]
name = "GHOST"
command =  ~D,D,D
time = 35

[Command]
name = "MATRIX"
command =  ~D,D,D
time = 35

[Command]
name = "EXThrow"
command =  ~D,DB,B,a+x
time = 35

[Command]
name = "EXThrow"
command =  ~D,DB,B,b+y
time = 35

[Command]
name = "EXThrow"
command =  ~D,DB,B,c+z
time = 35

[Command]
name = "Throw"
command =  a+x
time = 35

[Command]
name = "Throw"
command =  b+y
time = 35

[Command]
name = "Throw"
command =  c+z
time = 35

[Command]
name = "SuperFlame"
command =  ~D, DF, F, D, DF, F, c
time = 35

[Command]
name = "SuperHammer"
command =  ~D, DF, F, D, DF, F, b
time = 35

[Command]
name = "OTHKHAMMER"
command =  ~D, DF, F, b+c
time = 35

[Command]
name = "SuperFlameTower"
command =  ~D, DB, B, D, DF, F, c
time = 35

[Command]
name = "SFB"
command =  ~F, D, F, b+c
time = 35

[Command]
name = "SSFB"
command =  ~F, D, B, b+c
time = 35

[Command]
name = "SuperFlameBlust"
command =  ~D, DB, B, b+c
time = 35

[Command]
name = "SuperFlameSword"
command =  ~B, F, b
time = 35

[Command]
name = "EXbuttstomp"
command = /D, a+b

[Command]
name = "EXbuttstomp"
command = /D, b+c

[Command]
name = "EXbuttstomp"
command = /D, a+c

[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+y

[Command]
name = "EXCoinPunch"
command = ~F, D, DF, y+z

[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+z

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

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

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

[Command]
name = "EXfireball"
command = ~D, DF, F, x+y

[Command]
name = "EXfireball"
command = ~D, DF, F, y+z

[Command]
name = "EXfireball"
command = ~D, DF, F, x+z

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

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

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

[Command]
name = "EXtornado"
command = ~D, DB, B, x+y

[Command]
name = "EXtornado"
command = ~D, DB, B, y+z

[Command]
name = "EXtornado"
command = ~D, DB, B, x+z

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

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

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

[Command]
name = "MAX tornado"
command = ~D, DB, B, x+y+z

[Command]
name = "buttstomp"
command = /D,c

[Command]
name = "drillkick"
command = /D,b

[Command]
name = "headstomp"
command = /D,a

[Command]
name = "airglideEX"
command = B, B, F

[Command]
name = "airglide"
command = F, F
time = 10

[Command]
name = "rollfwd"
command = a+b

[Command]
name = "rollfwd"
command = b+c

[Command]
name = "rollfwd"
command = c+a

;-| 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 = z+x
time = 1

[Command]
name = "alphacoinpunch"
command = ~D, DB, B, x 
time = 20

[Command]
name = "alphacoinpunch"
command = ~D, DB, B, y 
time = 20

[Command]
name = "alphacoinpunch"
command = ~D, DB, B, z 
time = 20

[Command]
name = "alphacoinpunch"
command = ~B, DB, D, x 
time = 20

[Command]
name = "alphacoinpunch"
command = ~B, DB, D, y 
time = 20

[Command]
name = "alphacoinpunch"
command = ~B, DB, D, z 
time = 20

[Command]
name = "Sjump"
command = D, U

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
[statedef -1]
;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗

[State -1, 僀儞僩儘]
type = Changestate
triggerall = !ishelper
triggerall = roundstate = 0
triggerall = !time
trigger1 = !((anim = [180, 194]) || anim = 5900)
value = 5900
ignorehitpause = 1

[State -1, 10俹帪]
type = Changestate
triggerall = !ishelper
trigger1 = palno = 10
value = 20000
ignorehitpause = 1

[State -1, 僞乕僎僢僩嶍彍]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget = 8
ignorehitpause = 1

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;僗僥乕僩屌掕

[state -1, OTHK僴儞儅乕]
type = Selfstate
trigger1 = ishelper(102200)
value = 102200
ignorehitpause = 1

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;AI偺峴摦

[State -1, 1]
type = VarRandom
triggerall = enemy,name != "W-Reimu"
triggerall = PalNo = [11,12]
trigger1 = gametime%2
v = 12
range = 0,16
ignorehitpause = 1

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗

[State -1, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "AI=%d,bodydist x=%f,tyousokusi=%d,sokusigaesi=%d,p2Alive=%d"
params = Var(7),P2bodyDist X,Var(6),Var(5),(enemy,alive)
ignorehitpause = 1

[State -1, SetAI]
type = VarSet
triggerall = Alive && RoundState = 2
triggerall = IsHomeTeam
trigger1 = TeamSide = 2
trigger2 = MatchNo > 1
var(7) = 1

[State -1]
type = VarSet
trigger1 = Alive && RoundState = 2
trigger1 = Numhelper(153)
trigger1 = Numhelper(159)
var(7) = 1
ignorehitpause = 1

[State -1]
type = VarSet
var(7) = 1
triggerall = Alive && RoundState = 2
triggerall = var(7) != 1
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"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger34 = command = "cpu34"
trigger35 = command = "cpu35"
trigger36 = command = "cpu36"
trigger37 = command = "cpu37"
trigger38 = command = "cpu38"
trigger39 = command = "cpu39"
trigger40 = command = "cpu40"
trigger41 = command = "cpu41"
trigger42 = command = "cpu42"
trigger43 = command = "cpu43"
trigger44 = command = "cpu44"
trigger45 = command = "cpu45"
trigger46 = command = "cpu46"
trigger47 = command = "cpu47"
trigger48 = command = "cpu48"
trigger49 = command = "cpu49"
trigger50 = command = "cpu50"
trigger51 = command = "cpu51"
trigger52 = command = "cpu52"
trigger53 = command = "cpu53"
trigger54 = command = "cpu54"
trigger55 = command = "cpu55"
trigger56 = command = "cpu56"
trigger57 = command = "cpu57"
trigger58 = command = "cpu58"
trigger59 = command = "cpu59"
trigger60 = command = "cpu60"
trigger61 = command = "cpu61"
trigger62 = command = "cpu62"
trigger63 = command = "cpu63"
trigger64 = command = "cpu64"
;trigger65 = 1

[State -1]
type = ChangeState
value = 0
triggerall = Var(7) = 1
trigger1 = Win
trigger1 = statetype != A
trigger1 = RoundState > 2
trigger1 = ctrl

[State -1]
type = ChangeState
value = 0
triggerall = Var(7) = 1
trigger1 = Lose
trigger1 = statetype != A
trigger1 = RoundState > 2
trigger1 = ctrl

[State -1]
type = ChangeState
value = 0
triggerall = Var(7) = 1
trigger1 = Drawgame
trigger1 = statetype != A
trigger1 = RoundState > 2
trigger1 = ctrl

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

[State -1, AI Weak DP]
type = ChangeState
value = 1500
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = var(9) <= 2
trigger1 = Ctrl
trigger1 = P2movetype = A
trigger1 = statetype != A
trigger1 = P2BodyDist X = [-30,60]
trigger1 = P2Stateno <= 1999 || Random > 700
trigger1 = P2statetype != A

[State -1, AI SuperHammer]
type = ChangeState
value = 2100
triggerall = P2statetype != L
triggerall = power >= 3000
triggerall = var(7) = 1
triggerall = PalNo = [2,5]
triggerall = P2BodyDist X <= 20
triggerall = statetype != A
triggerall = random = [0,499]
triggerall = P2stateno != [120,159]
triggerall = P2movetype = A
triggerall = EnemyNear,AnimTime > 10
trigger1 = Var(9) = [2,4]
trigger1 = ctrl || stateno = 110 || stateno = 105
trigger2 = Var(9) > 0
trigger2 = movecontact
trigger2 = stateno = [200,440]
trigger2 = ((P2StateNo = [1000,4999]) && Var(9) < 4)

[State -1, AI SuperFlame]
type = ChangeState
value = 2000
triggerall = Var(9) > 1
triggerall = power >= 3000
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 300
triggerall = PalNo = [2,5]
trigger1 = P2Life > 150
trigger1 = Var(9) >= 1
trigger1 = stateno = 52
trigger2 = ctrl || stateno = 110 || stateno = 105
trigger2 = P2movetype = A
trigger2 = Var(9) < 4
trigger3 = P2statetype != A

