

;-| 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 = 20

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

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "???"
command = B,D,U,B,B,D
buffer.time=3

time=125
[Command]
name = "???2"
command = F,B,U,U,B,D
buffer.time=3
time=125

[Command]
name = "???3"
command = D,D,U,B,B,D
buffer.time=3
time=125
[Command]
name = "???4"
command = D,F,B,F,D,U
buffer.time=3
time=125
[Command]
name = "???5"
command = B,F,U,U,F,D
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.
;



[Command]
name = "mashx"
command = ~x, x,x;, x
time = 18
buffer.time=3
[Command]
name = "mashx"
command = ~x, y,x;, x
time = 18
buffer.time=3

[Command]
name = "mashx"
command = ~y, y,x;, x
time = 18
buffer.time=3

[Command]
name = "mashx"
command = ~y, x,x;, x
time = 18
buffer.time=3

[Command]
name = "mashy"
command = ~x, y,y
time = 18
buffer.time=3
[Command]
name = "mashy"
command = ~x, x,y
time = 18
buffer.time=3

[Command]
name = "mashy"
command = ~y, y,y;, y
time = 18
buffer.time=3

[Command]
name = "mashy"
command = ~y, x,y;, y
time = 18
buffer.time=3

[Command]
name = "mashyalt"
command = ~y, x,y;, x
time = 18
buffer.time=3

[Command]
name = "mashyalt"
command = ~x, y,y;, x
time = 18
buffer.time=3

[Command]
name = "mashyalt"
command = ~x, x,y;, x
time = 18
buffer.time=3

[Command]
name = "mashy"
command = ~y, y,y;, y
time = 18
buffer.time=3
[Command]
name = "masho"
command = x+y, x+y,x+y;, y
time = 18
buffer.time=3
[Command]
name = "masho"
command = ~x+y, x+y,x+y;, y
time = 18
buffer.time=3
[Command]
name = "mashxalt"
command = ~x, y,x;, y
time = 18
buffer.time=3

[Command]
name = "mashxalt"
command = ~y, x,x;, y
time = 18
buffer.time=3
[Command]
name = "mashxalt"
command = ~y, y,x;, y
time = 18
buffer.time=3
;-| 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
triggerall = Random <= (600* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = (p2statetype!=A||p2bodydist y >-45 &&enemy,hitfall&&p2statetype=A&&enemy,vel y >0) && p2statetype!=L && fvar(15) <50
triggerall = movehit||AIlevel <6||p2stateno!=[150,155]
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = power = 1000 
triggerall = enemy,prevstateno!=5120||AIlevel <6
trigger1 = ((stateno=[10,20])||ctrl)&& ( fvar(15) <50 && enemy,numproj=0|| p2stateno=5901&&fvar(15) <50 )
trigger2 = (stateno=210||stateno=410||stateno=240) && movehit 
;--------------------------------------------
[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])


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

[State -1, Throw2]
type = ChangeState
value = 830
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 != A|| p2stateno=5901
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 && enemy,prevstateno!=5120
triggerall = p2movetype!=H||(p2stateno=[120,133]) || p2stateno=5901|| var(10)
trigger1 = fvar(15) < 32
trigger2 = (p2stateno =[120,150]) &&(fvar(15) < 32)
;-----------------------------------------------------------

