

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

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

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
[Command]
name = "???"
command = B,D,F,U
buffer.time=3
time=125
[Command]
name = "???2"
command = F,D,B,F,D,B
buffer.time=3
time=125

[Command]
name = "???4"
command = D,D,F,B
buffer.time=3
time=125
[Command]
name = "???3"
command = F,B,D,F
buffer.time=3
time=125

[Command]
name = "???5"
command = B,U,F,B
buffer.time=3
time=125

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10
buffer.time=3
[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10
buffer.time=3
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

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

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1

[Command]
name = "back"     ; REQUIRED for command buffering
command = B
time = 1

[Command]
name = "fwd"      ; REQUIRED for command buffering
command = F
time = 1

[Command]
name = "up"       ; REQUIRED for command buffering
command = U
time = 1

[Command]
name = "down"     ; REQUIRED for command buffering
command = D
time = 1

[Command]
name = "downback" ; REQUIRED for command buffering
command = DB
time = 1

[Command]
name = "downfwd"  ; REQUIRED for command buffering
command = DF
time = 1

[Command]
name = "fwd2"     ; REQUIRED for command buffering
command = $F
time = 1

[Command]
name = "back2"    ; REQUIRED for command buffering
command = $B
time = 1

[Command]
name = "up2"
command = $U      ; REQUIRED for command buffering
time = 1

[Command]
name = "down2"    ; REQUIRED for command buffering
command = $D
time = 1

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

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

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

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

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

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

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

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

[Command]
name = "holddown" ;Required (do not remove)
command = /$D
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 = "holdfwd_r" ; Raw hold forward (REQUIRED for command buffering)
command = /F
time = 1
[Command]
name = "holddown_r" ; Raw hold forward (REQUIRED for command buffering)
command = /D
time = 1
[Command]
name = "holdback_r" ; Raw hold forward (REQUIRED for command buffering)
command = /B
time = 1
[Command]
name = "holdup_r" ; Raw hold forward (REQUIRED for command buffering)
command = /U
time = 1

;-| Release Dir |-----------------------------------------------------------
[Command]
name = "release_fwd"
command = ~F
time = 1

[Command]
name = "release_down"
command = ~D
time = 1

[Command]
name = "release_back"
command = ~B
time = 1

[Command]
name = "release_up"
command = ~U
time = 1

[Command]
name = "release_fwd_g"    ; REQUIRED for command buffering
command = ~$F
time = 1

[Command]
name = "release_down_g"   ; REQUIRED for command buffering
command = ~$D
time = 1

[Command]
name = "release_back_g"   ; REQUIRED for command buffering
command = ~$B
time = 1

[Command]
name = "release_up_g"     ; REQUIRED for command buffering
command = ~$U
time = 1

[Command]
name = "release_downback" ; REQUIRED for command buffering
command = ~DB
time = 1

[Command]
name = "release_downfwd"  ; REQUIRED for command buffering
command = ~DF
time = 1

;-| Release Button |---------------------------------------------------------
[Command]
name = "release_a"
command = ~a
time = 1

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

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

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

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

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

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


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;---------------------------------------------------------------------------
; ES Commands
[State -1, ES Command Reset]
type = Null
triggerall = Time
trigger1 = e||(var(45) := 0)
trigger1 = e||(var(46) := 0)
[State -1, ES Command Reset]
type = Null
triggerall = !ishelper
triggerall = time=2 && var(2)=2 && stateno!=[1000,3999]
trigger1 = e||(var(2) := 0)

[State -1, KK]
type = VarSet
triggerall = numHelper(10006)
triggerall = !AILevel
triggerall=  cond(numhelper(8083),helper(8083),var(0)!=78,1) && cond(numhelper(8084),helper(8084),var(0)!=78,1) && helper(7000),var(2)>0
triggerall = movecontact&&(stateno!=[1000,1999]) || ctrl
trigger1 = (helper(10006), var(0)&6144) > 0
trigger1 = (helper(10006), var(0)&6144) != 2048 && (helper(10006), var(0)&6144) != 4096 ;&& (helper(10006), var(0)&14336) != 8192

