; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;

;-| 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.
;[E] starts ai activation code

;***************************************************************************
; CMD
;***************************************************************************

;[Remap]
;
;  Note that if you modify the button remapping scheme, this character will
; still be able to correctly detect the basic commands of other characters
; complying with the basic command order specified below, as long as their
; buttons haven't been remapped.  But no character (not even one with the same
; remapping scheme, not even another instance of this character) will be able to
; correctly detect this character's commands.  This shouldn't ever result in any
; false positives, but it could delay correct positives, and could erroneously
; make the helper AI activation method trigger a false negative in team simul
; modes, in which case the XOR-ed commands method would be needed to provide
; backup.  But of course, this isn't an issue in any version of Mugen prior to
; version 2002.04.14.


; These 11 Single Button and Hold Dir commands must be placed here at the top
; of the CMD, above all other commands, and in the standard order shown here,
; in order for the "Compatibly Partnered" version (9742) of the helper AI
; activation method to work with different partners in simul team mode.
; (When the partner is not compatible, then it's best to just use the regular
; version (9741) and rely on the XOR method for backup in case a human
; partner's input turns off the CPU partner's AI.)
;   (Now, even if you do not intend to give your character any custom AI, it
; would still be nice if you would place the commands at the top of your CMD,
; for the sake of other characters which do use this AI activation method.
; And then, define Anim 9741 in your AIR file to indicate to other characters
; that your character is compatible.
;   It may slightly increase the chances of faulty AI activation if the user
; is using characters with a poor implementation of the old humanly-impossible
; commands AI activation method when fighting against your character, but
; other than that, there's really no particular reason not to.  And you can
; change the names of the commands if you want.  For compatibility, all that
; really matters is the "command" and "time" parameters.)
;
; Please don't add any extra definitions for any of these 11 basic command
; names, nor for any of the 7 "hold[button]" command names that follow.
; For example, things like this should be avoided:
;	[Command]
;	name = "z"
;	command = y+b
;	time = 1
; There are several workarounds possible to achieve the same effect.  Please
; feel free to ask me about it if you have any uncertainty.
; Violating this rule would cause the KeyCtrl Helper method and/or the XORed
; Commands method to malfunction, and could also interfere with other future
; applications of this command order standard.
;
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional.  But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.

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

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

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

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

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

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

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

;--- None of your own command definitions should be above this line. ---

;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller.  That includes things like, for example:
;  * changing the recovery command to use a different combination of buttons.
;  * renaming the b button command as "d", or the start button command as "s".
;  * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
;  * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.

[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

[Command]
name = "holdfwd2"
command = /$F
time = 1

[Command]
name = "holdback2"
command = /$B
time = 1

[Command]
name = "holdup2"
command = /$U
time = 1

[Command]
name = "holddown2"
command = /$D
time = 1

[Command]
name = "holda2"
command = /a
time = 1

[Command]
name = "holdb2"
command = /b
time = 1

[Command]
name = "holdc2"
command = /c
time = 1

[Command]
name = "holdx2"
command = /x
time = 1

[Command]
name = "holdy2"
command = /y
time = 1

[Command]
name = "holdz2"
command = /z
time = 1

[Command]
name = "holdstart2"
command = /s
time = 1

[Command]
name = "recovery2"
command = x+y
time = 1

; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.

; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly.

; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want.  You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)

;[E] 
;ends ai activation code


;-----
;HUMAN
;-----

;fatal move
[Command]
name = "fatal"
command = ~D, DB, B, a+b
time = 20

;fatal move
[Command]
name = "fatal"
command = ~D, DB, B, c
time = 20

[Command]
name = "darkforce"
command = x+a
time = 20

[Command]
name = "darkforce"
command = y+b
time = 20

[Command]
name = "super-fruti"
command = ~D, DF, F, a+b
time = 20

[Command]
name = "super-fruti"
command = ~D, DF, F, c
time = 20

[Command]
name = "espinazos"
command = ~D, DF, F, x+y
time = 20

[Command]
name = "espinazos"
command = ~D, DF, F, z
time = 20

[Command]
name = "super-sembrado"
command = ~D, DB, B, x+y
time = 20

[Command]
name = "super-sembrado"
command = ~D, DB, B, z
time = 20


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


[Command]
name = "palmera1"
command = ~D, DF, F, x

[Command]
name = "palmera2"
command = ~D, DF, F, y

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

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

[Command]
name = "fruti-1"
command = ~D, DF, F, a

[Command]
name = "fruti-2"
command = ~D, DF, F, b

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

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

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; 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]