[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 != A|| p2stateno=5901
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&& enemy,prevstateno!=5120
triggerall = p2statetype!=L
triggerall = p2movetype!=H||(p2stateno=[120,133]) || p2stateno=5901|| var(10)
trigger1 = fvar(15) < 32
trigger2 = (p2stateno =[120,150]) &&(fvar(15) < 32)
;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = var(4)=0 || var(4)<3 && var(4)!=1 || AIlevel <6
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = p2statetype!=A|| enemy,vel y >=0&&p2bodydist y =[-cond(enemy,hitfall,45,85),-10]
triggerall = random < (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))&& fvar(15) =[-8,40]
triggerall = helper(7000),sysvar(2)>0 || !movecontact
trigger1 = (ctrl || stateno=20)&& helper(10003),var(10)>0
trigger2= (ctrl||stateno=20)   && p2statetype=A 
trigger3= stateno=400 && animelemtime(2)>0 &&movecontact
trigger4= stateno=200 && animelemtime(2)>0  &&movecontact
trigger5= stateno=230 && animelemtime(2)>0 &&movecontact && fvar(15) <20
trigger6= stateno=430 && animelemtime(2)>0 &&movecontact&& fvar(15) <20
;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = AIlevel>0
triggerall = var(4)=0 || var(4)<5&& var(4)!=1 || AIlevel <6
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 || p2stateno=5120 && enemy,time >10
triggerall = p2statetype!=A|| (enemy,vel y >=0||enemy,hitfall)&&p2bodydist y =[-75,-10]
trigger1 =  helper(10003),var(11)>0&& fvar(15) <70&&(ctrl||stateno=20)
trigger2= (ctrl || stateno=20) && (fvar(15)=[cond(p2statetype=L,-5,45),70]) && p2statetype!=A && p2movetype=I&&random <199
trigger3 = (stateno=200||stateno=400) && animelemtime(1)<4 && fvar(15) >20
trigger3 = prevstateno=200 || prevstateno=400
trigger4= (ctrl || stateno=20) && (fvar(15)=[-15,70]) && enemy,hitfall &&random <199
;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = AIlevel>0

triggerall = statetype != A
triggerall = var(4)=0 || var(4)<3 && var(4)!=1 || AIlevel <6
triggerall = random < (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) 
triggerall=(fvar(15) =[0,30]) ||(cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) <6 ||p2stateno=[120,155]) &&  fvar(15) =[0,50]
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = p2statetype!=A||p2bodydist y =[-45,-20]
trigger1 =  helper(10003),var(10)>0 &&fvar(15) <25 &&(ctrl||stateno=20)
trigger2 = (ctrl || stateno=20) && p2statetype=S &&  !helper(10003),var(3) && fvar(15) =[5,40]
trigger3= (ctrl || stateno=20) && helper(10003),var(12)>0&&fvar(15) <35
trigger4= stateno=400 && animelemtime(2)>0  &&movecontact && fvar(15) <25
trigger5= stateno=200 && animelemtime(2)>0  &&movecontact && fvar(15) <25
trigger6= stateno=230 && animelemtime(2)>0  &&movecontact
trigger7= stateno=430 && animelemtime(2)>0 &&movecontact
;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = var(4)=0 || var(4)<3 && var(4)!=1 || AIlevel <6
triggerall = random < (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype=A &&(p2bodydist y =[-38,-15]) || p2statetype!=A
triggerall = var(4)<4 && (fvar(15)=[-8,65])
triggerall = p2statetype!=L || p2stateno=5120 && enemy,time >10
trigger1 =  helper(10003),var(11)>0&& fvar(15) <75&&(ctrl||stateno=20)
trigger2 = (ctrl || stateno=20) && p2movetype=I &&fvar(15) =[40,70]
trigger3 = (stateno=230||stateno=430) && animelemtime(1)<4&& fvar(15) >15
trigger3 = prevstateno=230 || prevstateno=430
trigger4= (ctrl || stateno=20) && (fvar(15)=[0,70]) && enemy,hitfall &&random <199
;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = AIlevel>0
triggerall = var(4)=0 || var(4)<3 && var(4)!=1 || AIlevel <6
triggerall = statetype != A
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = random < (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))  
triggerall = p2statetype!=A||p2bodydist y =[-45,-10]
triggerall = fvar(15) =[-8,40]
trigger1=(helper(10003),var(10)>0)&&(ctrl || stateno=20) && fvar(15) <35
trigger2= stateno=400 && animelemtime(2)>0  &&movecontact&& fvar(15) <20
trigger3= stateno=200 && animelemtime(2)>0  &&movecontact&& fvar(15) <20
trigger4= stateno=230 && animelemtime(3)>0  &&movecontact&& fvar(15) <20
trigger5= stateno=430 && animelemtime(3)>0 &&movecontact&& fvar(15) <20
;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = AIlevel>0
triggerall = statetype != A
triggerall = var(4)=0 || var(4)<3 && var(4)!=1 || AIlevel <6
triggerall = random < (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype=A || helper(10003),var(11)
triggerall = fvar(15) =[0,55]
triggerall = p2statetype!=A ||p2bodydist y =[-65,-10] 
trigger1 = (helper(10003),var(11)>0)&&(ctrl || stateno=20)&& fvar(15) <55 ;&& p2statetype=C
trigger2= (ctrl||stateno=[0,20]) && helper(10003),var(3)=0   && p2statetype=A  &&  fvar(15) =[-5,45]
trigger3 = (stateno=200||stateno=400) && animelemtime(1)<4 && fvar(15) >20 ;&& p2statetype=C
trigger3 = prevstateno=200 || prevstateno=400
trigger4= (ctrl || stateno=20) && (fvar(15)=[0,50]) && enemy,hitfall &&random <199

