; 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
; command = ~30
; 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 engine.
;
; - 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 are given below. Delete, add, or modify as you wish.
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Button |-----------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "hold_a"
command =/a
time = 1
[Command]
name = "hold_b"
command =/b
time = 1
[Command]
name = "hold_c"
command =/c
time = 1
[Command]
name = "hold_x"
command =/x
time = 1
[Command]
name = "hold_y"
command =/y
time = 1
[Command]
name = "hold_z"
command =/z
time = 1
[Command]
name = "hold_s"
command =/s
time = 1
;AI Start----------------------------------------------------------------------------
[Command]
name = "cpu1"
command = U, U, U, U
time = 0
[Command]
name = "cpu2"
command = U, U, U, D
time = 0
[Command]
name = "cpu3"
command = U, U, D, D
time = 0
[Command]
name = "cpu4"
command = U, D, D, D
time = 0
[Command]
name = "cpu5"
command = D, D, D, D
time = 0
[Command]
name = "cpu6"
command = D, D, D, U
time = 0
[Command]
name = "cpu7"
command = D, D, U, U
time = 0
[Command]
name = "cpu8"
command = D, U, U, U
time = 0
[Command]
name = "cpu9"
command = U, D, U, U
time = 0
[Command]
name = "cpu10"
command = U, U, D, U
time = 0
[Command]
name = "cpu11"
command = D, U, U, D
time = 0
[Command]
name = "cpu12"
command = U, D, D, U
time = 0
[Command]
name = "cpu13"
command = D, U, D, U
time = 0
[Command]
name = "cpu14"
command = U, D, U, D
time = 0
[Command]
name = "cpu15"
command = F, F, F, F
time = 0
[Command]
name = "cpu16"
command = B, B, B, B
time = 0
[Command]
name = "cpu17"
command = F, B, F, F
time = 0
[Command]
name = "cpu18"
command = F, F, B, F
time = 0
[Command]
name = "cpu19"
command = B, F, F, F
time = 0
[Command]
name = "cpu20"
command = F, F, F, B
time = 0
[Command]
name = "cpu21"
command = F, B, B, F
time = 0
[Command]
name = "cpu22"
command = B, F, F, B
time = 0
[Command]
name = "cpu23"
command = F, B, F, B
time = 0
[Command]
name = "cpu24"
command = B, F, B, F
time = 0
[Command]
name = "cpu25"
command = D, F, D, F
time = 0
[Command]
name = "cpu26"
command = D, B, D, B
time = 0
[Command]
name = "cpu27"
command = D, B, D, F
time = 0
[Command]
name = "cpu28"
command = D, F, D, B
time = 0
[Command]
name = "cpu29"
command = U, F, D, B
time = 0
[Command]
name = "cpu30"
command = U, B, D, F
time = 0
[Command]
name = "cpu31"
command = B, D, F, U
time = 0
[Command]
name = "cpu32"
command = F, D, B, U
time = 0
[Command]
name = "cpu33"
command = U, U, U, U
time = 0
[Command]
name = "cpu34"
command = U, U, U, D
time = 0
[Command]
name = "cpu35"
command = U, U, D, D
time = 0
[Command]
name = "cpu36"
command = U, D, D, D
time = 0
[Command]
name = "cpu37"
command = D, D, D, D
time = 0
[Command]
name = "cpu38"
command = D, D, D, U
time = 0
[Command]
name = "cpu39"
command = D, D, U, U
time = 0
[Command]
name = "cpu40"
command = D, U, U, U
time = 0
[Command]
name = "cpu41"
command = U, D, U, U
time = 0
[Command]
name = "cpu42"
command = U, U, D, U
time = 0
[Command]
name = "cpu43"
command = D, U, U, D
time = 0
[Command]
name = "cpu44"
command = U, D, D, U
time = 0
[Command]
name = "cpu45"
command = D, U, D, U
time = 0
[Command]
name = "cpu46"
command = U, D, U, D
time = 0
[Command]
name = "cpu47"
command = F, F, F, F
time = 0
[Command]
name = "cpu48"
command = B, B, B, B
time = 0
[Command]
name = "cpu49"
command = F, B, F, F
time = 0
[Command]
name = "cpu50"
command = F, F, B, F
time = 0
[Command]
name = "cpu51"
command = B, F, F, F
time = 0
[Command]
name = "cpu52"
command = F, F, F, B
time = 0
[Command]
name = "cpu53"
command = F, B, B, F
time = 0
[Command]
name = "cpu54"
command = B, F, F, B
time = 0
[Command]
name = "cpu55"
command = F, B, F, B
time = 0
[Command]
name = "cpu56"
command = B, F, B, F
time = 0
[Command]
name = "cpu57"
command = D, F, D, F
time = 0
[Command]
name = "cpu58"
command = D, B, D, B
time = 0
[Command]
name = "cpu59"
command = D, B, D, F
time = 0
[Command]
name = "cpu60"
command = D, F, D, B
time = 0
[Command]
name = "cpu61"
command = U, F, D, B
time = 0
[Command]
name = "cpu62"
command = U, B, D, F
time = 0
[Command]
name = "cpu63"
command = B, D, F, U
time = 0
[Command]
name = "cpu64"
command = F, D, B, U
time = 0
;-| Super Motions |--------------------------------------------------------
[Command]
name = "STONE"
command = ~U;,U,U
time = 35
[Command]
name = "STONE"
command = a
time = 35
[Command]
name = "STONE"
command = b
time = 35
[Command]
name = "STONE"
command = c
time = 35
[Command]
name = "STONE"
command = x
time = 35
[Command]
name = "STONE"
command = y
time = 35
[Command]
name = "STONE"
command = z
time = 35
[Command]
name = "GHOST"
command = ~D,D,D
[Command]
name = "MATRIX"
command = ~D,D,D
time = 35
[Command]
name = "EXThrow"
command = ~D,DB,B,a+x
time = 35
[Command]
name = "EXThrow"
command = ~D,DB,B,b+y
time = 35
[Command]
name = "EXThrow"
command = ~D,DB,B,c+z
time = 35
[Command]
name = "Throw"
command = a+x
time = 35
[Command]
name = "Throw"
command = b+y
time = 35
[Command]
name = "Throw"
command = c+z
time = 35
[Command]
name = "NegativeZone"
command = ~D, DF, F, c
time = 35
[Command]
name = "SuperHammer"
command = ~D, DF, F, b
time = 35
[Command]
name = "InvincibleStar"
command = ~D, DF, F, a
time = 35
[Command]
name = "ElectricSphere"
command = ~D, DF, F, c
time = 35
[Command]
name = "EXbuttstomp"
command = /D, a+b
[Command]
name = "EXbuttstomp"
command = /D, b+c
[Command]
name = "EXbuttstomp"
command = /D, a+c
[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+y
[Command]
name = "EXCoinPunch"
command = ~F, D, DF, y+z
[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+z
[Command]
name = "CoinPunch_x"
command = ~F, D, DF, x
[Command]
name = "CoinPunch_y"
command = ~F, D, DF, y
[Command]
name = "CoinPunch_z"
command = ~F, D, DF, z
[Command]
name = "EXfireball"
command = ~D, DF, F, x+y
[Command]
name = "EXfireball"
command = ~D, DF, F, y+z
[Command]
name = "EXfireball"