:[E]
;ai stuff
;[StateDef -1]
;
; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; nor encounters any VarSets within State -1.
; But they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

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

; This is generally the best place to put most of your AI directives.  For
; example, this controller would only be executed when the CPU is in control:
;
; [State -1, Haha!]
; type = ChangeState
; trigger1 = var(0) ; (Or use "var(58)>0" if you've chosen not to
;                   ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = StateType = S
; trigger1 = MoveType = I
; trigger1 = P2MoveType = H
; trigger1 = NumEnemy = 1
; trigger1 = Enemy,GetHitVar(HitTime) > 60
; trigger1 = PrevStateNo != 195
; trigger1 = Random < 99
; value = 195

; And of course, most human-only command-based ChangeStates also belong
; in State -1.  For example, this move would only be performable by a human:
;
; [State -1, Death Before Dishonor]
; type = ChangeState
; trigger1 = command = "suicide"
; trigger1 = !var(0) ; (Or use "var(58)<1" if you've chosen not to
;                    ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = StateType != A
; trigger1 = MoveType = I
; value = {suicide state number}


;===========================================================================
;---------------------------------------------------------------------------

;fatal move SINGLE
[State -1, fatal]
type = ChangeState
value = 4000
triggerall = command = "fatal"
triggerall = power >= 3000
triggerall= numenemy=1
triggerall= enemy,life<=250
triggerall = var(10)=0
triggerall = roundstate = 2
triggerall = var(24)<3
trigger1 = var(24)<=1
trigger1 = statetype != a
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
;abanico
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0
;fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = animelemtime(5)=[1,8]

;fatal move TEAM
[State -1, fatal]
type = ChangeState
value = 4000
triggerall = command = "fatal"
triggerall = power >= 3000
triggerall= numenemy>=2
triggerall = (enemynear(0) , life <=250)||(enemynear(1), life <=250)
triggerall = var(10)=0
triggerall = roundstate = 2
triggerall = var(24)<3
trigger1 = var(24)<=1
trigger1 = statetype != a
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
;abanico
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0
;fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = animelemtime(5)=[1,8]

;---------------------------------------------------------------------------
;Dark force
[State -1, dark force]
type = ChangeState
value = 3500
triggerall = command = "darkforce"
triggerall = var(10) = 0
triggerall = power >=2000
triggerall = var(24)<3
trigger1 = var(24)<=1
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Dark force COMBO
[State -1, dark force]
type = ChangeState
value = 3520
triggerall = command = "darkforce"
triggerall = var(10) = 0
triggerall = power >=2000
triggerall = var(24)<3
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact
;abanico
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0
;fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = animelemtime(5)=[1,8]

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

;super fruti-toss
[State -1, super fruti-toss]
type = ChangeState
value = 3100
triggerall = command = "super-fruti"
triggerall = power >= 1000
triggerall = var(10)=0
triggerall = statetype != A
triggerall = var(24)<3
trigger1 = var(24)<=1
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
;abanico
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0
;fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = animelemtime(5)=[1,8]

;---------------------------------------------------------------------------
;Super sembrado
[State -1, Super sembrado]
type = ChangeState
value = 3050
triggerall = command = "super-sembrado"
triggerall = power >= 1000
triggerall = var(10)=0
triggerall = statetype != A
triggerall = numhelper(3050) = 0
triggerall = var(24)<3
trigger1 = var(24)<=1
trigger1 = ctrl
trigger1 = NumHelper(301) = 0
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
;abanico
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0
;fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = animelemtime(5)=[1,8]

;---------------------------------------------------------------------------
;cosecha de dolor
[State -1, cosecha]
type = ChangeState
value = 3000
triggerall = command = "espinazos"
triggerall = power >= 1000
triggerall = var(10)=0
triggerall = statetype != A
triggerall = var(24)<3
trigger1 = var(24)<=1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
;abanico
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0
;fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = animelemtime(5)=[1,8]

;===========================================================================
;special moves
;------------

;sembrado cerca
[State -1, sembrado cerca]
type = ChangeState
value = 1100
triggerall = command = "sembrado_c"
triggerall = var(10)=0
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact

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

;sembrado lejos
[State -1, sembrado lejos]
type = ChangeState
value = 1103
triggerall = command = "sembrado_l"
triggerall = var(10)=0
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact

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

;fruti-toss bajo
[State -1, fruti-toss bajo]
type = ChangeState
value = 1200
triggerall = command = "fruti-1"
triggerall = var(10)=0
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact

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

;fruti-toss alto
[State -1, fruti-toss alto]
type = ChangeState
value = 1300
triggerall = command = "fruti-2"
triggerall = var(10)=0
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact

;---------------------------------------------------------------------------
;abanico natural fuerte
[State -1, palmerazo]
type = ChangeState
value = 1000
triggerall = command = "palmera2"
triggerall = var(10)=0
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
trigger3 = stateno = 410

;---------------------------------------------------------------------------
;abanico natural debil
[State -1, palmerazo]
type = ChangeState
value = 1010
triggerall = command = "palmera1"
triggerall = var(10)=0
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact
trigger3 = stateno = 410

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;agarre Punch
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(10)=0
triggerall = enemynear, name != "final"
triggerall = !(enemynear, name = "noroko" && enemynear, var(10)=1)
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;---------------------------------------------------------------------------
;agarre Kick
[State -1, Kung Fu Throw]
type = ChangeState
value = 830
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(10)=0
triggerall = enemynear, name != "final"
triggerall = !(enemynear, name = "noroko" && enemynear, var(10)=1)
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(24)<3
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && var(25)<=2

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = var(24)<3
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact

;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(24)<3
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && var(25)<=2

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = var(24)<3
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = var(24)<3
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(24)<3
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 430)
trigger2 = movecontact && var(25)<=2

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = var(24)<3
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = var(24)<3
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)
trigger2 = movecontact && var(25)<=2

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = var(24)<3
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = var(24)<3
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact && var(25)<=2

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = var(24)<3
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = var(24)<3
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact && var(25)<=2

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = var(24)<3
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;-----------------------------------
;Aerial Rave Jump
[State -1,rave]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = stateno = 410 && anim = 4100
trigger1 = movehit


;-------------------------------------------------------------------
;-------------------------------------------------------------------
;-----AI------------------------------------------------------------
;-------------------------------------------------------------------
;-------------------------------------------------------------------

;AI command NORMAL
;-----------------

;AI 1
[State -2, varset]
type = varset
triggerall = var(59)=1
trigger1 = matchno >= 3
trigger1 = matchno <= 4
var(24)=1

;AI 2
[State -2, varset]
type = varset
triggerall = var(59)=1
trigger1 = matchno >= 5
var(24)=2

;AI command HARD
;-----------------

;;AI 1
;[State -2, varset]
;type = varset
;trigger1 = var(59)=1
;var(24)=1

;;AI 2
;[State -2, varset]
;type = varset
;triggerall = var(59)=1
;trigger1 = matchno >= 3
;trigger1 = matchno <= 4
;var(24)=2

;;AI 3
;[State -2, varset]
;type = varset
;triggerall = var(59)=1
;trigger1 = matchno >= 5
;var(24)=3

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

;run fwd
[State -1]
type = ChangeState
triggerall = var(24)!=0 && roundstate=2
triggerall = statetype != a && ctrl && stateno!=100
trigger1 = p2dist x > 60 && random < 20 && enemynear, movetype !=a
value = 100

;run back
[State -1]
type = ChangeState
triggerall = var(24)!=0 && roundstate=2 && statetype != a && ctrl
trigger1 = enemynear, movetype = a && p2dist x<= 60 && random <5
;busca fruto de DF
trigger2 = numhelper(3500)!=0 && random < 200
trigger2 = helper(3500), rootdist x > 0 && helper(3500), anim = 3505
value = 105
value = 105

;----------------------------------------------
;----
;AI 1
;----

;guard
[State -1]
type = ChangeState
trigger1 = var(24)=1 && roundstate=2 && ctrl
trigger1 = !(enemynear,hitdefattr=SCA,AT) && inguarddist
trigger1 = (stateno!=[120,155]) && random < 100
value = 120

;Aerial Rave Jump
[State -1]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype != a
trigger1 = stateno = 410 && anim = 4100
trigger1 = movehit && random < 5
value = 40


;ATAQUE BASICO 1
;-------------

;Stand Light Punch
;-----------------
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <10 && var(25)<=2

;Stand strong Punch
;-----------------
[State -1, SsP]
type = ChangeState
value = 210
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <10