;---------------------------------------------------------------------------
;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&& !helper(7000),var(34)
triggerall = AIlevel>0
triggerall = var(4)=0 || var(4)<3 && var(4)!=1 || AIlevel <6
triggerall = statetype != A
triggerall = helper(7000),sysvar(2)>0 || !movecontact
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
triggerall =movecontact||(p2statetype=S &&p2stateno=[120,155])&& fvar(15)<50||(helper(10003),var(13)>0||helper(10003),var(12)>0 ||helper(10003),var(10)>0) && fvar(15)<50 || fvar(15) =[25,55]
trigger1= (helper(10003),var(12)>0 ||helper(10003),var(10)>0)   &&(ctrl || stateno=20)
trigger2 = (ctrl || stateno=20)&& p2statetype=S &&  !helper(10003),var(3)
trigger3= stateno=400 && animelemtime(2)>0  &&movecontact && fvar(15)<25
trigger4= stateno=200 && animelemtime(2)>0  &&movecontact && fvar(15)<25
trigger5= stateno=230 && animelemtime(2)>0  &&movecontact && fvar(15)<25
trigger6= stateno=430 && animelemtime(2)>0 &&movecontact && fvar(15)<25
;\ ---------------------------------------------------------------------------
;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 = helper(7000),sysvar(2)>0 || !movecontact
triggerall = statetype != A
triggerall = random < (440* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = p2statetype=S
triggerall = p2statetype!=L
triggerall = p2bodydist x =[20,58]
triggerall = enemy,vel x >=0 || prevstateno=230 || prevstateno=430
triggerall = p2bodydist y =0
triggerall =  helper(10003),var(3)=0
trigger1 = (ctrl || stateno=20)
trigger2 = (stateno=230||stateno=430) && animelemtime(1)<4
trigger2 = prevstateno=230 || prevstateno=430
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 600
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (fvar(15) = [-3,37])
Triggerall = Random <=(300* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0)) ;|| p2movetype=A
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 =[-5,80]
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) = [-45,50])
Triggerall = Random <= (440* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0));|| p2movetype=A
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = vel y >0 || p2statetype=A && vel x =0
triggerall = (p2statetype!=C&&p2bodydist y =[-5,80])|| p2statetype=C&&p2bodydist y =[-5,55]
triggerall = (movetype !=H)
trigger1 = ctrl
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 630
triggerall = AILevel >0
triggerall = statetype = A
Triggerall = (P2BodyDist X = [-20,25])
Triggerall = Random <=(440* (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 >0 || p2statetype!=C && p2life <30
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) = [-0,65])
Triggerall = Random <= (440* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0));|| p2movetype=A
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 =[-5,80]
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  &&  p2stateno!=441
triggerall = p2stateno!=821 || var(4)=3
triggerall = statetype != A && p2statetype!=L
triggerall = helper(10003),var(8)=0  || helper(7000),var(2)>0
triggerall = helper(10003),var(3)=0 && p2stateno!=5901
triggerall = (p2stateno!=10612||var(4)<4) && p2stateno!=10613 || helper(7000),var(2)>0
triggerall = random < (320* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall=  p2bodydist y = [-85,5]
triggerall = enemy,numproj =0 || movecontact
triggerall=  (fvar(15) =[-65,80]) &&p2movetype=A||(fvar(15) =[-45,60]) || p2statetype=A && helper(7000),var(2)>0 && fvar(15)=[-60,60]
trigger1 = (ctrl&&((prevstateno=[1000,1150])||(prevstateno=[52,440])||(prevstateno=[5000,5901]))) && ((fvar(15) = [-35,55])||helper(7000),var(2)>0&&fvar(15) = [-55,60])
trigger2 = (anim=210||stateno=410||anim =240)  && (AIlevel <6&&movecontact || movehit)
trigger3 = (stateno=200||stateno=400||stateno =230||stateno =430)  && (AIlevel <6&&movecontact || movehit&&enemy,hitfall)&&p2statetype=A