[State -1, OTHKHAMMER1p]
type = Changestate
value = 2200
triggerall = PalNo = 1
triggerall = Var(7) = 1
triggerall = power >= 600000
triggerall = ctrl = 1
triggerall = statetype != A
trigger1 = movecontact
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact

[State -1, SFT]
type = Changestate
value = 20020
triggerall = Var(7) = 1
triggerall = ctrl
triggerall = power >= 600000
triggerall = PalNo != [11,12]
triggerall = statetype != A
trigger1 = movecontact
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 420
trigger3 = movecontact
trigger3 = stateno = 220

[State -1, SuperFlameBlust]
type = ChangeState
value = 2300
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = PalNo != [11,12]
triggerall = power >= 600000
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = moveguarded
trigger2 = stateno = 420
trigger3 = movecontact
trigger3 = stateno = 220

[State -1, SFB7~10p]
type = ChangeState
value = 20001
triggerall = var(7) = 1
triggerall = power >= 600000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger1 = PalNo = [7,10]
trigger2 = moveguarded
trigger2 = stateno = 420
trigger2 = PalNo = [7,10]
trigger3 = movecontact
trigger3 = stateno = 220
trigger3 = PalNo = [7,10]
trigger4 = stateno = 52
trigger4 = PalNo = [7,10]

[State -1, SSFB7~10p]
type = ChangeState
value = 20200
triggerall = var(7) = 1
triggerall = power >= 666000
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger1 = PalNo = [7,10]
trigger2 = moveguarded
trigger2 = stateno = 420
trigger2 = PalNo = [7,10]
trigger3 = movecontact
trigger3 = stateno = 220
trigger3 = PalNo = [7,10]
trigger4 = stateno = 52
trigger4 = PalNo = [7,10]

[State -1, OTHKHAMMER6~9p]
type = Changestate
value = 2200
triggerall = PalNo = [6,9]
triggerall = Var(7) = 1
triggerall = ctrl
triggerall = statetype != A
triggerall = power >= 600000
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = anim = 200
trigger2 = animelemtime(2) > 0
trigger3 = anim = 210
trigger3 = animelemtime(3) > 0
trigger4 = anim = 220
trigger4 = animelemtime(3) > 0
trigger5 = anim = 400
trigger5 = animelemtime(2) > 0
trigger6 = anim = 410
trigger6 = animelemtime(3) > 0
trigger7 = anim = 420
trigger7 = animelemtime(3) > 0

[State -1, OTHKHAMMER11,12p]
type = Changestate
value = 2200
v = 12
triggerall = Var(12) >= 1
triggerall = Var(12) <= 2
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = anim = 200
trigger2 = animelemtime(2) > 0
trigger3 = anim = 210
trigger3 = animelemtime(4) > 0
trigger4 = anim = 220
trigger4 = animelemtime(4) > 0
trigger5 = anim = 400
trigger5 = animelemtime(4) > 0
trigger6 = anim = 410
trigger6 = animelemtime(4) > 0
trigger7 = anim = 420
trigger7 = animelemtime(4) > 0

[State -1, SSFB11,12p]
type = ChangeState
value = 20200
v = 12
triggerall = Var(12) = 12
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = anim = 30
trigger2 = animelemtime(2) > 0
trigger3 = anim = 210
trigger3 = animelemtime(2) > 0
trigger4 = anim = 220
trigger4 = animelemtime(3) > 0
trigger5 = anim = 400
trigger5 = animelemtime(2) > 0
trigger6 = anim = 410
trigger6 = animelemtime(3) > 0
trigger7 = anim = 420
trigger7 = animelemtime(3) > 0

[State -1, SFB11,12p]
type = ChangeState
value = 20001
v = 12
triggerall = Var(12) = 5
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = anim = 240
trigger2 = animelemtime(2) > 0
trigger3 = anim = 210
trigger3 = animelemtime(3) > 0
trigger4 = anim = 220
trigger4 = animelemtime(3) > 0
trigger5 = anim = 400
trigger5 = animelemtime(2) > 0
trigger6 = anim = 410
trigger6 = animelemtime(3) > 0
trigger7 = anim = 420
trigger7 = animelemtime(3) > 0

[State -1, SFT11,12p]
type = ChangeState
value = 20020
v = 12
triggerall = Var(12) <= 3
triggerall = Var(12) >= 2
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = anim = 250
trigger2 = animelemtime(2) > 0
trigger3 = anim = 210
trigger3 = animelemtime(3) > 0
trigger4 = anim = 220
trigger4 = animelemtime(3) > 0
trigger5 = anim = 400
trigger5 = animelemtime(2) > 0
trigger6 = anim = 410
trigger6 = animelemtime(3) > 0
trigger7 = anim = 420
trigger7 = animelemtime(3) > 0

[State -1, SFT11,12p]
type = ChangeState
value = 20020
triggerall = enemy,name = "W-Reimu"
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl

[State -1, SuperFlameBlust 11,12p]
type = ChangeState
value = 2300
v = 12
triggerall = Var(12) = 10
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = anim = 200
trigger2 = animelemtime(2) > 0
trigger3 = anim = 210
trigger3 = animelemtime(3) > 0
trigger4 = anim = 220
trigger4 = animelemtime(3) > 0
trigger5 = anim = 400
trigger5 = animelemtime(2) > 0
trigger6 = anim = 410
trigger6 = animelemtime(3) > 0
trigger7 = anim = 420
trigger7 = animelemtime(3) > 0

[State -1, 峳傇傞11,12p]
type = ChangeState
value = 1255
v = 12
triggerall = Var(12) = 8
triggerall = var(7) = 1
triggerall = PalNo = [11,12]
triggerall = P2StateType != A
triggerall = EnemyNear,NumProj >= 0
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = moveguarded
trigger2 = stateno = 420
trigger3 = movecontact
trigger3 = stateno = 220

[State -1, 峳傇傞]
type = ChangeState
value = 1255
triggerall = var(7) = 1
triggerall = PalNo != [11,12]
triggerall = statetype != A
triggerall = power >= 200000
triggerall = ctrl = 1
trigger1 = P2BodyDist X <= 210
trigger1 = P2BodyDist X >= 50
trigger1 = random = [0,400]
trigger2 = P2BodyDist X <= 210
trigger2 = P2BodyDist X >= 50
trigger2 = Movetype = A

[State -1, AI Ghosteleport]
type = ChangeState
value = 3900
v = 12
triggerall = Var(12) = 5
triggerall = Var(7) > 0
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2BodyDist X >= 20
trigger1 = PalNo = 6
trigger2 = P2BodyDist X >= 40
trigger2 = PalNo = 7
trigger3 = P2BodyDist X >= 20
trigger3 = PalNo = 8
trigger4 = P2BodyDist X >= 40
trigger4 = PalNo = 9
trigger5 = P2BodyDist X >= 20
trigger5 = PalNo = 11
trigger6 = P2BodyDist X >= 40
trigger6 = PalNo = 12
trigger7 = P2BodyDist X >= 10
trigger7 = PalNo = 12
trigger9 = life <= 50
trigger9 = PalNo = 12
trigger9 = statetype != A

;12p梡

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
v = 12
triggerall = Var(12) = 6
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = PalNo = 12
triggerall = P2StateNo = 5210
trigger1 = ctrl
trigger1 = statetype != A

[State -1, AI Drill Kick]
type = ChangeState
value = 1300
v = 12
triggerall = Var(12) = 7
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = statetype = A
triggerall = EnemyNear,HitFall = 0
triggerall = stateno != 9000
triggerall = ctrl
triggerall = Pos Y <= -20
triggerall = P2BodyDist X = [-30,150]
triggerall = P2statetype != L
trigger1 = Random < 300
trigger2 = P2MoveType = A
trigger2 = P2StateType != A

[State -1, AI Light Stand Punch]
type = ChangeState
value = 200+200*(Random < 800 && P2StateType != A)
v = 12
triggerall = Var(12) = 9
triggerall = var(7) = 1
triggerall = P2movetype != H
triggerall = P2StateNo != [5200,5210]
triggerall = PalNo = 12
trigger1 = P2Movetype != A || Var(3) = 1
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2statetype != L
trigger1 = PrevStateNo != 200

[State -1, AI Light Crouch Kick]
type = ChangeState
value = 430
v = 12
triggerall = Var(12) = 10
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = PalNo = 12
trigger1 = P2Dist Y >= -7
trigger1 = P2statetype != L
trigger1 = stateno = 110
trigger1 = random > 500
trigger1 = P2movetype != A || Var(3) = 1