trigger2 = (helper(10006), var(0)&112) > 0
trigger2 = (helper(10006), var(0)&112) != 16 && (helper(10006), var(0)&112) != 32 && (helper(10006), var(0)&112) != 64

var(46) = 1
ignorehitpause = 1

[State -1, PP]
type = VarSet
triggerall = numHelper(10006)
triggerall = !AILevel
triggerall=  cond(numhelper(8083),helper(8083),var(0)!=78,1) && cond(numhelper(8084),helper(8084),var(0)!=78,1) && helper(7000),var(2)>0
triggerall = movecontact&&(stateno!=[1000,1999]) || ctrl
trigger1 = (helper(10006), var(0)&384) > 0
trigger1 = (helper(10006), var(0)&384) != 128 && (helper(10006), var(0)&384) != 256; && (helper(10006), var(0)&896) != 512

trigger2 = (helper(10006), var(0)&7) > 0
trigger2 = (helper(10006), var(0)&7) != 1 && (helper(10006), var(0)&7) != 2 && (helper(10006), var(0)&7) != 4

var(45) = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;Stand Light Punch
;������p���`
[State -1, Stand Light Punch AI]
type = ChangeState
value = 3000
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A && fvar(15) <50
triggerall = p2statetype!=A || p2bodydist y <-20
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype!=L
triggerall = helper(10003),var(3)=0
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = power=1000
triggerall = enemy,hitfall|| p2movetype!=H||p2statetype!=A
trigger1 = ctrl&& (fvar(15) <55|| p2stateno=5301)
trigger2= (stateno=210||anim=241)&& animelemtime(2)>0  && movehit && fvar(15) <30
trigger2=((stateno=410)|| anim=240) && animelemtime(3)>0 && movehit&& fvar(15) <30
;------------------------------------------------------------------------
[State -1, AI MS]
type = ChangeState
value = 1050
triggerall = AILevel >0
triggerall = random <= (520 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = statetype != A
triggerall = p2statetype != A || helper(7000),var(2)>0
triggerall = p2statetype!=L
triggerall = p2stateno!=5040 && p2stateno!=821
triggerall = (stateno != [200,9999]) || helper(7000),var(2)>0 && (anim=200||stateno=210||anim=230||stateno=430||anim=241||anim=201||(stateno=[400,410])|| anim=231||anim=240)
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = p2movetype!=H||(p2stateno=140||p2stateno=[120,133]) || p2stateno=5301|| var(10) || helper(7000),var(2)>0 &&(enemy,hitfall ||movehit && p2statetype!=A)
trigger1 = fvar(15) = [0,50]
trigger1=(ctrl||stateno=40)
trigger2 = (p2stateno =[120,140]) &&(fvar(15) < 50)
trigger2=(ctrl||stateno=40)
trigger3= (anim=200||stateno=210||anim=230||stateno=430||anim=241) && animelemtime(2)>0 && movehit && fvar(15) <30
trigger4=(anim=201||(stateno=[400,410])|| anim=231||anim=240) && animelemtime(3)>0 && movehit&& fvar(15) <30
;------------------------------------------------------------------------
[State -1, AI MS]
type = ChangeState
value = 830
triggerall = AILevel >0
triggerall = random <= (520 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = statetype != A
triggerall = p2statetype!=L
triggerall = p2statetype != A
triggerall =(ctrl||stateno=40)
triggerall = stateno != [200,9999]
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = p2movetype!=H||(p2stateno=[120,133]) || p2stateno=5301|| var(10)
trigger1 = fvar(15) = [0,33]
trigger2 = (p2stateno =[120,150]) &&(fvar(15)  = [0,33])
 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H || stateno=5210
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = stateno!=[120,155]
triggerall = statetype!=A
triggerall=AILevel>0 && p2movetype!=H
triggerall = fvar(15) >-25
triggerall = ((EnemyNear, movetype=A&& enemy,numproj>0)||(  enemy,numproj>0 || enemynear,hitdefattr = SCA,AA))
;triggerall = (statetype!=A)||(statetype=A && fvar(15) >5)
triggerall =movetype=I || stateno=5210 || (helper(10003),var(7)=1)
Triggerall =  Random < ((904 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)))
triggerall =InGuardDist||((EnemyNear, movetype=A&& enemy,numproj>0)||( enemy,numproj>0 || enemynear,hitdefattr = SCA,AA))
trigger1 = ctrl ||(stateno=[10,20])|| stateno=[10,12]