trigger4 =( stateno=400||stateno =230||stateno=200 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0 && AIlevel >6 && !movecontact && random < (120* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger4= p2statetype=A
;---------------------------------------
[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 && !helper(7000),var(34)
triggerall = AIlevel>0 
triggerall = p2stateno!=824 
triggerall = (p2stateno!=10612||var(4)<4) && p2stateno!=10613 || helper(7000),var(2)>0
triggerall = statetype != A 
triggerall = helper(10003),var(8)=0 
triggerall =  p2stateno!=5901
triggerall = var(4)!=1 && (var(4)<4||helper(7000),var(2)>0)|| AIlevel <6
triggerall = random <(cond(p2statetype=A&&!enemy,hitfall||enemy,numproj>0||enemy,vel x>0,320,180)* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 1.5 / 23.5))
triggerall = p2statetype!=L || enemy,anim=5120 && enemy,time >4
triggerall=   (fvar(15) =[cond(p2statetype=A,45,-15),cond(enemy,hitfall||helper(7000),var(2)=0,60,cond(enemy,numproj>0,175,110))])
triggerall = !enemy,hitfall|| movecontact||p2statetype=L
triggerall =enemy,numproj>0 && fvar(15)>55||movecontact||p2bodydist y = [-125,-20]
trigger1 = (ctrl||(stateno=20)) && (p2movetype=H ||(fvar(15) = [cond(enemy,hitfall,-10,45),170])&&p2movetype=I||p2statetype=A&&!enemy,hitfall) &&helper(10003),var(3)=0 
trigger2 = (anim=210||stateno=410)  &&( movecontact) && (enemy,hitfall|| enemy,backedgebodydist <40)
trigger3 = (anim =240)  &&( movecontact && AIlevel <6 || movehit)&& (enemy,hitfall || enemy,backedgebodydist <40)
trigger4 = p2stateno=5120 && ctrl && fvar(15)<55
;---------------------------------------
[State -1, Stand Light Punch AI]
type = ChangeState
value = 1150
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2 && !helper(7000),var(34)
triggerall = AIlevel>0 
triggerall = !numtarget(821) &&  p2stateno!=441
triggerall = (p2stateno!=10612||var(4)<4) && p2stateno!=10613 || helper(7000),var(2)>0
triggerall = statetype != A 
triggerall = helper(10003),var(8)=0 
triggerall =  p2stateno!=5901
triggerall = var(4)!=1 && (var(4)<4||helper(7000),var(2)>0)|| AIlevel <6
triggerall = random <(315* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 1.5 / 23.5))
triggerall = p2statetype!=L || enemy,anim=5120 && enemy,time >8
triggerall=   (fvar(15) =[-15,190])&& (p2statetype!=A|| p2bodydist y = [-cond(enemy,hitfall,65,45),-30])
triggerall = enemy,numproj=0 || movecontact
triggerall =p2movetype!=I && fvar(15)>45||movecontact||(enemy,hitfall)
trigger1 = (ctrl||(stateno=20)) && (p2movetype=H ||(fvar(15) = [cond(enemy,hitfall,-10,45),170])&&p2movetype=I||p2statetype=A&&backedgebodydist <20) &&helper(10003),var(3)=0 
trigger2 = (stateno=210||stateno=410) &&( movecontact && AIlevel <6 || movehit)
trigger3 = (stateno =240)  &&( movecontact && AIlevel <6 || movehit)
;-------------------------------------------------
[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 =random < (999 * (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
triggerall = movetype!=H
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= (stateno!=[20,105])  && (p2bodydist x=[10,169])
;---------------------------------------------------------------------------
;�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 = p2bodydist x > 0
trigger1 = p2bodydist x >= 170 && (p2statetype!=L&& p2movetype!=A||p2stateno=[20011,20015]) &&random <=  (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger1 = ctrl
trigger2 = p2bodydist x >= 120 && (p2stateno=5901)&&random <=  (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger2 = ctrl
trigger3 = p2bodydist x >= 130 && (p2statetype=L)&&random <=  (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger3 = ctrl
trigger4 = p2bodydist x >= 100 && (enemy,hitfall)&&random <=  (496* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger4 = ctrl