[State -1, AI Medium Stand Punch]
type = ChangeState
value = 210
v = 12
triggerall = Var(12) = 12
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo != [5200,5210]
trigger1 = EnemyNear,Ctrl = 0
trigger1 = P2statetype != L
trigger1 = P2Movetype != A
trigger1 = ctrl || stateno = 110
trigger1 = statetype != A
trigger1 = random = [0, 500]
trigger1 = P2stateno != [5110,5120]

[State -1, AI Medium Stand Kick]
type = ChangeState
value = 240
v = 12
triggerall = Var(12) = 13
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = P2statetype != L
triggerall = P2Movetype != A
triggerall = PalNo = 12
trigger1 = P2statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = EnemyNear,Ctrl = 0
trigger2 = Random >= 800
trigger2 = ctrl
trigger3 = stateno = 230 || StateNo = 430
trigger3 = movecontact

[State -1, AI Medium Crouch Punch]
type = ChangeState
value = 410
v = 12
triggerall = Var(12) = 14
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = PalNo = 12
trigger1 = P2Statetype != A
trigger1 = stateno = 240
trigger1 = movecontact

[State -1, AI Fierce Strong Punch]
type = ChangeState
value = 220
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = PalNo = 12
trigger1 = P2Statetype != A
trigger1 = (stateno = [200,410]) || StateNo = 440
trigger1 = stateno != 220
trigger1 = stateno != 250
trigger1 = movehit

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
v = 12
triggerall = Var(12) = 14
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo <= 5099 || P2StateNo = 5210
triggerall = P2statetype != L
triggerall = PalNo = 12
trigger1 = stateno = 220 || stateno = 250 || (StateNo = 240 && P2stateType = A)
trigger1 = movehit
trigger1 = P2statetype != C
trigger2 = ctrl
trigger2 = P2movetype != H || (P2StateNo = 5210 && EnemyNear,Time > 5)
trigger2 = statetype != A
trigger2 = P2statetype != C
trigger3 = var(3) = 0
trigger3 = var(9) < 4
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = statetype != A
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != C
trigger4 = prevstateno = 1204
trigger4 = P2Life <= 20 || (P2StateNo = [154,155]) || Var(9) >= 1
trigger4 = stateno = 52
trigger4 = Time >= 1
trigger5 = stateno = [200,420]
trigger5 = P2statetype = A
trigger5 = MoveGuarded || (MoveHit > 2 && Random > 600)

[State -1, AI Weak DP]
type = ChangeState
value = 1500
v = 12
triggerall = Var(12) = 14
triggerall = Var(10) = 0
triggerall = PalNo = 12
triggerall = var(7) = 1
;triggerall = NumHelper(1100) = 0
triggerall = StateNo = 110
triggerall = EnemyNear,Hitfall = 1
triggerall = Animtime <= 20
trigger1 = P2StateType != L

[State -1, AI Weak DP]
type = ChangeState
value = 1500
v = 12
triggerall = Var(12) = 14
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = PalNo = 12
trigger1 = var(3) = 0
trigger1 = PrevStateNo = 911
trigger1 = Stateno = 0

[State -1, AI Weak DP]
type = ChangeState
value = 1500
v = 12
triggerall = Var(12) = 14
triggerall = var(7) = 1
triggerall = P2statetype != L
triggerall = PalNo = 12
trigger1 = stateno = 450
trigger1 = movehit
trigger2 = var(3) = 0
trigger2 = P2Stateno < 1000
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger3 = var(3) = 0
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = var(9) < 4
trigger3 = statetype != A
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != A

[State -1, AI Slide Kick]
type = ChangeState
value = 460
v = 12
triggerall = Var(12) = 16
triggerall = PalNo = 12
triggerall = var(7) = 1
trigger1 = stateno = 100

;晛捠
[State -1, AI RollBack]
type = ChangeState
value = 105
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = P2Stateno = 5120
trigger1 = EnemyNear,AnimTime <= 5
trigger1 = P2Dist X = [-100,0]

[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = P2Stateno = 5120
trigger1 = EnemyNear,AnimTime <= 5
trigger1 = P2Dist X = [0,100]

[State -1, AI Launcher]
type = ChangeState
value = 420
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = P2stateno >= 160
triggerall = EnemyNear,HitFall = 0
triggerall = P2statetype != L
triggerall = P2Dist Y >= -80
triggerall = PalNo != 12
trigger1 = var(3) = 1
trigger1 = Ctrl || StateNo = 110
trigger1 = P2Dist X = [0,50]
trigger1 = random <= 500 || EnemyNear,Ctrl = 0
trigger2 = var(3) = 1 || Palno = 9 || Palno = 12
trigger2 = Var(9) = 0 || Palno = 9 || Palno = 12
trigger2 = StateNo = 52 && Ctrl = 1
trigger2 = PrevStateNo = 1300

[State -1, AI RollBack]
type = ChangeState
value = 105+5*(Random > 300);*(P2Dist X = [40,120])
triggerall = var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = P2MoveType = A
triggerall = P2Movetype != H || P2StateType = L
triggerall = P2BodyDist X <= 80
triggerall = PalNo != 12
trigger1 = Random > 200
trigger1 = StateNo = 440 || stateno = 230
trigger1 = !MoveContact
trigger1 = AnimTime = 0
trigger2 = Enemynear,NumProj = 0
trigger2 = !InGuardDist || EnemyNear,NumHelper = 0
trigger2 = StateNo = [130,131]
trigger2 = EnemyNear,Vel X < 2
trigger2 = Random > 800
trigger3 = stateno = 420
trigger3 = !MoveContact
trigger3 = AnimTime = 0

[State -1, AI RollBack]
type = ChangeState
value = 105 
triggerall = var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = PalNo != 12
trigger1 = stateno = 52
trigger1 = Ctrl
trigger1 = Var(10) = 1
trigger1 = frontedgebodydist < 100

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(9) <= 2
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo = 5210
triggerall = PalNo != 12
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2BodyDist X = [0,100]
trigger1 = P2BodyDist Y = [-250,-10]

[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(7) = 1
triggerall = Ctrl || (StateNo = 1002 && AnimTime = 0)
triggerall = NumHelper(1103) = 1
trigger1 = var(3) = 0
trigger1 = Var(10) = 1

[State -1, AI RollFwd]
type = ChangeState
value = 110 
triggerall = Var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl = 1
triggerall = PalNo != 12
trigger1 = EnemyNear,NumProj = 1 || EnemyNear,NumHelper = 1
trigger1 = P2movetype = A
trigger1 = stateno = [120,139]
trigger1 = P2BodyDist X = [10,50]
trigger1 = EnemyNear,Vel X > 0
trigger2 = NumPartner >= 1 && TeamMode = Simul
trigger2 = Partner,NumTarget >= 1
trigger2 = P2movetype = H
trigger3 = EnemyNear,NumProj = 1 || (EnemyNear,NumHelper = [1,2])
trigger3 = P2Dist X = [50,130]
trigger3 = stateno = [120,139]
trigger3 = Random < 100
trigger3 = InguardDist
trigger4 = EnemyNear,NumProj = 1 || EnemyNear,NumHelper = 1
trigger4 = P2movetype != A
trigger4 = Ctrl || (stateno = [120,139])
trigger4 = EnemyNear,Time < 3
trigger5 = (P2BodyDist X > -50) && (P2BodyDist X < 0)

[State -1, AI Drill Kick]
type = ChangeState
value = 1300
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = statetype = A
triggerall = EnemyNear,HitFall = 0
triggerall = stateno != 9000
triggerall = ctrl
triggerall = Pos Y <= -20
triggerall = P2BodyDist X = [-30,150]
triggerall = P2statetype != L
triggerall = PalNo != 12
trigger1 = Random < 300
trigger2 = P2MoveType = A
trigger2 = P2StateType != A

[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(7) = 1
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Random < 500
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(7) = 1
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Random < 500
value = 5210 ;HITFALL_AIRRECOVER

[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = P2statetype != C
triggerall = P2statetype != L
triggerall = P2BodyDist X = [0,50]
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,NumHelper < 3 || Random < 100
triggerall = (Random = [0,200]) || (Power = [1000,1499])
triggerall = PalNo != 12
trigger1 = stateno >= 150 && stateno <= 153
trigger1 = PalNo = 10 || PalNo = 7 || Power >= 1000
trigger1 = P2StateNo < 2000