;Stand Light kick
;-----------------
[State -1, SLk]
type = ChangeState
value = 230
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <10 && var(25)<=2

;Stand strong kick
;-----------------
[State -1, Ssk]
type = ChangeState
value = 240
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <10

;crouch light punch
;------------------
[State -1,clp]
type = ChangeState
value = 400
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 50 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 430)
trigger2 = movecontact && random <10 && var(25)<=2

;crouch strong punch
;------------------
[State -1,csp]
type = ChangeState
value = 410
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 50 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random <10

;crouch light kick
;------------------
[State -1,clk]
type = ChangeState
value = 430
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 50 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)
trigger2 = movecontact && random <10 && var(25)<=2

;crouch strong kick
;------------------
[State -1,csk]
type = ChangeState
value = 440
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 50 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <10

;jump light punch
[State -1, jlp]
type = ChangeState
value = 600
triggerall = var(24)=1 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 630)
trigger2 = movecontact && random <10 && var(25)<=2

;jump strong punch
[State -1, jsp]
type = ChangeState
value = 610
triggerall = var(24)=1 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 600)||(stateno = 630)
trigger2 = movecontact && random <10

;jump light kick
[State -1, jlk]
type = ChangeState
value = 630
triggerall = var(24)=1 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 600)
trigger2 = movecontact && random <10 && var(25)<=2

;jump strong kick
[State -1, jsk]
type = ChangeState
value = 640
triggerall = var(24)=1 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <10 && ctrl
;combo chain 1
trigger2 = (stateno = 600)||(stateno = 630)
trigger2 = movecontact && random <10

;agarre
[State -1, Kung Fu Throw]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = ctrl && (p2statetype!=L)
triggerall = stateno != 100
triggerall = enemynear, name != "final"
triggerall = !(enemynear, name = "noroko" && enemynear, var(10)=1)
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger1 = enemynear, pos y > -2 && random < 10
value = ifelse(random<500,800,830)

;SPECIALS 1
;--------

;palmerazo
[State -1,palmerazo]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = var(10) = 0
trigger1 = p2dist x <= 120 && ctrl && random < 3
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 10
value = ifelse(random<500,1000,1010)

;sembrado cerca
[State -1,sembrado 1]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2stateno!=[120,155]) && p2movetype != a
triggerall = var(10) = 0
trigger1 = p2dist x >= 100 && p2dist x <= 140 && ctrl && random < 3
;combo chain 1
trigger2 = stateno = 410
trigger2 = movecontact && random < 10
value = 1100

;sembrado lejos
[State -1,sembrado 2]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L) && p2movetype != a
triggerall = var(10) = 0
trigger1 = p2dist x >= 140 && ctrl && random < 3
value = 1103

;frutti toss bajo
[State -1,fruti 1]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
trigger1 = p2dist x >= 70 && ctrl
trigger1 = random < 3
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 10
value = 1200

;frutti toss alto
[State -1,fruti 2]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && enemynear, pos y <-40
trigger1 = p2dist x >= 70 && ctrl
trigger1 = random < 3
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 10
value = 1300

;HYPERMOVES 1
;----------

;troncazo
[State -1,troncazo]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && p2dist x <= 120
trigger1 = ctrl && random < 2
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 5
;cancel palmerazo
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 5
;cancel fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = (animelemtime(5)=[1,8]) && random < 5
value = 3000

;Super fruti toss
[State -1, super fruti]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
trigger1 = p2dist x >= 70 && ctrl && random < 2
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 5
;cancel palmerazo
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 5
;cancel fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = (animelemtime(5)=[1,8]) && random < 5
value = 3100

;Super sembrado
[State -1, super sembrado]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
trigger1 = p2dist x >= 110 && p2movetype != a && ctrl && random < 2
value = 3050

;dark force
[State -1,dark force]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a && power >= 2000
triggerall = var(10) = 0
trigger1 = ctrl && random = 1
value = 3500

;dark force COMBO
[State -1,dark force]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a && power >= 2000
triggerall = var(10) = 0
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 5
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 5
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 5
value = 3520

;fatal move SINGLE
[State -1, fatal move]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = power >= 3000 && p2dist x <= 150
triggerall = var(10) = 0
triggerall= numenemy=1
triggerall= enemy,life<=250
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 5
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 5
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 5
value = 4000