command = ~D, DF, F, x+z
[Command]
name = "fireball_x"
command = ~D, DF, F, x
[Command]
name = "fireball_y"
command = ~D, DF, F, y
[Command]
name = "fireball_z"
command = ~D, DF, F, z
[Command]
name = "EXtornado"
command = ~D, DB, B, x+y
[Command]
name = "EXtornado"
command = ~D, DB, B, y+z
[Command]
name = "EXtornado"
command = ~D, DB, B, x+z
[Command]
name = "tornado_x"
command = ~D, DB, B, x
[Command]
name = "tornado_y"
command = ~D, DB, B, y
[Command]
name = "tornado_z"
command = ~D, DB, B, z
[Command]
name = "buttstomp"
command = /D,c
[Command]
name = "drillkick"
command = /D,b
[Command]
name = "headstomp"
command = /D,a
[Command]
name = "airglideEX"
command = /F, b+c
[Command]
name = "airglide"
command = F, F
time = 10
[Command]
name = "Poltergust_3000"
command = ~D, DB, B, a
[Command]
name = "Electric_Aura"
command = ~D, DB, B, b
[Command]
name = "Hammer_Swing"
command = ~D, DB, B, c
[Command]
name = "dodge"
command = /D, a+b
[Command]
name = "dodge"
command = /D, b+c
[Command]
name = "dodge"
command = /D, a+c
[Command]
name = "rollfwd"
command = a+b
[Command]
name = "rollfwd"
command = b+c
[Command]
name = "rollfwd"
command = a+c
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "alphacoinpunch"
command = ~B, DB, D, x
time = 20
[Command]
name = "alphacoinpunch"
command = ~B, DB, D, y
time = 20
[Command]
name = "alphacoinpunch"
command = ~B, DB, D, z
time = 20
[Command]
name = "Sjump"
command = D, U
;---------------------------------------------------------------------------
; 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]
;======================================================================
; Start AI
[State -3, Taunt]
type = ChangeState
value = 196
triggerall = AILevel
triggerall = statetype != A
triggerall = roundstate = 3
triggerall = win || winko
triggerall = time = [0,120]
triggerall = stateno != 196
triggerall = prevstateno != 196
trigger1 = ctrl
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = AILevel
triggerall = alive
trigger1 = CanRecover
value = 5210
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = Vel Y > 0
triggerall = Pos Y >= ifelse(enemynear,movetype = A, -10, -20)
triggerall = alive
triggerall = AILevel
trigger1 = CanRecover
value = 5200 ;HITFALL_RECOVER
;======================================================================
; Hypers
[State -1]
type = ChangeState
value = 2000
triggerall = AILevel && RoundState = 2
triggerall = power >= 3000
triggerall = (p2bodydist x + enemynear,vel x * 5 = [-80,80]) && (p2dist y - enemynear,vel y * 2 = [-100,0])
triggerall = (ctrl && statetype != A) || (stateno = [105,110])
triggerall = enemynear,statetype != L || (enemynear,stateno = 5120)
trigger1 = (!enemynear,ctrl && enemynear,movetype != A) || random < 500
trigger2 = p2bodydist x >= 50 || p2bodydist x <= -50
trigger2 = enemynear,stateno = 5120
[State -1]
type = ChangeState
value = 2100
triggerall = AILevel && RoundState = 2
triggerall = power >= 3000
triggerall = palno != 7
triggerall = palno != 10
triggerall = (p2bodydist x + enemynear,vel x * 5 = [0,85]) && (p2dist y - enemynear,vel y * 2 = [-70,0])
trigger1 = (ctrl && statetype != A) || (stateno = [105,110])
trigger1 = (enemynear,statetype != L) || (enemynear,stateno = 5120 && enemynear,animtime >= -3)
trigger1 = !inguarddist || (enemynear,movetype = A && (enemynear,moveguarded = 1 || enemynear,animtime >= -4)) || random >= 500
trigger2 = stateno = 220
trigger2 = movecontact
[State -1]
type = ChangeState
value = ifelse(life <= 300 && var(4), 3600, 2200)
triggerall = AILevel && RoundState = 2
triggerall = power >= 3000
triggerall = (palno != 7 || palno != 10) || (life <= 300)
triggerall = (ctrl && statetype != A) || (stateno = [105,110])
triggerall = enemynear,movetype != H || p2bodydist x >= 100
trigger1 = random <= 250 || life < 300 || enemynear,hitdefattr = SCA,HA,HP,HT || (p2bodydist x <= 50 && backedgedist <= 50)
;======================================================================
; Rolls and Jumps
[State -3, Roll Fwd]
type = ChangeState
value = 110
triggerall = AILevel && RoundState = 2
triggerall = (statetype != A && ctrl) || (stateno = 5120 && time = [4,9])
triggerall = prevstateno != 52 || enemynear,statetype != A
trigger1 = enemynear,statetype != L
trigger1 = (p2bodydist x = [0,100]) && (p2dist y - enemynear,vel y * 4 >= -65)
trigger1 = (random <= 200 && enemynear,movetype != H) || (enemynear,movetype = A && enemynear,animtime >= -7) || (enemynear,movetype = H && enemynear,statetype != A) || (backedgedist <= 35) || numhelper(1807) > 0
trigger2 = (p2bodydist x = [20,80])
trigger2 = (enemynear,statetype = L && prevstateno != 440)
trigger3 = PlayerIdExist(helper(33333333),var(4))
trigger3 = PlayerID(helper(33333333),var(4)), vel x != 0 ; Avoid "Division by Zero" debug overflow
trigger3 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) > 1
trigger3 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) < 25
[State -3, Roll Back]
type = ChangeState
value = 105
triggerall = AILevel && RoundState = 2
triggerall = (statetype != A && ctrl) || (stateno = 440 && !animtime)
trigger1 = p2bodydist x <= 40
trigger1 = enemynear,prevstateno = 5120
trigger1 = enemynear,movetype = A
trigger2 = backedgedist >= 50
trigger2 = p2dist x < 0
trigger2 = facing != enemynear,facing
trigger3 = p2bodydist x <= 40
trigger3 = stateno = 440
trigger3 = enemynear,statetype = L || enemynear,prevstateno = 5120
trigger3 = movecontact = 0
[State -1]
type = ChangeState
value = ifelse(p2dist y - enemynear,vel y < -150, 9000, 41)
triggerall = AILevel && RoundState = 2
triggerall = (ctrl && statetype != A) || (stateno = 52 && !animtime && prevstateno = 1204)
triggerall = (p2dist y - enemynear,vel y >= -200) && (enemynear,vel y = [-5,2])
triggerall = enemynear,statetype != L || (enemynear,stateno = 5120)
trigger1 = (p2bodydist x + enemynear,vel x = [0,60])
trigger1 = enemynear,movetype = H || (enemynear,stateno = 5210)
trigger1 = (p2dist y - enemynear,vel y <= -45)
trigger2 = NumHelper(1100) >= 1
trigger2 = p2bodydist x >= 100