;-----------------------------------------------------------
[State -1, Throw2]
type = ChangeState
value = 800
triggerall = AILevel > 0
triggerall = random <= (264 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = statetype != A
triggerall = p2statetype!=L
triggerall = p2statetype != A|| p2stateno=5301
triggerall = ctrl || stateno=20 || prevstateno=5120
triggerall = stateno != [200,9999]
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = p2statetype!=L
triggerall = p2movetype!=H||(p2stateno=[120,133]) || p2stateno=5301|| var(10)
trigger1 = fvar(15) < 28
trigger2 = (p2stateno =[120,150]) &&(fvar(15) < 28)

;---------------------------------------------------------------------------
;Stand Light Punch
;������p���`
[State -1, Stand Light Punch AI]
type = ChangeState
value = 200
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = p2statetype!=L
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) && fvar(15) =[-8,35]
triggerall =p2statetype!=A|| p2bodydist y =[-15,-65]
trigger1 =(ctrl||stateno=[10,20]) && (helper(10003),var(10)>0)
trigger2= (ctrl||stateno=[0,20])   && p2statetype=A 
trigger3= stateno=400 && animelemtime(2)>0 &&movecontact && (fvar(15)<20 || prevstateno=400) 
trigger4= stateno=200 && animelemtime(2)>0  &&movecontact && (fvar(15)<20 || prevstateno=400) 
trigger5= stateno=230 && animelemtime(3)>0 &&movecontact
trigger6= stateno=430 && animelemtime(3)>0 &&movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
;�������p���`
[State -1, Stand Strong Punch AI]
type = ChangeState
value = 210
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall= fvar(15) =[-20,120]
triggerall = p2statetype!=L
triggerall =p2statetype!=A|| p2bodydist y =[-15,-85]
trigger1= (ctrl||stateno=[10,20])  && ((enemy,hitfall&&fvar(15)=[-8,85])||(fvar(15)=[50,120])  )&&random <199
trigger2=  (ctrl||stateno=[10,20]) && (helper(10003),var(11)>0)&& fvar(15) <80
trigger3=(ctrl||stateno=[10,20])  && p2statetype=A&&p2movetype!=H &&enemy,vel y >0 
trigger4 = (stateno=200||stateno=400) && animelemtime(1)<4
trigger4 = prevstateno=200 || prevstateno=400
;---------------------------------------------------------------------------
;Stand Light Kick
;������L�b�N
[State -1, Stand Light Kick AI]
type = ChangeState
value = 230
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall =  !helper(10003),var(8)
triggerall = statetype != A
triggerall = p2bodydist y =[-25,-10]
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall= fvar(15) =[-5,95]
triggerall = p2statetype!=L 
trigger1 = (ctrl||stateno=[10,20])&& p2movetype!=A && fvar(15)=[45,95]
trigger2= (ctrl||stateno=[0,20])   && p2statetype=A 
trigger3= stateno=400 && animelemtime(2)>0 &&movecontact&& fvar(15) <60
trigger4= stateno=200 && animelemtime(2)>0  &&movecontact&& fvar(15) <60
trigger5= stateno=230 && animelemtime(3)>0 &&movecontact&& fvar(15) <60
trigger6= stateno=430 && animelemtime(3)>0 &&movecontact&& fvar(15) <60
;---------------------------------------------------------------------------
;Standing Strong Kick
;�������L�b�N
[State -1, Standing Strong Kick AI]
type = ChangeState
value = 240
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = p2statetype!=L
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = enemy,hitfall|| p2movetype!=H||p2statetype!=A
triggerall = (fvar(15) =[0,80])&&p2statetype!=A|| enemy,vel y>0 &&fvar(15) <55 &&p2bodydist y =[-55,-20]
triggerall = enemy,vel x >=0 || p2movetype=H
trigger1 = (ctrl||stateno=[10,12]) && p2movetype!=A
trigger2 = stateno=230 && animelemtime(1)<3&& prevstateno=230 
trigger3 = (stateno=230||stateno=430) && animelemtime(1)<4 && fvar(15)<10
trigger3 = prevstateno=230 || prevstateno=430
;---------------------------------------------------------------------------
;Crouching Light Punch
;���Ⴊ�ݎ�p���`
[State -1, Crouching Light Punch AI]
type = ChangeState
value = 400
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))  
triggerall = p2statetype!=A || enemy,hitfall
triggerall = p2statetype!=L
triggerall = fvar(15) <85&& enemy,vel x<=0 || fvar(15) <75
trigger1=(helper(10003),var(10)>0)&&ctrl && fvar(15) <70
trigger2= p2stateno=5301 && ctrl
trigger3= stateno=400 && animelemtime(2)>0 &&movecontact&& fvar(15) <50
trigger4= stateno=200 && animelemtime(2)>0  &&movecontact&& fvar(15) <50
trigger5= stateno=230 && animelemtime(3)>0 &&movecontact&& fvar(15) <50
trigger6= stateno=430 && animelemtime(3)>0 &&movecontact&& fvar(15) <50
;---------------------------------------------------------------------------
;Crouching Strong Punch
;���Ⴊ�݋��p���`
[State -1, Crouching Strong Punch AI]
type = ChangeState
value = 410
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype!=L
triggerall = fvar(15) =[0,90]
triggerall =p2statetype!=A  || var(4)=0 || var(4)>1
triggerall = p2bodydist y =[-45,-20] 
trigger1= (ctrl||stateno=[10,20])  && ((enemy,hitfall&&fvar(15)=[-8,85])||(fvar(15)=[50,90]) && p2statetype!=A )&&random <199
trigger2=  (ctrl||stateno=[10,20]) && (helper(10003),var(11)>0)&& fvar(15) <80
trigger3=(ctrl||stateno=[10,20])  && p2statetype=A&&p2movetype!=H &&enemy,vel y >-2 
trigger4 = (stateno=200||stateno=400) && animelemtime(1)<4
trigger4 = prevstateno=200 || prevstateno=400