;fatal move TEAM
[State -1, fatal move]
type = ChangeState
triggerall = var(24)=1 && roundstate=2 && statetype !=a
triggerall = power >= 3000 && p2dist x <= 150
triggerall = var(10) = 0
triggerall= numenemy>=2
triggerall = (enemynear(0 ) , life <=250)||(enemynear(1), life <=250)
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 5
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 5
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 5
value = 4000

;----------------------------------------------
;----
;AI 2
;----

;guard 2
[State -1]
type = ChangeState
trigger1 = var(24)=2 && roundstate=2 && ctrl
trigger1 = !(enemynear,hitdefattr=SCA,AT) && inguarddist
trigger1 = (stateno!=[120,155]) && random < 400
value = 120

;Aerial Rave Jump
[State -1]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype != a
trigger1 = stateno = 410 && anim = 4100
trigger1 = movehit && random < 20
value = 40

;ATAQUE BASICO 2
;-------------

;Stand Light Punch
;-----------------
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 70 && random <30 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <40 && var(25)<=2

;Stand strong Punch
;-----------------
[State -1, SsP]
type = ChangeState
value = 210
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 70 && random <30 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <40

;Stand Light kick
;-----------------
[State -1, SLk]
type = ChangeState
value = 230
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 70 && random <30 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <40 && var(25)<=2

;Stand strong kick
;-----------------
[State -1, Ssk]
type = ChangeState
value = 240
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 70 && random <30 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <40

;crouch light punch
;------------------
[State -1,clp]
type = ChangeState
value = 400
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <35 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 430)
trigger2 = movecontact && random <40 && var(25)<=2

;crouch strong punch
;------------------
[State -1,csp]
type = ChangeState
value = 410
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <35 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random <40

;crouch light kick
;------------------
[State -1,clk]
type = ChangeState
value = 430
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <35 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)
trigger2 = movecontact && random <40 && var(25)<=2

;crouch strong kick
;------------------
[State -1,csk]
type = ChangeState
value = 440
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 60 && random <35 && ctrl
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random <40

;jump light punch
[State -1, jlp]
type = ChangeState
value = 600
triggerall = var(24)=2 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <30 && ctrl
;combo chain 1
trigger2 = (stateno = 630)
trigger2 = movecontact && random <40 && var(25)<=2

;jump strong punch
[State -1, jsp]
type = ChangeState
value = 610
triggerall = var(24)=2 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <30 && ctrl
;combo chain 1
trigger2 = (stateno = 600)||(stateno = 630)
trigger2 = movecontact && random <40

;jump light kick
[State -1, jlk]
type = ChangeState
value = 630
triggerall = var(24)=2 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <30 && ctrl
;combo chain 1
trigger2 = (stateno = 600)
trigger2 = movecontact && random <40 && var(25)<=2

;jump strong kick
[State -1, jsk]
type = ChangeState
value = 640
triggerall = var(24)=2 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <30 && ctrl
;combo chain 1
trigger2 = (stateno = 600)||(stateno = 630)
trigger2 = movecontact && random <40

;agarre
[State -1, Kung Fu Throw]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = ctrl && (p2statetype!=L)
triggerall = stateno != 100
triggerall = enemynear, name != "final"
triggerall = !(enemynear, name = "noroko" && enemynear, var(10)=1)
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger1 = enemynear, pos y > -2 && random < 40
value = ifelse(random<500,800,830)

;SPECIALS 2
;--------

;palmerazo
[State -1,palmerazo]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = var(10) = 0
trigger1 = p2dist x <= 120 && ctrl && random < 5
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 30
;cuando p2 salta
trigger3 = enemynear, statetype = a
trigger3 = p2dist x <= 150 && ctrl && random < 20
value = ifelse(random<500,1000,1010)

;sembrado cerca
[State -1,sembrado 1]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2stateno!=[120,155]) && p2movetype != a
triggerall = var(10) = 0
trigger1 = p2dist x >= 100 && p2dist x <= 140 && ctrl && random < 3
;combo chain 1
trigger2 = stateno = 410
trigger2 = movecontact && random < 5
value = 1100

;sembrado lejos
[State -1,sembrado 2]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L) && p2movetype != a
triggerall = var(10) = 0
trigger1 = p2dist x >= 140 && ctrl && random < 5
;despues de palmerazo
trigger2 = (target(1000), stateno = 1001) || (target(1000), stateno = 821) || (target(1000), stateno = 822)
trigger2 = ctrl && p2dist x >=130 && random < 50
value = 1103