;======================================================================
; Throws
[State -3]
type = ChangeState
value = 920 + 10 * (power >= 1000 && random <= 500)
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = p2dist y = [-10,25]
trigger1 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || stateno = 1700
trigger1 = moveguarded
;======================================================================
; Defense
[State -1, Poltergust]
type = ChangeState
value = 1860
triggerall = AILevel && RoundState = 2
triggerall = (ctrl && statetype != A)
triggerall = p2bodydist x >= 80
trigger1 = PlayerIdExist(helper(33333333),var(4)) ;enemy projectile exists
trigger1 = PlayerID(helper(33333333),var(4)), pos y > -100 || PlayerID(helper(33333333),var(4)), vel y > 0 ; Avoid attempt to reflect projectiles that are to high. 100 = char height or reflector height, unless the enemy projectile is moving downwards.
trigger1 = PlayerID(helper(33333333),var(4)), vel x != 0 ; Avoid "Division by Zero" debug overflow
;distance / velocity = time = startup time + active
trigger1 = (((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) - const(size.ground.front) - PlayerID(helper(33333333),var(4)),const(size.ground.front)) / (PlayerId(helper(33333333),var(4)),vel x) = [6,40] ; 5 = startup time, 22 = active ; [0,5] for last second reflect.
[State -1]
type = ChangeState
value = 1500
triggerall = AILevel && RoundState = 2
triggerall = !var(3)
triggerall = (enemynear,statetype != L)
triggerall = (ctrl && statetype != A) || (stateno = [105,110]) || (stateno = 5120 && time = [4,9])
triggerall = (p2bodydist x = [-70,35 + (enemynear,const(size.ground.front)) + (vel x + enemynear,vel x * 5)])
triggerall = (p2dist y + enemynear,vel y * 5 = [-60,0])
trigger1 = (stateno = [120,159]) || (prevstateno = [120,159])
trigger1 = (enemynear,movetype = A && enemynear,moveguarded = 1)
trigger2 = (enemynear,movetype = A && (enemynear,time <= 8 || stateno = 5120 || prevstateno = 5120))
[State -1]
type = ChangeState
value = 1560
triggerall = AILevel && RoundState = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = (stateno = [120,159])
triggerall = (p2bodydist x = [0,50 + (enemynear,const(size.ground.front)) + (vel x + enemynear,vel x * 5)])
triggerall = (p2dist y + enemynear,vel y * 5 = [-50,0])
trigger1 = random <= 500
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
trigger1 = EnemyNear,StateType != C
var(35) = 0
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
triggerall = inguarddist
trigger1 = (EnemyNear,HitDefAttr = C,AA,AP) || EnemyNear,StateType = C || (enemynear,stateno = [400,450])
trigger2 = PlayerIdExist(helper(33333333),var(4))
trigger2 = PlayerID(helper(33333333),var(4)), statetype = C
trigger3 = PlayerIdExist(helper(33333333),var(4))
trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP
var(35) = 1
ignorehitpause = 1
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = inguarddist
triggerall = ctrl || stateno = 0 || stateno = 20 || (stateno = [100,101])
triggerall = enemynear, hitdefattr != SCA, AT
triggerall = !var(3)
triggerall = palno != 8
triggerall = palno != 11
trigger1 = enemynear,movetype = A
trigger2 = PlayerIdExist(helper(33333333),var(4))
trigger2 = PlayerID(helper(33333333),var(4)), inguarddist
value = 120
ignorehitpause = 1
[State -1]
type = AssertSpecial
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
trigger1 = var(3)
trigger2 = palno = 8
trigger3 = palno = 11
;======================================================================
; Specials
[State -1, Stone Transform]
type = ChangeState
value = 4000
triggerall = AILevel && RoundState = 2
triggerall = power >= 1000
triggerall = (enemynear,statetype != L || (enemynear,stateno = 5120 && enemynear,animtime >= -2))
triggerall = p2bodydist x + enemynear,vel x * 2 = [-75,75]
triggerall = p2dist y - enemynear,vel y * 2 = [-100,0]
triggerall = palno = 9 || palno = 12
trigger1 = random <= 200 || (enemynear,movetype = A)
[State -3, Strong Fireball]
type = ChangeState
value = 1002 + 48 * (power >= 1000 && !numhelper(1051) && random <= 250 && (enemynear,stateno != [120,159]))
triggerall = AILevel && RoundState = 2
triggerall = !var(3)
triggerall = (statetype != A && ctrl) || (stateno = [100,110])
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = p2bodydist x >= 100
triggerall = (p2bodydist y - enemynear,vel y * 5 >= -75) && (enemynear,vel y >= -1)
trigger1 = enemynear,statetype != L
trigger1 = random >= 500 || (enemynear,movetype = A && !inguarddist) || (!enemynear,ctrl && movetype = I) || (numhelper(1807) > 0)
[State -3, Strong Fireball]
type = ChangeState
value = 1806
triggerall = AILevel && RoundState = 2
triggerall = (statetype = A && ctrl)
triggerall = !var(3)
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
triggerall = p2bodydist x >= 75
triggerall = (p2bodydist y = [-75 - enemynear,vel y * 2,75 + enemynear,vel y * 2])
trigger1 = enemynear,statetype != L
trigger1 = random >= 500 || (enemynear,movetype = A && !inguarddist) || (!enemynear,ctrl && movetype = I) || (numhelper(1100) > 0)
[State -1]
type = ChangeState
value = 1600
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = (p2bodydist x + enemynear,vel x * 5 = [-35,35])
trigger1 = (p2dist y >= 80)
trigger2 = stateno = 610 || stateno = 640
trigger2 = movecontact
trigger2 = vel y > 0
trigger2 = enemynear,hitfall = 1
trigger2 = power < 1000
[State -1]
type = ChangeState
value = 1500 + 50 * (power >= 1000)
triggerall = AILevel && RoundState = 2
triggerall = (enemynear,statetype != L)
triggerall = (p2bodydist x = [-10,40 + (enemynear,const(size.ground.front)) + (vel x + enemynear,vel x * 5)])
triggerall = (p2dist y - enemynear,vel y * 5 = [-70,0])
triggerall = (enemynear,statetype = A)
trigger1 = (ctrl && statetype != A) || (stateno = [105,110]) || (stateno = 5120 && time = [4,9])
trigger1 = (enemynear,stateno = [120,159])
trigger1 = (stateno != [1500,1600])
trigger2 = (stateno = [200,499]) && stateno != 460
trigger2 = moveguarded
trigger3 = (stateno = 52 && !animtime) || (ctrl && prevstateno = 52)