;--------------------------------------------------------
[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel >0
triggerall = stateno !=105
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 && backedgebodydist >60
triggerall = ctrl;||moveguarded
trigger1 = (p2movetype = A && enemynear,numproj>0 && p2bodydist x<55) || ( p2bodydist x<55 &&p2movetype=A)
trigger2 = random <=  (56* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger2 = p2bodydist x < 20 && (p2movetype!=H);|| p2stateno=824
trigger3 = random <=  (200* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger3 = p2bodydist x < 20 && p2statetype=L
trigger4 = random <=  (200* (cond((AIlevel + helper(7000),var(1))>0,(AIlevel + helper(7000),var(1)),1) ** 2 / 64.0))
trigger4 = p2bodydist x < 20 && p2statetype=A &&p2movetype=A && backedgebodydist >50


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

;---------------------------------------------------------------------------
;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 = helper(7000),sysvar(2)>0 || !movecontact
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) >0 || (helper(10006), var(0)&516) >0 
triggerall = power = 1000
triggerall = statetype != A
trigger1 = ctrl||(stateno<1000&&movetype!=H&&stateno=[200,499])&&time=0
trigger2= ( stateno=400||stateno =230||stateno=200 ||stateno=430) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
trigger3 = (stateno =210)  &&movecontact
trigger4 = (stateno=410)  &&movecontact || (stateno=240) &&movecontact
trigger5 = 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) )
trigger6 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger7 = cond(numhelper(8083),helper(8083),var(0)=87,0) || cond(numhelper(8084),helper(8084),var(0)=87,0)
trigger7 = stateno=1100 && movecontact|| stateno=1000 && animelemtime(4)>0



;---------------------------------------------------------------------------
;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 = AIlevel =0
;;triggerall = var(16)>40
;triggerall =  command ="RB"
;trigger1=ctrl && statetype!=A



;---------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1150
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = (helper(10006), Var(59)&(2**2)) > 0
triggerall = (helper(10006), var(0)&2064) > 0||   (helper(10006), var(0)&4128) > 0;var(17)=2 ||  var(19)=2;||(stateno=230||stateno=240||stateno=430||stateno=440)&&time=0
trigger1=(ctrl)&& statetype!=A
trigger2= ( stateno=400||stateno =230||stateno=200||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
trigger3 = (stateno =210)  &&movecontact
trigger4 = (stateno=410)  &&movecontact || (stateno=240) &&movecontact
trigger5 = 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) )
trigger6 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger7 = stateno=[200,440]
trigger7= time<3