[State -1, AI Standing FireballEX]
type = ChangeState
value = 1050
triggerall = var(7) = 1
triggerall = Var(9) <= 1
triggerall = power = [1000,1499]
triggerall = Random <= 200 || NumHelper(1807) = 1
triggerall = numproj = 0
triggerall = NumHelper(1100) < 8
triggerall = NumHelper(1102) < 8
triggerall = NumHelper(1103) < 8
triggerall = NumHelper(1051) < 8
triggerall = PalNo != [11,12]
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,NumHelper < 4
trigger1 = P2BodyDist X = [90,160]
trigger1 = StateType != A
trigger1 = P2MoveType != A
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = moveguarded
trigger2 = stateno = 420
trigger3 = movecontact
trigger3 = stateno = 220

[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != L
triggerall = PrevStateNo != [900,999]
triggerall = StateNo != 130
triggerall = StateNo != 131
triggerall = PalNo != 12
triggerall = !InGuardDist
trigger1 = P2BodyDist X <= 40
trigger1 = P2stateno = 5061
trigger1 = P2Movetype != A
trigger2 = Prevstateno != 52
trigger2 = P2statetype = A
trigger2 = P2stateno < 1000
trigger2 = P2BodyDist X = [10,100]
trigger2 = Random > 500
trigger2 = EnemyNear,NumProj = 0
trigger2 = EnemyNear,NumHelper < 4
trigger2 = P2Dist Y >= -150
trigger2 = EnemyNear,Vel Y = [-4,4]
trigger3 = Var(3) = 1
trigger3 = P2BodyDist X <= 100
trigger3 = P2StateType = A
trigger3 = P2MoveType = A
trigger4 = P2Movetype != A
trigger4 = var(3) = 0
trigger4 = Var(9) <= 1
trigger4 = P2stateno < 1000
trigger4 = P2BodyDist X >= 100
trigger4 = P2Dist Y = [-120,0]
trigger4 = Random > 800 || NumHelper(1100) = 1 || NumHelper(1103) = 1 || EnemyNear,Vel X <= 0
trigger4 = NumHelper(1807) = 0
trigger4 = EnemyNear,NumProj = 0
trigger4 = EnemyNear,NumHelper < 4
trigger5 = P2Movetype != A
trigger5 = var(3) = 0
trigger5 = Var(9) <= 1
trigger5 = EnemyNear,Ctrl = 0 || P2StateNo = [120,159]
trigger5 = NumHelper(1807) = 0
trigger5 = EnemyNear,NumProj = 0
trigger5 = EnemyNear,NumHelper < 4
trigger5 = P2BodyDist X >= 100
trigger5 = Random < 200 || NumHelper(1103) = 1

[State -1]
type = AssertSpecial
triggerall = var(7) = 1
trigger1 = Var(3) = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State -1]
type = Changestate
triggerall = var(7) = 1
triggerall = PrevStateNo != 130
triggerall = PrevStateNo != 131
triggerall = StateNo = 40
triggerall = Pos Y <= 0
trigger1 = P2Dist Y <= -100
trigger1 = Enemynear,NumProj >= 1 || (EnemyNear,HitFall = 1 && (P2Dist X = [-100,100]))
trigger2 = EnemyNear,Vel Y >= 4
trigger3 = EnemyNear,Vel Y <= -4
trigger4 = P2StateType = L
trigger5 = NumHelper(1807) = 1
value = 0
ctrl = 1

[State -1]
type = VarSet
triggerall = var(7) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X >= 30
trigger1 = NumHelper(1103) = 0
sysvar(5) = 1

[State -1]
type = VarSet
triggerall = var(7) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X = [-10,30]
sysvar(5) = 0

[State -1]
type = VarSet
triggerall = var(7) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X < -10
trigger2 = NumHelper(1103) = 1
sysvar(5) = -1

[State -1]
type = VelSet
triggerall = var(7) = 1
trigger1 = StateNo = 9000
trigger1 = P2Dist X >= 40
x = 3

[State -1, VelSetBack]
type = VelSet
triggerall = var(7) = 1
trigger1 = StateNo = 9000
trigger1 = P2Dist X = [-10,40]
x = 0

[State -1, AI Taunt]
type = changestate
value = 196
triggerall = Var(7) = 1
triggerall = statetype = S
triggerall = ctrl
triggerall = P2BodyDist X >= 225
trigger1 = Random > 950
trigger1 = NumHelper(1807) = 0
trigger1 = EnemyNear,HitFall = 1
trigger1 = EnemyNear,CanRecover = 0
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper = 0
trigger1 = P2stateno = 5050

[State -1, AI Throw]
type = ChangeState
value = 900 
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != A
triggerall = power < 1000 || P2Life < 100
triggerall = P2BodyDist X = [0,22]
triggerall = (P2stateno = [150,153]) || Var(3) = 0
triggerall = EnemyNear,Ctrl = 0
triggerall = NumHelper(1051) = 0
trigger1 = random = [0,400]
trigger1 = P2statetype = S
trigger2 = P2statetype = C
trigger3 = stateno = 52
trigger3 = P2stateno = [150,153]

[State -1, AI EX Throw]
type = ChangeState
value = 910 
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != A
triggerall = power >= 1000
triggerall = P2BodyDist X = [0,22]
triggerall = EnemyNear,Ctrl = 0
triggerall = NumHelper(1051) = 0
trigger1 = P2statetype = S
trigger1 = random = [0,400]
trigger2 = P2statetype = C
trigger3 = stateno = 52
trigger3 = P2stateno = [150,153]

[State -1, AI Stone Transform]
type = ChangeState
value = 4000
triggerall = Var(7) = 1
triggerall = power >= 10000000
triggerall = ctrl
triggerall = statetype = S
triggerall = statetype != A
trigger1 = PalNo = [7,11]
trigger1 = P2BodyDist X <= 5
trigger1 = random = [0,300]

[State -1, AI Stone RETransform]
type = ChangeState
value = 4001
triggerall = Var(7) = 1
triggerall = stateno = 4000
trigger1 = P2BodyDist X <= 5
trigger1 = P2movetype = A
trigger2 = power = 0
trigger3 = RoundState = 3
trigger4 = Time > 3 * TicksPerSecond

;AI Fireballs
[State -1, AI Strong Fireball]
type = ChangeState
value = 1002
triggerall = var(3) = 0
triggerall = Var(7) = 1
triggerall = numproj = 0
triggerall = EnemyNear,numproj = 0
triggerall = NumHelper(1100) < 8
triggerall = NumHelper(1102) < 8
triggerall = NumHelper(1103) < 8
triggerall = PalNo != [11,12]
triggerall = statetype != A
triggerall = ctrl || stateno = 110 || StateNo = 52
trigger1 = EnemyNear,HitFall = 0
trigger1 = P2BodyDist X >= 100
trigger1 = Random >= 850 || (P2StateNo = [130,159])
trigger1 = P2statetype != L
trigger1 = EnemyNear,NumHelper < 5
trigger2 = P2BodyDist X >= 100
trigger2 = NumHelper(1807) = 1 || Random > 800 || (P2StateNo = [130,159])
trigger2 = P2statetype != L
trigger2 = EnemyNear,NumHelper < 5
trigger3 = StateNo = 105
trigger3 = Var(10) = 1
trigger3 = P2Dist Y > -200
trigger4 = StateNo = 52
trigger4 = Var(10) = 1
trigger4 = time = 1
trigger4 = frontedgedist > 100

[State -1, AI Weak Fireball]
type = ChangeState
value = 1000
triggerall = NumHelper(1807) = 0
triggerall = Var(7) = 1
triggerall = numproj = 0
triggerall = PalNo != [11,12]
triggerall = NumHelper(1100) < 8
triggerall = NumHelper(1102) < 8
triggerall = NumHelper(1103) < 8
triggerall = EnemyNear,numproj = 0
triggerall = EnemyNear,numhelper <= 5
triggerall = statetype != A
triggerall = P2movetype != A
triggerall = ctrl || stateno = 110
triggerall = P2Dist Y <= -30
trigger1 = P2Stateno != 5050
trigger1 = random <= 150
trigger1 = P2BodyDist X = [70,200]
trigger2 = P2Stateno = 5110
trigger2 = P2BodyDist X = [100,300]