;---------------------------------------------------------------------------
;Crouching Light Kick 
;���Ⴊ�ݎ�L�b�N
[State -1, Crouching Light Kick AI]
type = ChangeState
value = 430
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype!=A && (p2statetype!=L||p2stateno=5120)
triggerall = p2statetype=S || movecontact
trigger1 = ctrl && p2statetype=S && fvar(15)<60
trigger2= stateno=400 && animelemtime(2)>0 &&movecontact&&  (fvar(15)<20 || prevstateno=430) 
trigger3= stateno=200 && animelemtime(2)>0  &&movecontact&&  (fvar(15)<30 || prevstateno=430) 
trigger4= stateno=230 && animelemtime(3)>0 &&movecontact&&  (fvar(15)<30 || prevstateno=430) 
trigger5= stateno=430 && animelemtime(3)>0 &&movecontact
;\ ---------------------------------------------------------------------------
;Crouching Strong Kick
;���Ⴊ�݋��L�b�N
[State -1, Crouching Strong Kick AI]
type = ChangeState
value = 440
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = Random <=(496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype!=A
triggerall = p2statetype!=L || p2stateno=5120&&enemy,time>6
triggerall = p2stateno=5120&&enemy,time>6&& fvar(15) <80||fvar(15) =[0,95]
triggerall = enemy,vel x >=0 || p2movetype=H
triggerall = p2bodydist y =0
triggerall =  !helper(10003),var(2)=0
trigger1 =(fvar(15)=[50,90]) &&  ctrl
trigger2 = (stateno=230||stateno=430) && animelemtime(1)<4
trigger2 = prevstateno=230 || prevstateno=430
;---------------------------------------
[State -1, Stand Light Punch AI]
type = ChangeState
value = 641
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype = A&& vel x =0
triggerall = Random <=(600 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) ;|| (p2movetype=A && AIlevel >5)
triggerall= time >=13 
triggerall = pos y <-40
triggerall = fvar(15) =[-15,105]
trigger1 = ctrl 
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 631
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (fvar(15) = [-35,25])
Triggerall = Random <=(680 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) ;|| (p2movetype=A && AIlevel >5)
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = vel y >-1 || p2statetype=A
triggerall = p2bodydist y =[-5,110]
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2 = stateno=631 && movecontact && prevstateno!=631 && vel y <0
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 630
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (fvar(15) = [-5,75])
Triggerall = Random <=(680 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) 
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = vel y >-1 || p2statetype=A
triggerall = p2bodydist y =[-5,80]
triggerall = (movetype !=H)
trigger1 = ctrl
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (fvar(15) = [-1,75])
Triggerall = Random <=(600 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0));|| (p2movetype=A && AIlevel >5)
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = vel y >0
triggerall = p2bodydist y =[-5,80]
triggerall = (movetype !=H)
trigger1 = ctrl
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 640
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (fvar(15) = [-2,60]) && vel x =0 || (fvar(15) = [65,140]) && vel x !=0
Triggerall = Random <=(600 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) ;|| (p2movetype=A && AIlevel >5)
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = vel y >-1
triggerall = p2bodydist y =[-5,80]
triggerall = (movetype !=H)
trigger1 = ctrl