trigger3 = p2dist y - enemynear,vel y * 5 > -45
trigger3 = enemynear,movetype = H
[State -1, AI Fierce TS]
type = ChangeState
value = 1202 + 48 * (power >= 1000)
triggerall = AILevel && RoundState = 2
triggerall = statetype != A
triggerall = (enemynear,statetype != A && enemynear,statetype != L)
triggerall = ctrl || (stateno = [100,110])
triggerall = !inguarddist
trigger1 = p2bodydist x + enemynear,vel x * 5 = [-30,30]
trigger1 = p2dist y - enemynear,vel y * 2 >= -120
trigger1 = enemynear,vel y >= 0
trigger1 = random <= 200
;======================================================================
; Normals / Combos
[State -3]
type = ChangeState
value = 420
triggerall = AILevel && RoundState = 2
triggerall = (ctrl && statetype != A) || (stateno = [105,110])
triggerall = p2bodydist x <= 5 + (enemynear,const(size.ground.front)) + (vel x + enemynear,vel x) * 5
triggerall = p2dist y - enemynear,vel y * 5 >= -40
triggerall = enemynear,statetype != L
triggerall = enemynear,stateno != [120,159]
trigger1 = ((enemynear,movetype != A || !inguarddist) && random <= 250) || (enemynear,movetype = A && stateno = 110 && enemynear,animtime >= -5) || var(3)
trigger2 = (enemynear,movetype = H && enemynear,hitfall = 0 && prevstateno != 52)
; Combo 1
[State -3]
type = ChangeState
value = 400
triggerall = AILevel && RoundState = 2
triggerall = (enemynear,statetype != L) && (enemynear,statetype != A)
triggerall = (ctrl && statetype != A) || (stateno = [105,110])
triggerall = p2bodydist x = [-10,18 + (enemynear,const(size.ground.front)) + (vel x + enemynear,vel x) * 5]
trigger1 = !inguarddist || (prevstateno = 5120) || ((stateno = [120,159]) || (prevstateno = [120,159])) || var(3)
[State -1, Hammer Swing]
type = ChangeState
value = ifelse((enemynear,const(size.head.pos.y) >= -55 || enemynear,statetype = C), 420, 1570)
triggerall = AILevel && RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist x <= 2
trigger1 = stateno = 400
trigger1 = movehit
; Combo 2
[State -3]
type = ChangeState
value = 440
triggerall = AILevel && RoundState = 2
triggerall = (enemynear,statetype != A)
triggerall = (ctrl && statetype != A) || (stateno = [105,110])
triggerall = p2bodydist x = [0,25 - 15 * (enemynear,statetype = L) + (enemynear,const(size.ground.front)) + (vel x + enemynear,vel x) * 5]
trigger1 = (enemynear,stateno = [120,159])
trigger1 = (enemynear,statetype != C)
trigger2 = (enemynear,prevstateno = 5120) || (enemynear,statetype = L)
[State -3]
type = ChangeState
value = ifelse(moveguarded = 1, 450, 220)
triggerall = AILevel && RoundState = 2
trigger1 = stateno = 440
trigger1 = movecontact
[State -3]
type = ChangeState
value = 1202 + 48 * (power >= 1000)
triggerall = AILevel && RoundState = 2
trigger1 = stateno = 220
trigger1 = movecontact
[State -1]
type = ChangeState
value = 1550
triggerall = AILevel && RoundState = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = enemynear,hitfall = 0
trigger1 = stateno = 1202 || stateno = 1250
trigger1 = movecontact
trigger1 = time >= 40
; Air Combos
[State -3]
type = ChangeState
value = 640
triggerall = AILevel && RoundState = 2
triggerall = enemynear,statetype != L
trigger1 = (ctrl && statetype = A)
trigger1 = p2bodydist x = [-20,28 + (enemynear,const(size.air.front)) + (vel x + enemynear,vel x) * 5]
trigger1 = p2dist y - enemynear,vel y * 4 = [-85,-enemynear,const(size.head.pos.y) + 10]
trigger1 = enemynear,movetype = H || random <= 500
trigger2 = stateno = 610
trigger2 = (movecontact && vel y < 0)
trigger3 = stateno = 1700
trigger3 = movecontact
[State -3]
type = ChangeState
value = 610
triggerall = AILevel && RoundState = 2
trigger1 = stateno = 640
trigger1 = movecontact
[State -3]
type = ChangeState
value = 1300
triggerall = AILevel && RoundState = 2
triggerall = var(1) <= 1
trigger1 = stateno = 610 || stateno = 640
trigger1 = movecontact
[State -3]
type = ChangeState
value = 1700 + 1 * ((enemynear,life <= 100 || enemynear,hitfall = 1) && power >= 1000)
triggerall = AILevel && RoundState = 2
triggerall = enemynear,statetype != L
triggerall = var(1) <= 1
triggerall = palno != 12 || palno != 9
trigger1 = stateno = 1300
trigger1 = movecontact
trigger1 = time >= 27 || pos y >= -35
[State -3]
type = ChangeState
value = ifelse(power >= 3000 && !var(4), 2400, 1204 + 1 * (pos y <= -75))
triggerall = AILevel && RoundState = 2
triggerall = var(1) > 1
trigger1 = stateno = 1700 || stateno = 610 || stateno = 640
trigger1 = movecontact
;======================================================================
; Movement
[State -3]
type = ChangeState
value = 100
triggerall = AILevel && RoundState = 2
triggerall = (statetype != A && ctrl)
triggerall = enemynear,statetype != L || (p2bodydist x >= 120)
triggerall = enemynear,statetype != A || (enemynear,vel x <= 0) || (p2bodydist x >= 160)
trigger1 = p2bodydist x >= 50 - 50 * var(3)
trigger1 = !inguarddist || (!enemy,ctrl && (enemy,movetype = I || enemy,animtime > -4)) || var(3)
ctrl = 1
[State -3, Walking]
type = ChangeState
value = 21
trigger1 = AILevel && RoundState = 2
trigger1 = statetype != A
trigger1 = ctrl
ctrl = 1
;======================================================================
;End AI
;======================================================================
;idea for extras against tough characters from Kamek
[State -1, AI Power BOOST]
type = PowerAdd
value = 20
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Broli Remix ver1.2"
trigger6 = P4name = "Broli Remix ver1.2"
trigger7 = P2name = "Dark Chun Li2"
trigger8 = P4name = "Dark Chun Li2"
trigger9 = P2name = "Super Dan"
trigger10 = P4name = "Super Dan"
[State -1, AI Attack BOOST]
type = AssertSpecial
flag = unguardable
flag2 = nojugglecheck
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Broli Remix ver1.2"
trigger6 = P4name = "Broli Remix ver1.2"
trigger7 = P2name = "Dark Chun Li2"
trigger8 = P4name = "Dark Chun Li2"
trigger9 = P2name = "Super Dan"
trigger10 = P4name = "Super Dan"
[State -1, AI DEFENCE BOOST]
type = DefenceMulSet
value = 0
