[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

[Defaults]
command.time = 30
command.buffer.time = 1

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

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

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

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

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

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

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

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

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

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

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


;-| Hold Button |--------------------------------------------------------
[Command]
name = "holda"
command = /a
time = 1

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

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

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

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

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

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


;-| CPU |----------------------------------------------------------------
[Command]
name = "a2"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;-| Super Motions |--------------------------------------------------------
[Command]
name = "Yuuga Na Hito Toki"
command = x+y+a
time = 10

[Command]
name = "Kei no Concerto"
command = ~D, DF, F, D, DF, F, c
time = 30

[Command]
name = "Meifu no Nocturne"
command = ~D, DF, F, D, DF, F, x
time = 30

[Command]
name = "Meifu no Nocturne"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "Jiai no Requiem"
command = ~D, DB, B, D, DB, B, x
time = 30

[Command]
name = "Jiai no Requiem"
command = ~D, DB, B, D, DB, B, y
time = 30

[Command]
name = "Shiyobu Rondo"
command = ~D, DF, F, D, DF, F, a
time = 30

[Command]
name = "Shiyobu Rondo"
command = ~D, DF, F, D, DF, F, b
time = 30

;-| Special Motions |------------------------------------------------------
[Command]
name = "Shin'en no Minuet"
command = ~F, D, DF, x
time = 15

[Command]
name = "Shin'en no Minuet"
command = ~F, D, DF, y
time = 15

[Command]
name = "Hiren no Serenade"
command = ~D, DB, B, x
time = 15

[Command]
name = "Hiren no Serenade"
command = ~D, DB, B, y
time = 15

[Command]
name = "Rakujitsu no Lullaby"
command = ~D, DB, B, a
time = 15

[Command]
name = "Rakujitsu no Lullaby"
command = ~D, DB, B, b
time = 15


[Command]
name = "Miwaku no Waltz"
command = ~B, D, F, x
time = 15

[Command]
name = "Miwaku no Waltz"
command = ~B, D, F, y
time = 15

[Command]
name = "longjump"
command = ~$D, $U
time = 2

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

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

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

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

;-| 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+a
time = 1

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

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

;---------------------------------------------------------------------------
; 2. State entry
; --------------------------------------------------------------------------
[Statedef -1]

; AI Helper Check
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

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

;===========================================================================
; Ai Section
;===========================================================================
; Jump
[State -1, AI Jump]
type = ChangeState
triggerAll = var(0)
triggerAll = random < 200
triggerAll = statetype != A
triggerAll = ctrl
triggerAll = p2bodydist x >= 70
trigger1 = EnemyNear, AnimTime < -30
trigger1 = p2MoveType = A
trigger1 = p2statetype != A
trigger1 = p2stateNo = [1000,2999]
value = 40

; Jump Attacks
[State -1, AI Jump Attacks]
type = ChangeState
triggerAll = var(0)
triggerAll = statetype = A
triggerAll = ctrl
triggerAll = p2bodydist x <= 50
triggerall = random < 600
trigger1 = vel y > 0 && pos y = [-46,-35]
trigger1 = p2statetype != A
trigger1 = vel x != 0
value = ifelse(random < 300, 610, ifelse(random < 300, 645, ifelse(random < 500, 600, 630)))

; Jump Attacks
[State -1, AI Jump Attacks (neutral)]
type = ChangeState
triggerAll = var(0)
triggerAll = statetype = A
triggerAll = ctrl
triggerAll = p2bodydist x <= 50
triggerall = random < 600
trigger1 = vel y > 0 && pos y = [-46,-35]
trigger1 = p2statetype != A
trigger1 = vel x = 0
value = ifelse(random < 500, 610, 640)

; Roll Forwards
[State -1, AI Roll Forwards]
type = ChangeState
triggerAll = var(0)
triggerAll = random < 80
triggerAll = statetype != A
triggerAll = inguarddist
trigger1 = p2bodydist x = [25,105]
trigger1 = EnemyNear, AnimTime = [-53,-37]
trigger1 = p2statetype != A
trigger1 = ctrl || (stateno = [100,101]) || stateno = [120,131]
trigger2 = stateno = 100
trigger2 = p2bodydist x > 130
value = 900