;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 600
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (fvar(15) = [-1,60])
Triggerall = Random <=(600 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) || (p2movetype=A && AIlevel >5)
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = vel y >=0 || p2statetype=A
triggerall = p2bodydist y =[-5,90]
triggerall = (movetype !=H)
trigger1 = ctrl


;---------------------------------------
[State -1, Stand Light Punch AI]
type = ChangeState
value = 1100
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = random <(360 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall= fvar(15) <85
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = p2movetype!=H || movecontact || enemy,hitfall || p2stateno=5120 && enemy,time >10
triggerall = enemy,hitfall|| enemy,vel y >0||p2statetype!=A || p2movetype=A
triggerall= (p2bodydist y =[-90,-35]) || p2bodydist y = 0|| enemy,vel y >0
trigger1 = ctrl && (helper(7000),var(2)>0||var(4)<4||p2movetype!=H||p2stateno=[120,155])&& p2stateno!=441
trigger2= stateno=210 && movehit
trigger3= anim=241&& movehit 
trigger4=stateno=410 && movecontact 

;------------------------------
[State -1, Stand Light Punch AI]
type = ChangeState
value = 1000
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel>0
triggerall =random <(280 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = statetype != A
triggerall = movetype!=H
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = stateno!=[1000,3000]
triggerall =  Cond(numhelper(1001),helper(1001),stateno=1002||helper(1001),var(52),numhelper(1001)=0) 
trigger1 =  helper(10003),var(20)>0
trigger2 = helper(10003),var(21)>0
trigger3= (stateno=210||anim=241||anim=230) && animelemtime(2)>0  &&( moveguarded || movecontact && AIlevel <6) && helper(7000),var(2)>0
trigger4=((stateno=410)||anim=240||anim=231) && animelemtime(3)>0 &&( moveguarded || movecontact && AIlevel <6)&& helper(7000),var(2)>0
;-------------------------------------------------
;---------------------------------------------------------------------------
;�ΰ����� �޸��
[State -1, AI_Run Fwd]
type = ChangeState
value = 100
triggerall = movetype != H
triggerall = P2Life > 0
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel >0
triggerall = stateno != 100 
triggerall = statetype = S 
triggerall = fvar(15) > 0
trigger1 = fvar(15) >= 210 && p2statetype!=L&& p2movetype!=A &&random <= (496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger1 = ctrl
trigger2 = fvar(15) >= 100 && (p2stateno=5901)&&random <= (496 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger2 = ctrl

;--------------------------------------------------------
[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel >0
triggerall = stateno !=105
triggerall = backedgebodydist >40
triggerall = statetype != A
triggerall = random < (536 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = ctrl
trigger1 = (p2movetype = A && enemynear,numproj>0 && fvar(15)<55) || ( fvar(15)<55 &&p2movetype=A)


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

[state -1, AI jump]
type = changestate
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AILevel >0
triggerall = statetype != A
triggerall = movetype!=H
triggerall =random < (999 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = stateno!=40
trigger1 = helper(10003),var(30) && (ctrl || stateno=20)
value = 40