[State -1, AI Air Fireball]
type = ChangeState
value = 1806
triggerall = Var(7) = 1
triggerall = numproj = 0
triggerall = PalNo != [11,12]
triggerall = NumHelper(1801) < 8
triggerall = NumHelper(1804) < 8
triggerall = NumHelper(1807) < 8
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X >= 100
triggerall = P2Dist Y = [-80,60]
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,Vel X <= 3
trigger1 = EnemyNear,NumHelper < 5
trigger1 = Random < 100
trigger2 = NumHelper(1100) >= 8
trigger3 = NumHelper(1102) >= 8
trigger4 = NumHelper(1103) >= 8

[State -1, AI Air Fireball]
type = ChangeState
value = 1803
triggerall = Var(7) = 1
triggerall = numproj = 0
triggerall = PalNo != [11,12]
triggerall = NumHelper(1801) < 8
triggerall = NumHelper(1804) < 8
triggerall = NumHelper(1807) < 8
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
trigger1 = Random < 100
trigger1 = P2BodyDist X = [70,130]
trigger1 = P2Dist Y = [50,80]
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper < 2

[State -1, AI Air Fireball]
type = ChangeState
value = 1800
triggerall = Var(7) = 1
triggerall = numproj = 0
triggerall = PalNo != [11,12]
triggerall = NumHelper(1801) < 8
triggerall = NumHelper(1804) < 8
triggerall = NumHelper(1807) < 8
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
trigger1 = Random < 100
trigger1 = P2BodyDist X = [35,80]
trigger1 = P2Dist Y = [50,80]
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper < 2

[State -1, AI RollFwd]
type = ChangeState
value = 110 
triggerall = Var(3) = 0
triggerall = NumHelper(1103) = 0
triggerall = NumHelper(1807) = 0
triggerall = Var(7) = 1
triggerall = (stateno != [120,159]) || EnemyNear,NumHelper <= 2
triggerall = statetype != A
triggerall = ctrl
triggerall = EnemyNear,NumProj = 0
triggerall = !InGuardDist || EnemyNear,NumHelper <= 2
triggerall = PalNo != 12
trigger1 = P2movetype != A || Random >= 300
trigger1 = P2BodyDist X >= 30
trigger2 = P2BodyDist X >= 15
trigger2 = NumHelper(1100) = 1
trigger3 = P2BodyDist X >= 20
trigger3 = NumHelper(1051) = 1
trigger3 = P2StateNo = [5000,5099]
trigger4 = P2BodyDist X = [30,100]
trigger4 = P2Dist Y = [-200,-130]
trigger4 = EnemyNear,Vel Y >= 3
trigger4 = P2StateNo = 5050
trigger5 = P2BodyDist X <= -50
trigger6 = P2Movetype != H
trigger6 = P2BodyDist X = [50,150]
trigger6 = PrevStateNo = 1202

[State -1, AI RollFwd]
type = ChangeState
value = 110 
triggerall = Var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = PalNo != 12
trigger1 = P2BodyDist X = [30,100]
trigger1 = NumHelper(1807) = 1
trigger1 = P2MoveType = H
trigger1 = P2StateNo = [5020,5050]

[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = Var(3) = 1
triggerall = PalNo != 12
trigger1 = P2BodyDist X > 8

;AI EX Combo
[State -1, AI EX TS]
type = ChangeState
value = 1250
triggerall = NumHelper(1100) = 0
triggerall = var(7) = 1
triggerall = statetype = S
triggerall = PalNo != [11,12]
triggerall = P2stateno = [160,5099]
triggerall = EnemyNear,HitFall = 0
triggerall = EnemyNear,Ctrl = 0
trigger1 = power >= 2000
trigger1 = Random < 100
trigger1 = P2BodyDist X = [20,60]
trigger1 = ctrl
trigger1 = enemynear,Vel x >= -1
trigger2 = power >= 1000
trigger2 = stateno = 220 || StateNo = 410 || StateNo = 440
trigger2 = movehit

[State -1, AI EX DP]
type = ChangeState
value = 1550
triggerall = PrevStateNo != 52 || (P2StateNo = [154,155])
triggerall = P2StateNo != [5200,5210]
triggerall = var(7) = 1
triggerall = P2statetype != C
triggerall = EnemyNear,HitFall = 0 || NumHelper(1051) = 1
triggerall = P2Dist Y >= -50
triggerall = P2BodyDist X >= 0
triggerall = P2Dist X > 0
triggerall = time = [45,50]
triggerall = PalNo != [11,12]
triggerall = power >= 1000
trigger1 = stateno = 1250
trigger1 = movecontact
trigger2 = stateno = 1202
trigger2 = movecontact
trigger3 = power >= 2000
trigger3 = stateno = [200,420]
trigger3 = P2statetype = A
trigger3 = MoveGuarded || (MoveHit >= 2 && Random > 600)

;AI Air Combo 1

;AI Ground Combo 1
[State -1, AI Light Stand Punch]
type = ChangeState
value = 200+200*(Random < 800 && P2StateType != A)
triggerall = var(7) = 1
triggerall = P2movetype != H
triggerall = P2StateNo != [5200,5210]
trigger1 = P2Movetype != A || Var(3) = 1
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2statetype != L
trigger1 = P2BodyDist X <= 5
trigger1 = P2Dist Y >= -60
trigger1 = PrevStateNo != 200

[State -1, AI Light Crouch Kick]
type = ChangeState
value = 430
triggerall = Var(10) = 0
triggerall = var(7) = 1
trigger1 = P2Dist Y >= -7
trigger1 = P2statetype != L
trigger1 = stateno = 110
trigger1 = P2BodyDist X <= 7
trigger1 = random > 500
trigger1 = P2movetype != A || Var(3) = 1

[State -1, AI Launcher]
type = ChangeState
value = 420
triggerall = var(10) = 0
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = P2stateno >= 160
triggerall = P2statetype != L
triggerall = palno != 12
trigger1 = stateno = 110
trigger1 = P2Dist Y >= -80
trigger1 = P2BodyDist X <= 20
trigger1 = random <= 500 || (P2MoveType = H && P2StateNo >= 160)
trigger1 = P2movetype != A
trigger2 = stateno = [200,410]
trigger2 = movehit
trigger2 = P2BodyDist X <= 8
trigger3 = stateno = 110
trigger3 = P2BodyDist X <= 20
trigger3 = NumHelper(1100) = 1
trigger3 = Helper(1100),MoveHit >= 1
trigger3 = P2movetype != A
trigger4 = stateno = [430,440]
trigger4 = movehit
trigger4 = P2BodyDist X <= 8
trigger5 = EnemyNear,Vel Y = [-3,3]
trigger5 = ctrl
trigger5 = P2StateNo != [5200,5210]
trigger5 = EnemyNear,Ctrl = 0
trigger5 = P2BodyDist X <= 15
trigger5 = P2Dist Y >= -80
trigger6 = EnemyNear,Vel Y >= 4
trigger6 = ctrl
trigger6 = EnemyNear,HitFall = 1
trigger6 = P2BodyDist X <= 15
trigger6 = P2Dist Y >= -110

[State -1, AI Fierce TS]
type = ChangeState
value = 1202
triggerall = var(3) = 0
triggerall = var(10) = 0
triggerall = NumHelper(1100) = 0
triggerall = PalNo != [11,12]
triggerall = P2stateno >= 160
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = P2statetype != L
triggerall = (P2StateNo != 5210 || Power >= 1000)
trigger1 = ctrl
trigger1 = P2Dist X = [-40,60]
trigger1 = (P2Dist Y >= -160 && EnemyNear,Vel X != 0) || P2Dist Y >= -110
trigger1 = EnemyNear,Vel Y >= -1
trigger1 = P2Movetype != A
trigger2 = stateno = 220 || StateNo = 420
trigger2 = movehit
trigger2 = NumHelper(1051) = 1
trigger3 = EnemyNear,Ctrl = 0
trigger3 = P2Movetype != A
trigger3 = P2statetype = A
trigger3 = StateNo = 110
trigger3 = P2Dist X = [-40,40]
trigger3 = P2Dist Y = [-150,0]
trigger3 = random >= 700
trigger3 = EnemyNear,Vel Y >= 5

;AI Ground Combo 1
[State -1, AI Medium Stand Punch]
type = ChangeState
value = 210
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo != [5200,5210]
trigger1 = EnemyNear,Ctrl = 0
trigger1 = P2statetype != L
trigger1 = P2Movetype != A
trigger1 = ctrl || stateno = 110
trigger1 = statetype != A
trigger1 = P2Dist Y >= -50
trigger1 = P2BodyDist X <= 20
trigger1 = random = [0, 500]
trigger1 = P2stateno != [5110,5120]