;frutti toss bajo
[State -1,fruti 1]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
trigger1 = p2dist x >= 70 && ctrl
trigger1 = random < (ifelse(life>250,5,10))
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 20
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger3 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 5
;noroko decoy
trigger4 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 5
value = 1200

;frutti toss alto
[State -1,fruti 2]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && enemynear, pos y <-40
trigger1 = p2dist x >= 70 && ctrl
trigger1 = random < (ifelse(life>250,3,10))
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 20
value = 1300

;HYPERMOVES 2
;----------

;troncazo
[State -1,troncazo]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && p2dist x <= 120
trigger1 = ctrl && random < 4
;cuando p2 salta
trigger2 = enemynear, statetype = a && enemynear, vel y < 0
trigger2 = p2dist x <= 120 && ctrl && random < 5
;combo chain 1
trigger3 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger3 = movecontact && random < 10
;cancel palmerazo
trigger4 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 10
;cancel fruti-toss
trigger5 = (stateno = 1200)||(stateno = 1300)
trigger5 = (animelemtime(5)=[1,8]) && random < 10
value = 3000

;Super fruti toss
[State -1, super fruti]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
trigger1 = p2dist x >= 70 && ctrl && random < 2
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 10
;cancel palmerazo
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 10
;cancel fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = (animelemtime(5)=[1,8]) && random < 10
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger5 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 5
;noroko decoy
trigger6 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 5
;viuda tela - deja de correr en common
trigger7 = enemynear, name = "ananzi" && enemynear, numhelper(1100)=1 && ctrl && random < 10
;viuda SUPER tela - deja de correr en common
trigger8 = enemynear, name = "ananzi" && enemynear, stateno = 3100 && ctrl && random < 10
value = 3100

;Super sembrado
[State -1, super sembrado]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
trigger1 = p2dist x >= 110 && p2movetype != a && ctrl && random < 3
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger2 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 5
;noroko decoy
trigger3 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 5
value = 3050

;dark force
[State -1,dark force]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a && power >= 2000
triggerall = var(10) = 0
trigger1 = ctrl && random = 1
value = 3500

;dark force COMBO
[State -1,dark force]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a && power >= 2000
triggerall = var(10) = 0
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 10
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 10
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 10
value = 3520

;fatal move SINGLE
[State -1, fatal move]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = power >= 3000 && p2dist x <= 150
triggerall = var(10) = 0
triggerall= numenemy=1
triggerall= enemy,life<=250
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 30
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 20
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 10
value = 4000

;fatal move TEAM
[State -1, fatal move]
type = ChangeState
triggerall = var(24)=2 && roundstate=2 && statetype !=a
triggerall = power >= 3000 && p2dist x <= 150
triggerall = var(10) = 0
triggerall= numenemy>=2
triggerall = (enemynear(0 ) , life <=250)||(enemynear(1), life <=250)
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 30
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 20
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 10
value = 4000

;----------------------------------------------
;----
;AI 3
;----

;guard 3
[State -1]
type = ChangeState
trigger1 = var(24)>=3 && roundstate=2 && ctrl
trigger1 = !(enemynear,hitdefattr=SCA,AT) && inguarddist
trigger1 = (stateno!=[120,155])
value = 120

;Aerial Rave Jump
[State -1]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype != a
trigger1 = stateno = 410 && anim = 4100
trigger1 = movehit && random < 200
value = 40

;ATAQUE BASICO 3
;-------------

;Stand Light Punch
;-----------------
[State -1, SLP]
type = ChangeState
value = 200
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 75 && enemynear,pos y >-100
trigger1 = random <50 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && enemynear,pos y >-110 && random <200 && var(25)<=2

;Stand strong Punch
;-----------------
[State -1, SsP]
type = ChangeState
value = 210
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 110 && enemynear,pos y >-110
trigger1 = random <20 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && enemynear,pos y >-110 && random <200

;Stand Light kick
;-----------------
[State -1, SLk]
type = ChangeState
value = 230
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 50 && enemynear,pos y >-75
trigger1 = random <50 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && enemynear,pos y >-80 && random <200 && var(25)<=2