[State -1, AI run]
type=changestate
value=20
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall =random < (999 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall=AILevel >0 && statetype=S && ctrl && random < 249
trigger1=  (p2movetype!=A||backedgebodydist <40)  && (fvar(15)=[20,149])


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

;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;�O��J���t�[�˂���i�Q�[�W���x���P�j
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = ((helper(10006), var(0)&8192) =[517,8192]) || (helper(10006), var(0)&516) =[1,516] 
triggerall = power = 1000
triggerall = cond(numhelper(8083),helper(8083),var(0)!=77,1) && cond(numhelper(8084),helper(8084),var(0)!=77,1) 
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = statetype != A
trigger1 = ctrl||(stateno<1000&&movetype!=H&&stateno=[200,499])&&time=0
trigger2= (anim=200||stateno=210&&movecontact||anim=230||stateno=430||anim=241&&movecontact&&animelemtime(3)<0) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)||stateno=410&&movecontact|| anim=231||anim=240) && animelemtime(3)>0 
trigger4 = stateno = 440&&movecontact && ( cond(numhelper(8083),helper(8083),var(0)=68,0) || cond(numhelper(8084),helper(8084),var(0)=68,0) || cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) )
trigger5 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger6 = cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0)
trigger6 = stateno=1100 && movecontact|| (anim=1000||anim=1010) && animelemtime(5)>0|| stateno=1011 && animelemtime(7)>0

;---------------------------------------------------------------------------
;Fast Kung Fu Upper (1/3 super bar)
;�����J���t�[�E�E�b�p�[
[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1100
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0&& statetype!=A
triggerall = helper(7000),sysvar(2)>0 || !movecontact
;triggerall = var(16)>40
triggerall = (helper(10006), Var(59)&(2**3)) > 0
triggerall =  (helper(10006), var(0)&129) > 0 ||  (helper(10006), var(0)&258) > 0 ;|| command="mashy" || command="mashyalt"
trigger1=ctrl 
trigger2= (anim=200||stateno=210&&movecontact||anim=230||stateno=430||anim=241&&movecontact&&animelemtime(3)<0) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)||stateno=410&&movecontact|| anim=231||anim=240) && animelemtime(3)>0 
trigger4 = stateno = 440&&movecontact && ( cond(numhelper(8083),helper(8083),var(0)=68,0) || cond(numhelper(8084),helper(8084),var(0)=68,0) || cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) )
trigger5 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger6 = stateno=[200,440]
trigger6 = time<3

;---------------------------------------------------------------------------
;Kung Fu Throw
;����
[State -1, Kung Fu Throw]
type = ChangeState
value = 830
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), Var(59)&(2**5)) > 0
triggerall = (helper(10006), var(0)&2064) > 0||(helper(10006), var(0)&4128) > 0
triggerall = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger3 = stateno=[200,440]
trigger3 = time<3
;---------------------------------------------------------------------------
;Light Kung Fu Upper
;�J���t�[�E�E�b�p�[�i��j
[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1050
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = AIlevel =0
triggerall = (helper(10006), Var(59)&(2**5)) > 0
triggerall =  (helper(10006), var(0)&129) > 0 ||  (helper(10006), var(0)&258) > 0
trigger1=ctrl && statetype!=A || stateno=40
trigger2= (anim=200||stateno=210&&movecontact||anim=230||stateno=430||anim=241&&movecontact&&animelemtime(3)<0) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)||stateno=410&&movecontact|| anim=231||anim=240) && animelemtime(3)>0 
trigger4 = stateno = 440&&movecontact && ( cond(numhelper(8083),helper(8083),var(0)=68,0) || cond(numhelper(8084),helper(8084),var(0)=68,0) || cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) )
trigger5 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger6 = stateno=[200,440]
trigger6 = time<3