[State -1, AI Medium Stand Kick]
type = ChangeState
value = 240
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 25
triggerall = statetype != A
triggerall = P2statetype != L
triggerall = P2Movetype != A
trigger1 = P2statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = EnemyNear,Ctrl = 0
trigger2 = Random >= 800
trigger2 = ctrl
trigger2 = P2Dist Y >= -30
trigger3 = stateno = 230 || StateNo = 430
trigger3 = movecontact

[State -1, AI Medium Crouch Punch]
type = ChangeState
value = 410
triggerall = Var(10) = 0
triggerall = var(7) = 1
trigger1 = P2Statetype != A
trigger1 = P2BodyDist X <= 30
trigger1 = stateno = 240
trigger1 = movecontact

[State -1, AI Fierce Strong Punch]
type = ChangeState
value = 220
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 60
trigger1 = P2Statetype != A
trigger1 = (stateno = [200,410]) || StateNo = 440
trigger1 = stateno != 220
trigger1 = stateno != 250
trigger1 = movehit
trigger1 = PalNo != 12

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo <= 5099 || P2StateNo = 5210
triggerall = P2statetype != L
triggerall = EnemyNear,Vel X = [-3,3]
trigger1 = stateno = 220 || stateno = 250 || (StateNo = 240 && P2stateType = A)
trigger1 = movehit
trigger1 = P2BodyDist X = [1,35]
trigger1 = P2statetype != C
trigger2 = ctrl
trigger2 = P2movetype != H || (P2StateNo = 5210 && EnemyNear,Time > 5)
trigger2 = statetype != A
trigger2 = ((P2BodyDist X = [10,90]) && (P2BodyDist Y = [-90,-10])) || ((P2BodyDist X = [90,150]) && (P2BodyDist Y = [-170,-90]))
trigger2 = PalNo != 7
trigger2 = PalNo != 10
trigger2 = P2statetype != C
trigger3 = var(3) = 0
trigger3 = var(9) < 4
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = statetype != A
trigger3 = P2BodyDist X = [1,50]
trigger3 = P2Dist Y = [-150,0]
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != C
trigger4 = prevstateno = 1204
trigger4 = P2Life <= 20 || (P2StateNo = [154,155]) || Var(9) >= 1
trigger4 = stateno = 52
trigger4 = Time >= 1
trigger5 = stateno = [200,420]
trigger5 = P2statetype = A
trigger5 = MoveGuarded || (MoveHit > 2 && Random > 600)

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(10) = 0
triggerall = Var(9) < 4
triggerall = var(7) = 1
triggerall = var(3) = 0
triggerall = NumHelper(1100) = 0
triggerall = StateNo = 110
triggerall = P2StateType != L
triggerall = EnemyNear,Hitfall = 1
triggerall = Animtime <= 20
trigger1 = P2BodyDist X = [1,20]
trigger1 = P2Dist Y = [-70,-10]
trigger2 = P2BodyDist X = [20,60]
trigger2 = P2Dist Y = [-150,-70]

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(10) = 0
triggerall = var(7) = 1
trigger1 = var(3) = 0
trigger1 = PrevStateNo = 911
trigger1 = Stateno = 0
trigger1 = P2BodyDist X = [1,30]
trigger1 = P2Dist Y = [-60,-40]

[State -1, AI Light Stand Kick]
type = ChangeState
value = 230
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2Statetype = L
triggerall = statetype != A
triggerall = P2Dist X = [-10,20]
trigger1 = Random >= 700
trigger1 = ctrl

;AI Ground Combo 2
[State -1, AI Medium Crouch Kick]
type = ChangeState
value = 440
triggerall = Var(10) = 0
triggerall = EnemyNear,Ctrl = 0
triggerall = PrevStateNo != 440
triggerall = var(7) = 1
triggerall = P2Movetype != A
triggerall = statetype != A
triggerall = P2Dist Y >= -30
triggerall = Time > 0
trigger1 = Random <= 100
trigger1 = P2BodyDist X = [10,50]
trigger1 = ctrl
trigger2 = stateno = 240
trigger2 = movecontact
trigger3 = P2Statetype = L || (P2StateNo = [150,151])
trigger3 = P2BodyDist X = [20,40]
trigger3 = ctrl || (StateNo = 110 && PrevStateNo = 0)

[State -1, AI Fierce Crouch Kick]
type = ChangeState
value = 450
triggerall = var(7) = 1
trigger1 = P2statetype != A
trigger1 = stateno = 440
trigger1 = movecontact

[State -1, AI Fierce Stand Kick]
type = ChangeState
value = 250
triggerall = P2StateNo != [5200,5210]
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = P2statetype = A
trigger1 = stateno = 440
trigger1 = movecontact
trigger2 = P2statetype = A
trigger2 = Ctrl
trigger2 = PrevStateNo = 52
trigger2 = P2Dist X = 50
trigger2 = EnemyNear,Vel X = 0 || FrontEdgeBodyDist < 60
trigger2 = (EnemyNear,Vel Y >= 3 && P2Dist Y >= -145) || ((EnemyNear,Vel Y = [0,4]) && P2Dist Y >= -100)
trigger2 = EnemyNear,HitFall = 1
trigger3 = var(10) = 1
trigger3 = EnemyNear,Vel Y >= 4
trigger3 = ctrl
trigger3 = EnemyNear,HitFall = 1
trigger3 = P2BodyDist X <= 25
trigger3 = P2Dist Y >= -170

[State -1, AI Weak DP]
type = ChangeState
value = 1500
triggerall = var(7) = 1
triggerall = P2statetype != L
trigger1 = stateno = 450
trigger1 = movehit
trigger1 = P2BodyDist X <= 50
trigger2 = var(3) = 0
trigger2 = P2Stateno < 1000
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger2 = P2BodyDist X = [-70,20]
trigger3 = var(3) = 0
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = var(9) < 4
trigger3 = statetype != A
trigger3 = P2BodyDist X = [-30,30]
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != A

[State -1, AI Slide Kick]
type = ChangeState
value = 460
triggerall = var(7) = 1
trigger1 = stateno = 100
trigger1 = P2BodyDist X >= 10

;[State -1, AI Super Jump]
;type = ChangeState
;value = 9000
;triggerall = var(7) = 1
;triggerall = P2statetype = A
;trigger1 = stateno = 420
;trigger1 = movehit
;trigger2 = stateno = 52
;trigger2 = NumTarget > 0
;trigger2 = P2Dist X = [0,50]
;trigger2 = PrevStateNo = 1204
;trigger3 = EnemyNear,HitFall = 0
;trigger3 = Ctrl
;trigger3 = P2StateNo != [130,155]
;trigger3 = StateType != A
;trigger3 = EnemyNear,Ctrl = 0
;trigger3 = P2MoveType != A
;trigger3 = P2BodyDist X = [0,60]
;trigger3 = P2Dist Y = [-150,-20]

[State -1, AI Air Throw]
type = ChangeState
value = 920
triggerall = P2statetype = A
triggerall = var(7) = 1
trigger1 = stateno = 610
trigger1 = moveguarded
trigger1 = P2Dist Y >= 20
trigger2 = stateno = 640
trigger2 = moveguarded
trigger2 = P2Dist Y >= 20

[State -1, AI Air Fierce punch]
type = ChangeState
value = 620
triggerall = var(7) = 1
triggerall = movecontact
;trigger1 = EnemyNear,HitFall = 1
;trigger1 = stateno = 610
;trigger1 = PrevStateNo = 640
trigger1 = EnemyNear,HitFall = 1
trigger1 = stateno = 640
trigger1 = PrevStateNo = 610
trigger2 = EnemyNear,HitFall = 1
trigger2 = stateno = 610
trigger2 = PrevStateNo = 640
;trigger3 = stateno = 9000
;trigger3 = time > 8
;trigger3 = P2Dist Y >= -40

[State -1, AI Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) = 1
trigger1 = stateno = 9000
trigger1 = time > 5+5*Var(11)
trigger1 = P2Dist Y >= -30
trigger2 = PrevStateNo != 1300
trigger2 = ctrl
trigger2 = EnemyNear,ctrl = 0
trigger2 = statetype = A
trigger2 = P2Movetype != A
trigger2 = P2statetype = A
trigger2 = P2BodyDist X <= 35
trigger2 = P2Dist Y = [-20+20*Var(11),50]
;trigger3 = var(1) = 2
trigger3 = stateno = 610
trigger3 = P2Dist Y >= 0
trigger3 = movecontact > 1
trigger4 = stateno = 610
trigger4 = prevstateno != 640
trigger4 = EnemyNear,HitFall = 1
trigger4 = movehit