;Stand strong kick
;-----------------
[State -1, Ssk]
type = ChangeState
value = 240
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 75 && enemynear,pos y >-80
trigger1 = random <20 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && enemynear,pos y >-110 && random <100
;CONTRA ATAQUES ESPECIFICOS
;noroko df
trigger3 = enemynear, name = "noroko" && enemynear, var(10)!=0 && ctrl && random < 300
;shar-makai df
trigger4 = enemynear, name = "shar-makai" && enemynear, var(10)!=0 && ctrl && random < 300

;crouch light punch
;------------------
[State -1,clp]
type = ChangeState
value = 400
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 90 && enemynear,pos y >-70
trigger1 = random <80 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 430)
trigger2 = movecontact && enemynear,pos y >-65 && random <300 && var(25)<=2
;CONTRA ATAQUES ESPECIFICOS
;noroko df
trigger3 = enemynear, name = "noroko" && enemynear, var(10)!=0 && ctrl && random < 300
;shar-makai df
trigger4 = enemynear, name = "shar-makai" && enemynear, var(10)!=0 && ctrl && random < 300

;crouch strong punch
;------------------
[State -1,csp]
type = ChangeState
value = 410
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 70 && enemynear,pos y >-150
trigger1 = random <30 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && enemynear,pos y >-110 && random <300

;crouch light kick
;------------------
[State -1,clk]
type = ChangeState
value = 430
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 30 && enemynear,pos y >-40
trigger1 = random <80 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)
trigger2 = movecontact && enemynear,pos y >-50 && random <300 && var(25)<=2
;CONTRA ATAQUES ESPECIFICOS
;noroko df
trigger3 = enemynear, name = "noroko" && enemynear, var(10)!=0 && ctrl && random < 300
;shar-makai df
trigger4 = enemynear, name = "shar-makai" && enemynear, var(10)!=0 && ctrl && random < 300

;crouch strong kick
;------------------
[State -1,csk]
type = ChangeState
value = 440
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L)
triggerall = p2dist x <= 100 && enemynear,pos y >-25
trigger1 = random <30 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 230)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && enemynear,pos y >-50 && random <300
;CONTRA ATAQUES ESPECIFICOS
;noroko df
trigger3 = enemynear, name = "noroko" && enemynear, var(10)!=0 && ctrl && random < 300
;shar-makai df
trigger4 = enemynear, name = "shar-makai" && enemynear, var(10)!=0 && ctrl && random < 300

;jump light punch
[State -1, jlp]
type = ChangeState
value = 600
triggerall = var(24)=3 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <150 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 630)
trigger2 = movecontact && random <300 && var(25)<=2

;jump strong punch
[State -1, jsp]
type = ChangeState
value = 610
triggerall = var(24)=3 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 110 && random <40 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 600)||(stateno = 630)
trigger2 = movecontact && random <300

;jump light kick
[State -1, jlk]
type = ChangeState
value = 630
triggerall = var(24)=3 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 80 && random <150 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 600)
trigger2 = movecontact && random <300 && var(25)<=2

;jump strong kick
[State -1, jsk]
type = ChangeState
value = 640
triggerall = var(24)=3 && roundstate=2 && statetype = a
triggerall = (p2statetype!=L)
trigger1 = p2dist x <= 90 && random <40 && ctrl
trigger1 = enemynear, movetype != a
;combo chain 1
trigger2 = (stateno = 600)||(stateno = 630)
trigger2 = movecontact && random <300

;agarre
[State -1, Kung Fu Throw]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = ctrl && (p2statetype!=L)
triggerall = stateno != 100
triggerall = enemynear, name != "final"
triggerall = !(enemynear, name = "noroko" && enemynear, var(10)=1)
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger1 = enemynear, pos y > -2 && random < 250
value = ifelse(random<500,800,830)

;SPECIALS 3
;--------

;palmerazo
[State -1,palmerazo]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = var(10) = 0
triggerall = p2dist x <= 120 && enemynear,pos y >-180
trigger1 = ctrl && random < 5
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movehit && random < 100
;cuando p2 salta
trigger3 = enemynear, statetype = a
trigger3 = p2dist x <= 150 && ctrl && random < 20
value = ifelse(random<500,1000,1010)

;sembrado lejos
[State -1,sembrado 2]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = (p2statetype!=L) && p2movetype != a
triggerall = var(10) = 0
trigger1 = p2dist x >= 170 && ctrl && random < 7
;despues de palmerazo
trigger2 = (target(1000), stateno = 1001) || (target(1000), stateno = 821) || (target(1000), stateno = 822)
trigger2 = ctrl && p2dist x >=130 && random < 300
value = 1103