;---------------------------------------------------------------------------
;Light Kung Fu Palm
;�J���t�[�˂���i��j
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0&& statetype!=A
triggerall = Cond(numhelper(1001),helper(1001),stateno=1002||helper(1001),var(52),numhelper(1001)=0) 
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = (helper(10006), Var(59)&(2**0)) > 0
triggerall =  (helper(10006), var(0)&129) > 0 ||  (helper(10006), var(0)&258) > 0
trigger1=ctrl
trigger2= (anim=200||stateno=210&&movecontact||anim=230||stateno=430||anim=241&&movecontact&&animelemtime(3)<0) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)||stateno=410&&movecontact|| anim=231||anim=240) && animelemtime(3)>0 
trigger4 = stateno = 440&&movecontact && ( cond(numhelper(8083),helper(8083),var(0)=68,0) || cond(numhelper(8084),helper(8084),var(0)=68,0) || cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) )
trigger5 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger6 = stateno=[200,440]
trigger6 = time<3

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;�_�b�V��

;---------------------------------------------------------------------------
;Kung Fu Throw
;����
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&258) > 0 ||(helper(10006), var(0)&4128) > 0
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"||command = "holdback"
trigger1 = fvar(15) <24
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H || p2stateno=5301
;---------------------------------------------------------------------------
;Run Fwd
;�_�b�V��
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall=AILevel <=2
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
trigger1 = (helper(10006), Var(59)&(2**30)) > 0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;��ރ_�b�V��
[State -1, Run Back]
type = ChangeState
value = 105
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), Var(59)&-2147483648) = -2147483648
triggerall = statetype != A
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;������p���`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&129) > 0
triggerall = helper(10006),command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (anim=200||anim=230||stateno=430) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)|| anim=231) && animelemtime(3)>0
trigger4 = stateno=[1000,1250]
trigger4 = movecontact 
trigger4 = !enemy,gethitvar(isbound)
trigger4= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0)  
trigger5 = stateno=210||stateno=240||stateno=410||stateno=440
trigger5 = movecontact 
trigger5= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 
;---------------------------------------------------------------------------
;Stand Strong Punch
;�������p���`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&258) > 0
triggerall = helper(10006),command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=400) && animelemtime(1)<4
trigger2 = prevstateno=200 || prevstateno=400
trigger3 = stateno=[1000,1250]
trigger3 = movecontact 
trigger3 = !enemy,gethitvar(isbound)
trigger3= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger4 = stateno=200||stateno=230||stateno=400||stateno=430
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) 
;---------------------------------------------------------------------------
;Stand Light Kick
;������L�b�N
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&2064) > 0
triggerall = helper(10006),command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2= (anim=200||anim=230||stateno=430) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)|| anim=231) && animelemtime(3)>0 
trigger4 = stateno=[1000,1250]
trigger4 = movecontact 
trigger4 = !enemy,gethitvar(isbound)
trigger4= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger5 = stateno=210||stateno=240||stateno=410||stateno=440
trigger5 = movecontact 
trigger5= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 
;---------------------------------------------------------------------------
;Standing Strong Kick
;�������L�b�N
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&4128) > 0
triggerall = helper(10006),command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=230||stateno=430) && animelemtime(1)<4
trigger2 = prevstateno=230 || prevstateno=430
trigger3 = stateno=[1000,1250]
trigger3 = movecontact 
trigger3 = !enemy,gethitvar(isbound)
trigger3= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger4 = stateno=200||stateno=230||stateno=400||stateno=430
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) 