; Stand Guard
[State -1, AI Standing Guard]
type = changestate
triggerall = NumEnemy
triggerall = RoundState = 2 && var(0)
triggerall = StateType != A
triggerall = P2StateType != C
triggerall = StateType = S
triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1)
trigger1 = Ctrl && P2BodyDist X <= 90
trigger1 = random <= 800
value = 130

; Stand to Crouch Guard
[State -1, AI Stand to Crouch Guard]
type = ChangeState
triggerall = NumEnemy
triggerall = RoundState = 2 && var(0)
triggerall = StateType != A
triggerall = P2StateType = C
triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1)
trigger1 = StateNo = 150
trigger1 = 1
value = 152

; Crouch Guard
[State -1, AI Crouch Guard]
type = ChangeState
triggerall = NumEnemy
triggerall = RoundState = 2 && var(0)
triggerall = StateType != A
triggerall = P2StateType = C
triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1)
trigger1 = Ctrl
trigger1 = random <= 800
value = 131

; Crouch to Stand Guard
[State -1, AI Crouch to Stand Guard]
type = ChangeState
triggerall = NumEnemy
triggerall = RoundState = 2 && var(0)
triggerall = StateType != A
triggerall = P2StateType != C
triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1)
trigger1 = StateNo = 152
trigger1 = 1
value = 150

; Jump Guard
[State -1, AI Jump Guard]
type = changestate
triggerall = NumEnemy
triggerall = RoundState = 2 && var(0)
triggerall = StateType = A
triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1)
trigger1 = ctrl
trigger1 = random <= 800
value = 132

;  Dancing Trip Throw
[State -1, AI  Dancing Trip Throw]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType != A
triggerall = P2statetype != A && P2statetype != L
triggerall = P2movetype = I && P2movetype != H
triggerall = P2bodyDist X <= 10
triggerall = P2stateno != 5120
trigger1 = Random < 150
value = ifelse(random <= 500, 800, 825)

; Emergency Evade
[State -1, AI Emergency Evade]
type = ChangeState
triggerall = roundstate = 2 && var(0)
Triggerall = (ctrl || (stateno = 52 && animelemtime(1) > 0) || (stateno = [100, 101])) && statetype != A
triggerall = enemynear, hitdefattr = SCA,NA,SA,HA,NP,SP,HP
triggerall = p2bodydist x <= 70
triggerall = P2statetype != A
triggerall = P2MoveType = A
trigger1 = Random < 100
value = ifelse(random < 500, 900, 905)

; Guard Cancel Blowback Attack
[State -1, AI Guard Cancel Blowback Attack]
type = ChangeState
triggerall = NumEnemy
triggerall = RoundState = 2 && var(0)
triggerall = Power >= 1000 && StateType != A
triggerall = P2BodyDist x <= 30
trigger1 = (stateno = 150 || stateno = 152)
trigger1 = random < 50
value = 915

;  Knockbacks
[State -1, AI Knockbacks]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType != A
triggerall = P2statetype = C
trigger1 = p2movetype = I
trigger1 = P2bodydist X = [10,90]
trigger1 = random < 200
value = 700

; Hiren no Serenade
[State -1, AI Hiren no Serenade]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = numproj = 0
triggerall = ctrl && StateType != A
triggerall = P2statetype != A
;triggerall = p2movetype != A
trigger1 = prevstateno != 5120 || prevstateno != 1000
trigger1 = (P2bodydist X = [150,200]) && p2stateno != 5120 && random < 50
trigger2 = (P2bodydist X = [20,80]) && p2stateno = 5120 && random < 100
value = 1000

; Kuuchu Hiren no Serenade
[State -1, AI Kuuchu Hiren no Serenade]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType = A
triggerall = FrontEdgeDist >= 40
;triggerall = p2movetype = A
trigger1 = (p2bodydist x = [30,120]) && (p2bodydist y = [55,95]) && random < 125
value = 1050