[State -1, AI Air Glide]
type = ChangeState
value = 1700
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = EnemyNear,HitFall = 0
trigger1 = stateno = 640
trigger1 = movecontact
trigger1 = EnemyNear,Pos Y > -120
trigger2 = stateno = 1300
trigger2 = movecontact
trigger2 = Enemynear,Pos Y > -120
trigger2 = P2Dist Y > 0 || EnemyNear,Pos Y >= -100
trigger2 = AnimElem = 10,> 0 || P2Dist Y > 30 || EnemyNear,Pos Y >= -40

[State -1, AI Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) = 1
trigger1 = stateno = 1700
trigger1 = movecontact
trigger2 = stateno = 640
trigger2 = movecontact
trigger2 = EnemyNear,HitFall = 1
trigger3 = stateno = 9000
trigger3 = time > 10
trigger3 = P2Dist Y >= -50

[State -1, AI Drill Kick]
type = ChangeState
value = 1300
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = statetype = A
triggerall = PalNo != 12
triggerall = EnemyNear,HitFall = 0
trigger1 = stateno = 610
trigger1 = Pos Y <= -10
trigger1 = movecontact
trigger2 = stateno != 9000
trigger2 = ctrl
trigger2 = Pos Y <= -20
trigger2 = P2BodyDist X = [50,150]
trigger2 = EnemyNear,Vel X > 3
trigger2 = P2statetype != L
trigger3 = stateno = 640
trigger3 = EnemyNear,Pos Y <= -100 || PalNo = 9 || PalNo = 12
trigger3 = movehit
trigger4 = PalNo != 9 && PalNo != 12
trigger4 = Prevstateno = 1300
trigger4 = ctrl
trigger4 = EnemyNear,Pos Y <= -40
trigger4 = P2Dist Y = [-100,20]
trigger4 = P2stateno = [5000,5099]

[State -1, AI Medium TS]
type = ChangeState
value = 1204
triggerall = var(7) = 1
triggerall = statetype = A
triggerall = PalNo != [11,12]
trigger1 = var(1) = 2
trigger1 = stateno = 610
trigger1 = movecontact
trigger1 = P2Dist Y <= 0
trigger2 = stateno = 1400 || StateNo = 610 || Stateno = 640
trigger2 = movecontact
trigger2 = Pos Y > -20
trigger2 = P2Dist Y <= 0
trigger3 = var(1) = 2
trigger3 = stateno = 640
trigger3 = movecontact
trigger4 = PalNo = 9 || PalNo = 12
trigger4 = Prevstateno = 1300
trigger4 = ctrl
trigger4 = P2stateno = [5000,5099]

[State -1, AI EX Air Throw]
type = ChangeState
value = 930
triggerall = P2statetype = A
triggerall = var(7) = 1
trigger1 = stateno = 610
trigger1 = MoveGuarded
trigger1 = P2Dist Y >= 20
trigger1 = power >= 1000

[State -1, AI Butt Stomp]
type = ChangeState
value = 1600
triggerall = var(7) = 1
trigger1 = stateno = 1300
trigger1 = EnemyNear,HitFall = 1
trigger1 = movecontact
trigger2 = stateno = 640
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
trigger4 = statetype = A
trigger4 = ctrl
trigger4 = P2BodyDist X = [-35,35]
trigger4 = P2Dist Y >= 80
trigger5 = ctrl
trigger5 = statetype = A
trigger5 = P2Dist Y >= -130
trigger5 = P2BodyDist X <= 30
trigger5 = Var(10) = 1

;End AI

;---------------------------------------------------------------------------
;Hard Hit Sound
[State -1, Hard Hit Sound]
type = playsnd
triggerall = random < 400
triggerall = time = 1
trigger1 = stateno = 5000 && anim = 5002 ; stand high
trigger2 = stateno = 5000 && anim = 5012 ; stand low
trigger3 = stateno = 5010 && anim = 5022 ; crouch
trigger4 = stateno = 5020 && anim = 5002 ; air high
trigger5 = stateno = 5020 && anim = 5012 ; air low
value = S1, 3
volume = 1
channel = 0

;---------------------------------------------------------------------------
;Chun Li Taunt Reaction
[State -1, Oh Baby]
type = ChangeState
value = 199
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2Name = "Chun-Li"
trigger1 = P2stateno = 195
trigger1 = P2BodyDist X <= 20

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

;SPECIALS And SUPERS

;---------------------------------------------------------------------------
;MAX Tornado Spin
[State -1, MAX Tornado Spin]
type = ChangeState
value = 1255
triggerall = var(7) != 1
triggerall = command = "MAX tornado"
trigger1 = movecontact
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Strong Tornado SpinEX
[State -1, Strong Tornado SpinEX]
type = ChangeState
value = 1250
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXtornado"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Strong Coin PunchEX
[State -1, Strong Coin PunchEX]
type = ChangeState
value = 1550
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXCoinPunch"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = movecontact
trigger14 = stateno = 1504
trigger15 = movecontact
trigger15 = stateno = 1250
trigger16 = movecontact
trigger16 = stateno = 1202
trigger17 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger18 = stateno = 110
trigger19 = stateno = 105

;---------------------------------------------------------------------------
;Strong Standing FireballEX
[State -1, Strong Standing FireballEX]
type = ChangeState
value = 1050
triggerall = var(7) != 1
triggerall = PalNo != [11,12]
triggerall = power >= 1000
triggerall = command = "EXfireball"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 4
triggerall = NumHelper(1102) < 4
triggerall = NumHelper(1103) < 4
triggerall = NumHelper(1051) < 4
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
[State -1, EXThrow]
type = ChangeState
value = 910
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXThrow"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Ghosteleport
[State -1, Ghosteleport]
type = ChangeState
value = 3900
triggerall = command = "MATRIX"
triggerall = statetype = S
triggerall = ctrl
trigger1 = PalNo = 6
trigger2 = PalNo = 7
trigger3 = PalNo = 8
trigger4 = PalNo = 9
trigger5 = PalNo = 10
trigger6 = PalNo = 11
trigger7 = PalNo = 12

;---------------------------------------------------------------------------
;柍憃揮惗
[State -1, 杒搇(]
type = ChangeState
value = 1554
triggerall = command = "MATRIX"
triggerall = statetype = S
triggerall = ctrl
triggerall = PalNo = 1
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504


;---------------------------------------------------------------------------
;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = var(7) != 1
triggerall = command = "CoinPunch_x"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = var(7) != 1
triggerall = command = "CoinPunch_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504


;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = var(7) != 1
triggerall = command = "CoinPunch_z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = PalNo != [11,12]
triggerall = var(7) != 1
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 4
triggerall = NumHelper(1102) < 4
triggerall = NumHelper(1103) < 4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = var(7) != 1
triggerall = command = "fireball_y"
triggerall = PalNo != [11,12]
triggerall = numproj = 0
triggerall = NumHelper(1100) < 4
triggerall = NumHelper(1102) < 4
triggerall = NumHelper(1103) < 4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = var(7) != 1
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = PalNo != [11,12]
triggerall = NumHelper(1100) < 4
triggerall = NumHelper(1102) < 4
triggerall = NumHelper(1103) < 4
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 220
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 250
trigger8 = movecontact
trigger8 = stateno = 400
trigger9 = movecontact
trigger9 = stateno = 410
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 430
trigger12 = movecontact
trigger12 = stateno = 440
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = stateno = 110
trigger13 = movecontact
trigger15 = stateno = 105
trigger16 = movecontact
trigger16 = stateno = 1200
trigger17 = movecontact
trigger17 = stateno = 1201
trigger18 = movecontact
trigger18 = stateno = 1202
trigger19 = movecontact
trigger19 = stateno = 1500
trigger20 = movecontact
trigger20 = stateno = 1502
trigger21 = movecontact
trigger21 = stateno = 1504

;---------------------------------------------------------------------------
[State -1, EXAir Throw]
type = ChangeState
value = 930
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXThrow"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
[State -1, Throw]
type = ChangeState
value = 900
triggerall = var(7) != 1
triggerall = command = "Throw"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Air Throw]
type = ChangeState
value = 920
triggerall = var(7) != 1
triggerall = command = "Throw"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;SFB(SuperFlameBlust)

[State -1, SuperFlameBlust]
type = ChangeState
value = 2300
triggerall = var(7) != 1
triggerall = power >= 666000
triggerall = command = "SuperFlameBlust"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;SFT(SuperFlameTower)