;---------------------------------------------------------------------------
;Crouching Light Punch
;���Ⴊ�ݎ�p���`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&129) > 0
triggerall =helper(10006), command = "holddown"
triggerall= statetype != A
trigger1 = ctrl
trigger2= (anim=200||anim=230||stateno=430) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)|| anim=231) && animelemtime(3)>0 
trigger4 = stateno=[1000,1250]
trigger4 = movecontact 
trigger4 = !enemy,gethitvar(isbound)
trigger4= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger5 = stateno=210||stateno=240||stateno=410||stateno=440
trigger5 = movecontact 
trigger5= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 
;---------------------------------------------------------------------------
;Crouching Strong Punch
;���Ⴊ�݋��p���`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&258) > 0
triggerall = helper(10006),command = "holddown"
triggerall= statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=400) && animelemtime(1)<4
trigger2 = prevstateno=200 || prevstateno=400
trigger3 = stateno=[1000,1250]
trigger3 = movecontact 
trigger3 = !enemy,gethitvar(isbound)
trigger3= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger4 = stateno=200||stateno=230||stateno=400||stateno=430
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) 
;---------------------------------------------------------------------------
;Crouching Light Kick
;���Ⴊ�ݎ�L�b�N
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&2064) > 0
triggerall = helper(10006),command = "holddown"
triggerall= statetype != A
trigger1 = ctrl
trigger2= (anim=200||anim=230||stateno=430) && animelemtime(2)>0 
trigger3=(anim=201||(stateno=400)|| anim=231) && animelemtime(3)>0 
trigger4 = stateno=[1000,1250]
trigger4 = movecontact 
trigger4 = !enemy,gethitvar(isbound)
trigger4= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger5 = stateno=210||stateno=240||stateno=410||stateno=440
trigger5 = movecontact 
trigger5= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 
;\ ---------------------------------------------------------------------------
;Crouching Strong Kick
;���Ⴊ�݋��L�b�N
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&4128) > 0
triggerall = helper(10006),command = "holddown"
triggerall= statetype != A
trigger1 = ctrl
trigger2 = (stateno=230||stateno=430) && animelemtime(1)<4
trigger2 = prevstateno=230 || prevstateno=430
trigger3 = stateno=[1000,1250]
trigger3 = movecontact 
trigger3 = !enemy,gethitvar(isbound)
trigger3= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger4 = stateno=200||stateno=230||stateno=400||stateno=430
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0) 
;---------------------------------------------------------------------------
;Jump Light Punch
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[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&129) > 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno=[1000,1250]
trigger2 = movecontact 
trigger2 = !enemy,gethitvar(isbound)
trigger2= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger3 = stateno=610||stateno=640
trigger3 = movecontact 
trigger3= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&258) > 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno=[1000,1250]
trigger2 = movecontact 
trigger2 = !enemy,gethitvar(isbound)
trigger2= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger3 = stateno=610||stateno=640
trigger3 = movecontact 
trigger3= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = cond(helper(10006),command="holddown",631,630)
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&2064) > 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno=[1000,1250]
trigger2 = movecontact 
trigger2 = !enemy,gethitvar(isbound)
trigger2= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger3 = stateno=631 && movecontact && prevstateno!=631
trigger4 = stateno=610||stateno=640
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 

;---------------------------------------------------------------------------
;Jump Strong Kick
;�󒆋��L�b�N
[State -1, Jump Strong Kick]
type = ChangeState
value = 641
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = vel x =0
triggerall = pos y <-40
triggerall = stateno=50 && time >=11 
triggerall = (helper(10006), var(0)&4128) > 0 && (helper(10006),command="holddown" || helper(10006),command="down")
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno=[1000,1250]
trigger2 = movecontact 
trigger2 = !enemy,gethitvar(isbound)
trigger2= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger3 = stateno=600||stateno=630
trigger3 = movecontact 
trigger3= cond(numhelper(8083),helper(8083),var(0)=64,0) || cond(numhelper(8084),helper(8084),var(0)=64,0) 
;---------------------------------------------------------------------------
;Jump Strong Kick
;�󒆋��L�b�N
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), var(0)&4128) > 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno=[1000,1250]
trigger2 = movecontact 
trigger2 = !enemy,gethitvar(isbound)
trigger2= cond(numhelper(8083),helper(8083),var(0)=74,0) || cond(numhelper(8084),helper(8084),var(0)=74,0) 
trigger3 = stateno=600||stateno=630
trigger3 = movecontact 
trigger3= cond(numhelper(8083),helper(8083),var(0)=64,0) || cond(numhelper(8084),helper(8084),var(0)=64,0) 


;[State -1, Guard]
;type = ChangeState
;value = 120
;triggerall = movetype !=H || animtime=0&&stateno=5120 && enemy,var(8)=0
;triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
;triggerall = !ishelper && numhelper(10006)
;triggerall = roundstate=2
;triggerall = statetype!=A
;triggerall=AILevel=0 
;triggerall = command="holdback"|| command = "holdback" && command = "holddown" 
;triggerall = inguarddist || enemy,numproj>0 
;trigger1 = ctrl ||(stateno=[10,20])