;---------------------------------------------------------------------------
;Light Kung Fu Palm
[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
triggerall = helper(7000),sysvar(2)>0 || !movecontact
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
trigger2= ( stateno=400||stateno =230||stateno=200||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
trigger3 = (stateno =210)  &&movecontact
trigger4 = (stateno=410)  &&movecontact || (stateno=240) &&movecontact
trigger5 = 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) )
trigger6 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger7 = stateno=[200,440]
trigger7= time<3

[State -1, cmdg]
type = ChangeState
value = 830
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2 && helper(7000),var(34)=0
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
triggerall = helper(7000),sysvar(2)>0 || !movecontact
trigger1 = ctrl
trigger2 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger3 = stateno=[200,440]
trigger3= time<3
;---------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1100
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = helper(7000),sysvar(2)>0 || !movecontact
triggerall = ((helper(10006), var(0)&129) > 0 ||  (helper(10006), var(0)&258) > 0)  && (helper(10006), Var(59)&(2**10)) > 0 
triggerall = stateno!=1100
trigger1=(ctrl||(stateno=[200,440])&&time<3||stateno=0&&prevstateno=[200,1200])&& statetype!=A 
trigger2= ( stateno=400||stateno =230||stateno=200||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
trigger3 = (stateno =210)  &&movecontact
trigger4 = (stateno=410)  &&movecontact || (stateno=240) &&movecontact
trigger5 = 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) )
trigger6 = StateNo = 5120 && AnimTime = 0 && !enemy,var(8) && !numexplod(59010)
trigger7 = stateno=[200,440]
trigger7= time<3

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Run Fwd
;�_�b�V��
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall =cond(numhelper(7000),!helper(7000),var(34),0)
triggerall = !ishelper && numhelper(10006)
triggerall = !ishelper && numhelper(10006)
triggerall=AILevel <=2
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 = !ishelper && numhelper(10006)
triggerall = roundstate=2
triggerall = AIlevel =0
triggerall = (helper(10006), Var(59)&-2147483648) = -2147483648
triggerall = statetype != A
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 = command = "BB"
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2= stateno=200 && movecontact
;trigger3= stateno=400 && movecontact
;trigger4= anim=210 && movecontact
;;---------------------------------------------------------------------------
;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 = p2bodydist X <30
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H || p2stateno=4999|| var(10)


;===========================================================================
;---------------------------------------------------------------------------
;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= ( stateno=400||stateno =230||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
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=210||stateno=240||stateno=410||stateno=440
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 
;---------------------------------------------------------------------------
;Stand Light Punch
;������p���`
[State -1, Stand Light 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= ( stateno=400||stateno =230||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
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=210||stateno=240||stateno=410||stateno=440
trigger4 = movecontact 
trigger4= 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= ( stateno=400||stateno =230||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
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=210||stateno=240||stateno=410||stateno=440
trigger4 = movecontact 
trigger4= cond(numhelper(8083),helper(8083),var(0)=65,0) || cond(numhelper(8084),helper(8084),var(0)=65,0) 

;---------------------------------------------------------------------------
;Crouching Light Punch
;���Ⴊ�ݎ�p���`
[State -1, Crouching Light 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= ( stateno=400||stateno =230||stateno=430 ) && animelemtime(2)>0 ||( stateno=200 ) && animelemtime(3)>0
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=210||stateno=240||stateno=410||stateno=440
trigger4 = movecontact 
trigger4= 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
;�󒆎�p���`
[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 
trigger1 = 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 Punch
;�󒆎�p���`
[State -1, Jump Light 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
trigger1 = 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 Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 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
trigger1 = 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 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
trigger1 = 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])