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Psycho Shredder[S] 3.5"
trigger6 = P4name = "Psycho Shredder[S] 3.5"
trigger7 = P2name = "Broli Remix ver1.2"
trigger8 = P4name = "Broli Remix ver1.2"
trigger9 = P2name = "Dark Chun Li2"
trigger10 = P4name = "Dark Chun Li2"
trigger11 = P2name = "Super Dan"
trigger12 = P4name = "Super Dan"
[State -1, AI ATTACK BOOST]
type = AttackMulSet
value = 2
trigger1 = P2name = "Broli Remix ver1.2"
trigger2 = P4name = "Broli Remix ver1.2"
trigger3 = P2name = "Dark Chun Li2"
trigger4 = P4name = "Dark Chun Li2"
trigger5 = P2name = "Super Dan"
trigger7 = P4name = "Super Dan"
[State -1, AI ATTACK BOOST]
type = AttackMulSet
value = 99999
trigger1 = P2name = "Psycho Shredder[S]"
trigger2 = P4name = "Psycho Shredder[S]"
trigger3 = P2name = "Psycho Shredder[S] 3.5"
trigger4 = P4name = "Psycho Shredder[S] 3.5"
[State -1, Stone Mario Attack Boost]
type = AttackMulSet
value = 1.5
trigger1 = PalNo = 12
trigger2 = PalNo = 9
[State -1, Stone Mario Defence Boost]
type = DefenceMulSet
value = .5
trigger1 = PalNo = 12
trigger2 = PalNo = 9
[State -1, Stone Mario Energy Drain]
type = PowerAdd
value = -1
trigger1 = PalNo = 12
trigger2 = PalNo = 9
[State -1, Stone Mario Energy Drain]
type = PowerAdd
value = -7
trigger1 = PalNo = 12
trigger1 = StateNo = 4000
trigger2 = PalNo = 9
trigger2 = StateNo = 4000
[State -1, Neo Mario Attack Drain]
type = AttackMulSet
value = .4
trigger1 = PalNo = 10
trigger2 = PalNo = 7
[State -1,Neo Mario Wall Jump]
type = VarSet
trigger1 = StateNo != [40,50]
var(15) = 1
[State -1,Neo Mario Wall Jump]
type = VarSet
trigger1 = StateNo = [40,50]
trigger1 = Command != "holdup"
var(15) = 0
[State -1,Neo Mario Wall Jump]
type = ChangeState
value = 40
triggerall = (statetype = A) && ctrl
triggerall = !Var(15)
trigger1 = ((command = "holdup") && (command = "holdfwd") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger1 = PalNo = 10
trigger2 = ((command = "holdup") && (command = "holdback") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger2 = PalNo = 10
trigger3 = ((command = "holdup") && (command = "holdfwd") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger3 = PalNo = 7
trigger4 = ((command = "holdup") && (command = "holdback") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger4 = PalNo = 7
[State -1, Mario Ghost Energy Boost]
type = PowerAdd
value = 7
trigger1 = PalNo = 11
trigger2 = PalNo = 8
;[State -1, Mario Ghost Life Drain]
;type = LifeAdd
;value = 100
;triggerall = PalNo = 11
;triggerall = PalNo = 8
;trigger1 = Life >= 10
;trigger1 = Roundstate = 3
;trigger1 = PalNo = 11
;trigger2 = RoundState = 4
;trigger2 = PalNo = 11
;trigger2 = stateno != 3800
;trigger3 = RoundState = 2
;trigger3 = PalNo = 8
;trigger4 = RoundState = 4
;trigger4 = PalNo = 8
;trigger4 = stateno != 3800
[State -1, Ghosts Don't Have Shadows]
type = AssertSpecial
flag = noshadow
trigger1 = PalNo = 11
trigger2 = PalNo = 8
[State -1, Neo Mario]
type = AssertSpecial
flag = nojugglecheck
trigger1 = PalNo = 10
trigger2 = PalNo = 7
;End AI
;---------------------------------------------------------------------------
;Hard Hit Sound
[State -1, Hard Hit Sound]
type = playsnd
triggerall = random < 400
triggerall = time = 1
trigger1 = stateno = 5000 && anim = 5002 ; stand high
trigger2 = stateno = 5000 && anim = 5012 ; stand low
trigger3 = stateno = 5010 && anim = 5022 ; crouch
trigger4 = stateno = 5020 && anim = 5002 ; air high
trigger5 = stateno = 5020 && anim = 5012 ; air low
value = S1, 3
volume = 1
channel = 0
;Ghost Die
[State -1]
type = CtrlSet
value = 0
trigger1 = life = 0
trigger1 = PalNo = 11
trigger2 = life = 0
trigger2 = PalNo = 8
;Chun Li Taunt Reaction
[State -1, Oh Baby]
type = ChangeState
value = 199
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2Name = "Chun-Li"
trigger1 = P2stateno = 195
trigger1 = P2BodyDist X <= 20
;---------------------------------------------------------------------------
;SPECIALS And SUPERS
;---------------------------------------------------------------------------
;Strong Tornado SpinEX
[State -1, Strong Tornado SpinEX]
type = ChangeState
value = 1250
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXtornado"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
trigger15 = movecontact
trigger15 = stateno = 1950
;---------------------------------------------------------------------------
;Strong Coin PunchEX
[State -1, Strong Coin PunchEX]
type = ChangeState
value = 1550
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXCoinPunch"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = movecontact
trigger14 = stateno = 1504
trigger15 = movecontact
trigger15 = stateno = 1250
trigger16 = movecontact
trigger16 = stateno = 1202
trigger17 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger18 = stateno = 110
trigger19 = stateno = 105
trigger20 = movecontact
trigger20 = stateno = 1950
;---------------------------------------------------------------------------
;Strong Standing FireballEX
[State -1, Strong Standing FireballEX]
type = ChangeState
value = 1050
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXfireball"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = NumHelper(1051) < 1
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
[State -1, EXThrow]
type = ChangeState
value = 910
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXThrow"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype != A
trigger1 = ctrl
;Stone Transform
[State -1, Stone Transform]
type = ChangeState
value = 4000
triggerall = !AILevel
triggerall = command = "MATRIX"
triggerall = power >= 1000
trigger1 = PalNo = 9
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = PalNo = 12
trigger2 = statetype = S
trigger2 = ctrl
;Ghosteleport
[State -1, Ghosteleport]
type = ChangeState
value = 3900
triggerall = !AILevel
triggerall = command = "MATRIX"
trigger1 = PalNo = 8
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = PalNo = 11
trigger2 = statetype = S
trigger2 = ctrl
;MATRIX
[State -1, MATRIX]
type = ChangeState