;frutti toss bajo
[State -1,fruti 1]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && enemynear, pos y >-40
trigger1 = p2dist x >= 70 && ctrl
trigger1 = random < (ifelse(life>250,5,25))
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 100
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger3 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 7
;noroko decoy
trigger4 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 7
;viuda tela - deja de correr en common
trigger5 = enemynear, name = "ananzi" && enemynear, numhelper(1100)=1 && ctrl && random < 10
;viuda SUPER tela - deja de correr en common
trigger6 = enemynear, name = "ananzi" && enemynear, stateno = 3100 && ctrl && random < 10
value = 1200

;frutti toss alto
[State -1,fruti 2]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && enemynear, pos y <-40
trigger1 = p2dist x >= 70 && ctrl
trigger1 = random < (ifelse(life>250,4,20))
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 100
;CONTRA ATAQUES ESPECIFICOS
;noroko mujer de nieve
trigger3 = enemynear, name = "noroko" && enemynear, stateno = 1210 && ctrl && random < 50
value = 1300

;HYPERMOVES 3
;----------

;troncazo
[State -1,troncazo]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && p2dist x <= 120 && enemynear, pos y >-190
;cuando p2 salta
trigger1 = enemynear, statetype = a && enemynear, vel y < 0
trigger1 = p2dist x <= 120 && ctrl && random < 5
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger2 = movecontact && random < 7
;cancel palmerazo
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 7
;cancel fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = (animelemtime(5)=[1,8]) && random < 7
value = 3000

;Super fruti toss
[State -1, super fruti]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && enemynear, pos y >-120
trigger1 = p2dist x >= 70 && ctrl && random = 2
;combo chain 1
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 430)
trigger2 = movecontact && random < 7
;cancel palmerazo
trigger3 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 7
;cancel fruti-toss
trigger4 = (stateno = 1200)||(stateno = 1300)
trigger4 = (animelemtime(5)=[1,8]) && random < 7
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger5 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 7
;noroko decoy
trigger6 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 7
;viuda tela - deja de correr en common
trigger7 = enemynear, name = "ananzi" && enemynear, numhelper(1100)=1 && ctrl && random < 10
;viuda SUPER tela - deja de correr en common
trigger8 = enemynear, name = "ananzi" && enemynear, stateno = 3100 && ctrl && random < 10
value = 3100

;Super sembrado
[State -1, super sembrado]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a && power >= 1000
triggerall = var(10) = 0
trigger1 = p2dist x >= 110 && p2movetype != a && ctrl && random < 3
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger2 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 7
;noroko decoy
trigger3 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 7
value = 3050

;dark force
[State -1,dark force]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a && power >= 2000
triggerall = var(10) = 0
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)||(stateno = 440)
trigger1 = movecontact && random < 7
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 7
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 7
value = 3520

;fatal move SINGLE
[State -1, fatal move]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = power >= 3000 && p2dist x <= 150 && enemynear, pos y >-150
triggerall = var(10) = 0
triggerall= numenemy=1
triggerall= enemy,life<=250
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)
trigger1 = movecontact && random < 100
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 60
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 60
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger4 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 40
;noroko decoy
trigger5 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 40
value = 4000

;fatal move TEAM
[State -1, fatal move]
type = ChangeState
triggerall = var(24)=3 && roundstate=2 && statetype !=a
triggerall = power >= 3000 && p2dist x <= 150 && enemynear, pos y >-150
triggerall = var(10) = 0
triggerall= numenemy>=2
triggerall = (enemynear(0 ) , life <=250)||(enemynear(1), life <=250)
;combo chain 1
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno = 400)||(stateno = 410)||(stateno = 430)
trigger1 = movecontact && random < 100
;cancel palmerazo
trigger2 = stateno = 1000 && movecontact && animelemtime(9)<0 && random < 60
;cancel fruti-toss
trigger3 = (stateno = 1200)||(stateno = 1300)
trigger3 = (animelemtime(5)=[1,8]) && random < 60
;CONTRA ATAQUES ESPECIFICOS
;animus decoy
trigger4 = enemynear, name = "animus" && enemynear, stateno = 1200 && ctrl && random < 40
;noroko decoy
trigger5 = enemynear, name = "noroko" && enemynear, stateno = 1100 && ctrl && random < 40
value = 4000