[State -1, SuperFlameTower]
type = ChangeState
value = 20020
triggerall = var(7) != 1
triggerall = power >= 666000
triggerall = command = "SuperFlameTower"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;OTHKHAMMER

[State -1, OTHKHAMMER]
type = ChangeState
value = 2200
triggerall = power >= 666000
triggerall = command = "OTHKHAMMER"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;戝杺朄(SFB)

[State -1, SFB]
type = ChangeState
value = 20001
triggerall = var(7) != 1
triggerall = power >= 666000
triggerall = command = "SFB"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;戝杺朄嘦(SSFB)

[State -1, SSFB]
type = ChangeState
value = 20200
triggerall = var(7) != 1
triggerall = power >= 666000
triggerall = command = "SSFB"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110

;---------------------------------------------------------------------------
;Butt StompEX
[State -1, Butt StompEX]
type = ChangeState
value = 1650
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXbuttstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1701) && movecontact

;---------------------------------------------------------------------------
;Hard Air FireballEX (Air)
[State -1, Hard Air FireballEX (Air)]
type = ChangeState
value = 1052
triggerall = var(7) != 1
triggerall = PalNo != [11,12]
triggerall = power >= 1000
triggerall = command = "EXfireball"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 4
triggerall = NumHelper(1807) < 4
triggerall = NumHelper(1051) < 4
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = var(7) != 1
triggerall = command = "CoinPunch_x"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105

;---------------------------------------------------------------------------
;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = var(7) != 1
triggerall = command = "CoinPunch_y"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105

;---------------------------------------------------------------------------
;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = var(7) != 1
triggerall = command = "CoinPunch_z"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105

;---------------------------------------------------------------------------
;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = var(7) != 1
triggerall = command = "fireball_x"
triggerall = PalNo != 12
triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = var(7) != 1
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = PalNo != [11,12]
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = var(7) != 1
triggerall = PalNo != [11,12]
triggerall = command = "fireball_z"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Strong Tornado SpinEX (Air)
[State -1, Strong Tornado SpinEX (Air)]
type = ChangeState
value = 1251
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXtornado"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact 
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7

;---------------------------------------------------------------------------
;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact 
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7

;---------------------------------------------------------------------------
;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact 
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7

;---------------------------------------------------------------------------
;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = var(7) != 1
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = var(7) != 1
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact 
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7

;---------------------------------------------------------------------------
;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = var(7) != 1
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact

;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = var(7) != 1
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact 
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7

;---------------------------------------------------------------------------
;Butt Stomp
[State -1, Butt Stomp]
type = ChangeState
value = 1600
triggerall = var(7) != 1
triggerall = command = "buttstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Air GlideEX
[State -1, Air GlideEX]
type = ChangeState
value = 1701
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "airglideEX"
triggerall = PalNo != 12
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1550) && movecontact
trigger10 = (stateno = 1650) && movecontact

;---------------------------------------------------------------------------
;Air Glide
[State -1, Air Glide]
type = ChangeState
value = 1700
triggerall = var(7) != 1
triggerall = command = "airglide"
triggerall = var(1) <= 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact

;---------------------------------------------------------------------------
;Light Air Fireball
[State -1, Light Air Fireball]
type = ChangeState
value = 1800
triggerall = var(7) != 1
triggerall = PalNo != 12
triggerall = command = "fireball_x"
triggerall = numproj = 0
;triggerall = NumHelper(1801) < 1
;triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Medium Air Fireball
[State -1, Medium Air Fireball]
type = ChangeState
value = 1803
triggerall = var(7) != 1
triggerall = PalNo != 12
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Hard Air Fireball
[State -1, Hard Air Fireball]
type = ChangeState
value = 1806
triggerall = var(7) != 1
triggerall = PalNo != 12
triggerall = command = "fireball_z"
triggerall = numproj = 0
;triggerall = NumHelper(1801) < 1
;triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;BASIC ATTACKS 
;---------------------------------------------------------------------------
Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = var(7) != 1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(7) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Roll Back
[State -1, Roll Back]
type = ChangeState
value = 105
triggerall = var(7) != 1
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]

;---------------------------------------------------------------------------
;Roll Fwd
[State -1, Roll Fwd]
type = ChangeState
value = 110
triggerall = var(7) != 1
triggerall = command = "rollfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]

;---------------------------------------------------------------------------
;Slide Kick
[State -1, Slide Kick]
type = ChangeState
value = 460
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = stateno = 100
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(7) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 410
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = stateno = 110
trigger7 = stateno = 105

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = stateno = 110
trigger5 = stateno = 105

;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = Var(7) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = stateno = 110
trigger8 = stateno = 105

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 230
trigger7 = movecontact
trigger7 = stateno = 240
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = stateno = 110
trigger12 = stateno = 105

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(7) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 1400) && movecontact
trigger5 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 640) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(7) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105

;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = Var(7) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = movecontact
trigger6 = stateno = 440
trigger7 = movecontact
trigger7 = stateno = 210
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105

;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 250
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = stateno = 110
trigger11 = stateno = 105

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = movecontact
trigger4 = stateno = 400
trigger5 = stateno = 110
trigger6 = stateno = 105

;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(7) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 430
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = stateno = 110
trigger9 = stateno = 105

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 440
trigger8 = movecontact
trigger8 = stateno = 250
trigger9 = movecontact
trigger9 = stateno = 430
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = movecontact
trigger12 = stateno = 410
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(7) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 1400) && movecontact
trigger5 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(7) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Coin Punch Alpha Counter
[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = var(7) != 1
triggerall = command = "alphacoinpunch"
triggerall = power >= 12
trigger1 = p2statetype = A

;---------------------------------------------------------------------------
;Sjump
[State -1, Sjump]
type = ChangeState
value = 9000
triggerall = var(7) != 1
triggerall = command = "Sjump"
trigger1 = statetype = S
trigger1 = ctrl

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗

[State -1, 堷偒暘偗]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = !((anim = [170, 190]) || anim = 5150 || anim = 5300)
triggerall = !time
triggerall = roundstate = 4
trigger1 = drawgame
value = 0;170
ignorehitpause = 1

[State -1]
type = VarRandom
triggerall = roundstate > 3
trigger1 = Time = 0
trigger1 = win
v = 1
range = 0,100

[State -1, 彑棙]
type = Changestate
v = 1
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !((anim = [170, 183]))
triggerall = !time
trigger1 = win
trigger1 = Var(1) = [0,24]
value = 180
ignorehitpause = 1

[State -1, 彑棙2]
type = Changestate
v = 1
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !((anim = [170, 183]))
triggerall = !time
trigger1 = win
trigger1 = Var(1) = [25,49]
value = 181
ignorehitpause = 1

[State -1, 彑棙3]
type = Changestate
v = 1
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !((anim = [170, 183]))
triggerall = !time
trigger1 = win
trigger1 = Var(1) = [50,74]
value = 182
ignorehitpause = 1

[State -1, 彑棙4]
type = Changestate
v = 1
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = roundstate > 3
triggerall = !((anim = [170, 183]))
triggerall = !time
trigger1 = win
trigger1 = Var(1) = [75,100]
value = 183
ignorehitpause = 1

;乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗乗
;憖嶌

[State -1, 僕儍儞僾]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = statetype != A
triggerall = command = "holdup"
trigger1 = ctrl
value = 40
ignorehitpause = 1

[state -1, 嬻拞僕儍儞僾]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = statetype = A
triggerall = vel y > 0
triggerall = command = "up"
triggerall = animelemtime(1) > 1
trigger1 = ctrl
value = 40
ignorehitpause = 1

[State -1, 曕偒]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = ctrl
triggerall = roundstate = 2
triggerall = anim != [10, 15]
triggerall = anim != [100, 105]
trigger1 = command = "holdfwd" 
trigger2 = command = "holdback"
value = 20
ignorehitpause = 1

[State -1, 棫偪忋偑傞摦嶌]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = statetype = C
triggerall = ctrl
trigger1 = command != "holddown" 
value = 12
ignorehitpause = 1

[State -1, 偟傖偑傒]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = statetype = C
triggerall = ctrl
triggerall = !animtime
trigger1 = command = "holddown" 
value = 11
ignorehitpause = 1

[State -1, 偟傖偑傓摦嶌]
type = Changestate
triggerall = !ishelper
triggerall = alive
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holddown" 
value = 10
ignorehitpause = 1