value = 3600
triggerall = !AILevel
triggerall = command = "MATRIX"
triggerall = life <= 300
triggerall = power = 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = PalNo = 10
trigger2 = statetype = S
trigger2 = ctrl
trigger2 = PalNo = 7
;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = !AILevel
triggerall = command = "CoinPunch_x"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = !AILevel
triggerall = command = "CoinPunch_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = !AILevel
triggerall = command = "CoinPunch_z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = !AILevel
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = !AILevel
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = !AILevel
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1500
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1502
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1504
trigger18 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = !AILevel
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1500
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1502
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1504
trigger18 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = !AILevel
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1500
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1502
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1504
trigger18 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
[State -1, EXAir Throw]
type = ChangeState
value = 930
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXThrow"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
[State -1, Throw]
type = ChangeState
value = 900
triggerall = !AILevel
triggerall = command = "Throw"
;triggerall = PalNo != 10
;triggerall = PalNo != 7
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Air Throw]
type = ChangeState
value = 920
triggerall = !AILevel
triggerall = command = "Throw"
;triggerall = PalNo != 10
;triggerall = PalNo != 7
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;NegativeZone
[State -1, NegativeZone]
type = ChangeState
value = 2000
triggerall = !AILevel
triggerall = command = "NegativeZone"
triggerall = power >= 3000
triggerall = PalNo != 9
triggerall = PalNo != 12
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Super Electric Sphere
[State -1, Air Super Electric Sphere]
type = ChangeState
value = 2400
triggerall = !AILevel
triggerall = power >= 3000
triggerall = command = "ElectricSphere"
;triggerall = PalNo != 12
;triggerall = PalNo != 9
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;SuperHammer
[State -1, SuperHammer]
type = ChangeState
value = 2100
triggerall = !AILevel
triggerall = power >= 3000
triggerall = command = "SuperHammer"
;triggerall = PalNo != 10
;triggerall = PalNo != 7
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;InvincibleStar
[State -1, InvincibleStar]
type = ChangeState
value = 2200
triggerall = !AILevel
triggerall = power >= 3000
triggerall = command = "InvincibleStar"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Super Electric Sphere
[State -1, Super Electric Sphere]
type = ChangeState
value = 2400
triggerall = !AILevel
triggerall = power >= 3000
triggerall = command = "ElectricSphere"
triggerall = PalNo != 12
triggerall = PalNo != 9
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1950) && movecontact
;---------------------------------------------------------------------------
;Butt StompEX
[State -1, Butt StompEX]
type = ChangeState
value = 1650
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXbuttstomp"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1701) && movecontact
trigger10 = (stateno = 1951) && movecontact
;---------------------------------------------------------------------------
;Hard Air FireballEX (Air)
[State -1, Hard Air FireballEX (Air)]
type = ChangeState
value = 1052
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXfireball"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
triggerall = NumHelper(1051) < 1
triggerall = NumHelper(1053) < 1
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
trigger8 = (stateno = 1951) && movecontact
;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = !AILevel
triggerall = command = "CoinPunch_x"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105
;---------------------------------------------------------------------------
;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = !AILevel
triggerall = command = "CoinPunch_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105
;---------------------------------------------------------------------------
;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = !AILevel
triggerall = command = "CoinPunch_z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105
;---------------------------------------------------------------------------
;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = !AILevel
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = !AILevel
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Strong Tornado SpinEX (Air)
[State -1, Strong Tornado SpinEX (Air)]
type = ChangeState
value = 1251
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "EXtornado"
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
trigger8 = (stateno = 1951) && movecontact
;---------------------------------------------------------------------------
;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = !AILevel
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = !AILevel
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = !AILevel
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = !AILevel
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = !AILevel
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = !AILevel
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = !AILevel
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = !AILevel
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = !AILevel
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = !AILevel
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = !AILevel
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Butt Stomp
[State -1, Butt Stomp]
type = ChangeState
value = 1600
triggerall = !AILevel
triggerall = command = "buttstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
;Butt Stomp
[State -1, Butt Stomp]
type = ChangeState
value = 1600
triggerall = !AILevel
triggerall = command = "buttstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Poltergust 3000
[State -1, Poltergust]
type = ChangeState
value = 1860
triggerall = !AILevel
triggerall = command = "Poltergust_3000"
triggerall = statetype != A
trigger1 = ctrl
;Electric Aura
[State -1, Electric Aura]
type = ChangeState
value = 1950
triggerall = !AILevel
triggerall = command = "Electric_Aura"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;Electric Aura Air
[State -1, Electric Aura Air]
type = ChangeState
value = 1951
triggerall = !AILevel
triggerall = command = "Electric_Aura"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
[State -1, Hammer Swing]
type = ChangeState
value = 1570
triggerall = !AILevel
triggerall = command = "Hammer_Swing"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
trigger15 = movecontact
trigger15 = stateno = 450
[State -1, Hammer Swing Air]
type = ChangeState
value = 1970
triggerall = !AILevel
triggerall = command = "Hammer_Swing"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Air GlideEX
[State -1, Air GlideEX]
type = ChangeState
value = 1701
triggerall = !AILevel
triggerall = power >= 1000
triggerall = command = "airglideEX"
triggerall = var(1) <= 1
triggerall = PalNo != 12
triggerall = PalNo != 10
triggerall = PalNo != 7
triggerall = PalNo != 9
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1550) && movecontact
trigger10 = (stateno = 1650) && movecontact
trigger11 = (stateno = 1251) && movecontact
trigger12 = (stateno = 1951) && movecontact
;---------------------------------------------------------------------------
;Air Glide
[State -1, Air Glide]
type = ChangeState
value = 1700
triggerall = !AILevel
triggerall = command = "airglide"
triggerall = var(1) <= 1
triggerall = PalNo != 12
triggerall = PalNo != 9
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
;Air Glide
[State -1, Air Glide]
type = ChangeState
value = 1700
triggerall = !AILevel
triggerall = command = "airglide"
triggerall = var(1) <= 1
triggerall = PalNo != 12
triggerall = PalNo != 9
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Light Air Fireball
[State -1, Light Air Fireball]
type = ChangeState
value = 1800
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Medium Air Fireball
[State -1, Medium Air Fireball]
type = ChangeState
value = 1803
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
triggerall = NumHelper(1804) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Hard Air Fireball
[State -1, Hard Air Fireball]
type = ChangeState
value = 1806
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;==========================================================================
;BASIC ATTACKS
;---------------------------------------------------------------------------
Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Roll Back
[State -1, Roll Back]
type = ChangeState
value = 105
triggerall = !AILevel
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
;---------------------------------------------------------------------------
;Roll Fwd
[State -1, Roll Fwd]
type = ChangeState
value = 110
triggerall = !AILevel
triggerall = command = "rollfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
;---------------------------------------------------------------------------
;Dodge
[State -1, Dodge]
type = ChangeState
value = 115
triggerall = !AILevel
triggerall = command = "dodge"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Slide Kick
[State -1, Slide Kick]
type = ChangeState
value = 460
triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = stateno = 100
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 410
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = stateno = 110
trigger7 = stateno = 105
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = stateno = 110
trigger5 = stateno = 105
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = stateno = 110
trigger8 = stateno = 105
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = PalNo != 12
triggerall = PalNo != 9
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 230
trigger7 = movecontact
trigger7 = stateno = 240
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 221
triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 12
trigger3 = movecontact
trigger3 = stateno = 400
trigger3 = PalNo = 12
trigger4 = movecontact
trigger4 = stateno = 210
trigger4 = PalNo = 12
trigger5 = movecontact
trigger5 = stateno = 410
trigger5 = PalNo = 12
trigger6 = movecontact
trigger6 = stateno = 230
trigger6 = PalNo = 12
trigger7 = movecontact
trigger7 = stateno = 240
trigger7 = PalNo = 12
trigger8 = movecontact
trigger8 = stateno = 440
trigger8 = PalNo = 12
trigger9 = stateno = 110
trigger9 = PalNo = 12
trigger10 = stateno = 105
trigger10 = PalNo = 12
trigger11 = movecontact
trigger11 = stateno = 200
trigger11 = PalNo = 9
trigger12 = movecontact
trigger12 = stateno = 400
trigger12 = PalNo = 9
trigger13 = movecontact
trigger13 = stateno = 210
trigger13 = PalNo = 9
trigger14 = movecontact
trigger14 = stateno = 410
trigger14 = PalNo = 9
trigger15 = movecontact
trigger15 = stateno = 230
trigger15 = PalNo = 9
trigger16 = movecontact
trigger16 = stateno = 240
trigger16 = PalNo = 9
trigger17 = movecontact
trigger17 = stateno = 440
trigger17 = PalNo = 9
trigger18 = stateno = 110
trigger18 = PalNo = 9
trigger19 = stateno = 105
trigger19 = PalNo = 9
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = PalNo != 12
triggerall = PalNo != 9
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = stateno = 110
trigger12 = stateno = 105
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 640) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = movecontact
trigger6 = stateno = 440
trigger7 = movecontact
trigger7 = stateno = 210
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = stateno = 110
trigger11 = stateno = 105
;Stand Strong Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = movecontact
trigger4 = stateno = 400
trigger5 = stateno = 110
trigger6 = stateno = 105
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 430
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = stateno = 110
trigger9 = stateno = 105
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 440
trigger8 = movecontact
trigger8 = stateno = 250
trigger9 = movecontact
trigger9 = stateno = 430
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = movecontact
trigger12 = stateno = 410
trigger13 = stateno = 110
trigger14 = stateno = 105
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = PalNo = 10
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = PalNo = 10
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = PalNo = 10
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = PalNo = 10
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = PalNo = 10
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = PalNo = 10
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = PalNo = 10
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = PalNo = 10
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = PalNo = 10
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = PalNo = 10
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = PalNo = 10
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = PalNo = 10
trigger14 = stateno = 110
trigger14 = PalNo = 10
trigger15 = stateno = 105
trigger15 = PalNo = 10
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = PalNo = 10
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = PalNo = 10
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = PalNo = 10
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = PalNo = 10
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = PalNo = 10
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = PalNo = 10
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = PalNo = 7
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = PalNo = 7
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = PalNo = 7
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = PalNo = 7
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = PalNo = 7
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = PalNo = 7
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = PalNo = 7
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = PalNo = 7
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = PalNo = 7
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = PalNo = 7
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = PalNo = 7
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = PalNo = 7
trigger34 = stateno = 110
trigger34 = PalNo = 7
trigger35 = stateno = 105
trigger35 = PalNo = 7
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = PalNo = 7
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = PalNo = 7
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = PalNo = 7
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = PalNo = 7
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = PalNo = 7
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = PalNo = 7
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger2 = PalNo = 10
trigger3 = (stateno = 610) && movecontact
trigger3 = PalNo = 10
trigger4 = (stateno = 620) && movecontact
trigger4 = PalNo = 10
trigger5 = (stateno = 630) && movecontact
trigger5 = PalNo = 10
trigger6 = (stateno = 640) && movecontact
trigger6 = PalNo = 10
trigger7 = (stateno = 650) && movecontact
trigger7 = PalNo = 10
trigger8 = (stateno = 1203) && movecontact
trigger8 = PalNo = 10
trigger9 = (stateno = 1204) && movecontact
trigger9 = PalNo = 10
trigger10 = (stateno = 1205) && movecontact
trigger10 = PalNo = 10
trigger11 = (stateno = 1300) && movecontact
trigger11 = PalNo = 10
trigger12 = (stateno = 1400) && movecontact
trigger12 = PalNo = 10
trigger13 = (stateno = 1600) && movecontact
trigger13 = PalNo = 10
trigger14 = (stateno = 1700) && movecontact
trigger14 = PalNo = 10
trigger15 = (stateno = 600) && movecontact
trigger15 = PalNo = 7
trigger16 = (stateno = 610) && movecontact
trigger16 = PalNo = 7
trigger17 = (stateno = 620) && movecontact
trigger17 = PalNo = 7
trigger18 = (stateno = 630) && movecontact
trigger18 = PalNo = 7
trigger19 = (stateno = 640) && movecontact
trigger19 = PalNo = 7
trigger20 = (stateno = 650) && movecontact
trigger20 = PalNo = 7
trigger21 = (stateno = 1203) && movecontact
trigger21 = PalNo = 7
trigger22 = (stateno = 1204) && movecontact
trigger22 = PalNo = 7
trigger23 = (stateno = 1205) && movecontact
trigger23 = PalNo = 7
trigger24 = (stateno = 1300) && movecontact
trigger24 = PalNo = 7
trigger25 = (stateno = 1400) && movecontact
trigger25 = PalNo = 7
trigger26 = (stateno = 1600) && movecontact
trigger26 = PalNo = 7
trigger27 = (stateno = 1700) && movecontact
trigger27 = PalNo = 7
;---------------------------------------------------------------------------
;Coin Punch Alpha Counter
[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = command = "alphacoinpunch"
triggerall = power >= 1000
triggerall = stateno >= 150 && stateno <= 153
triggerall = PalNo != 10
triggerall = PalNo != 7
trigger1 = command = "alphacoinpunch"
trigger2 = p2statetype = A
[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = command = "alphacoinpunch"
triggerall = stateno >= 150 && stateno <= 153
trigger1 = command = "alphacoinpunch"
trigger1 = PalNo = 10
trigger2 = p2statetype = A
trigger2 = PalNo = 10
trigger3 = command = "alphacoinpunch"
trigger3 = PalNo = 7
trigger4 = p2statetype = A
trigger4 = PalNo = 7
;---------------------------------------------------------------------------
;Sjump
[State -1, Sjump]
type = ChangeState
value = 9000
triggerall = !AILevel
triggerall = command = "Sjump"
trigger1 = statetype = S
trigger1 = ctrl