; Shin'en no Minuet
[State -1, AI Shin'en no Minuet]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType != A
triggerall = P2statetype != A && p2movetype != H
triggerall = p2movetype != A
trigger1 = prevstateno != 5120 || prevstateno != 1000
trigger1 = (P2bodydist X = [90,145]) && p2stateno != 5120 && random < 30
value = 1100

; Rakujitsu no Lullaby
[State -1, AI Rakujitsu no Lullaby]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType != A && p2movetype != H
triggerall = FrontEdgeDist >= 40
;triggerall = p2movetype != A
trigger1 = P2statetype = A && enemynear, vel x > 0 && enemynear, vel Y < 0 && (p2dist x = [70,155]) && (EnemyNear, Pos Y = [-120,-60]) && random < 100
trigger2 = P2statetype = A && enemynear, vel x = 0 && enemynear, vel Y < 0 && (p2dist x = [10,75]) && (EnemyNear, Pos Y = [-120,-60]) && random < 100
trigger3 = p2statetype != A && P2statetype != L && (p2dist x = [15,45]) && random < 60
value = 1200

; Miwaku no Waltz
[State -1, AI Miwaku no Waltz]
type = ChangeState
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType != A
triggerall = P2statetype != A && p2movetype != H
triggerall = enemynear, hitdefattr = SCA,NA,SA,HA,NP,SP,HP
triggerall = P2statetype != A
triggerall = P2MoveType = A
trigger1 = (P2bodydist X = [120,175]) && p2stateno != 5120 && random < 30
value = 1300

; Shiyobu Rondo
[State -1, AI Shiyobu Rondo]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = (ctrl || (stateno = 130) || (stateno = [100, 101])) && StateType != A && p2movetype != H
triggerall = FrontEdgeDist >= 40
triggerall = power >= 1000
triggerall = p2movetype = A
trigger1 = P2statetype = A && enemynear, vel x > 0 && enemynear, vel Y > 0 && (p2dist x = [15,55]) && (EnemyNear, Pos Y = [-80,-25]) && random < 500
trigger2 = P2statetype = A && enemynear, vel x = 0 && enemynear, vel Y > 0 && (p2dist x = [20,55]) && (EnemyNear, Pos Y = [-80,-25]) && random < 500
trigger3 = p2statetype != A && p2bodydist x <= 40 && random < 650
value = 3100

; Kuuchu Shiyobu Rondo
[State -1, AI Kuuchu Shiyobu Rondo]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && StateType = A
triggerall = FrontEdgeDist >= 40
triggerall = power >= 1000
triggerall = p2movetype = A
trigger1 = (p2bodydist x = [10,50]) && (p2bodydist y = [35,95]) && random < 100
value = 3150

; Combo Starter 1 (Light Attacks)
[State -1, AI Combo Starter 1]
type = changestate
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
Triggerall = (ctrl || (stateno = 52 && animelemtime(1) > 0) || (stateno = [100, 101])) && statetype != A
triggerall = p2statetype != L && p2statetype != A
trigger1 = p2bodydist X <= 35
trigger1 = random < 500
value = ifelse(random < 250,200,ifelse(random < 333,400,ifelse(random < 500,230,430)))

; Combo Starter 2 (Strong Attacks)
[State -1, AI Combo Starter 2]
type = changestate
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
Triggerall = (ctrl || (stateno = 52 && animelemtime(1) > 0) || (stateno = [100, 101])) && statetype != A
triggerall = p2statetype != L && p2statetype != A
trigger1 = p2bodydist X <= 85
trigger1 = random < 900
value = ifelse(random < 500 && p2bodydist x <= 25, 210, ifelse(random < 500 && p2bodydist x <= 25, 240, ifelse(random < 500 && p2bodydist x <= 25, 215, 410)))

; Combo A
[State -1, AI Combo A]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
trigger1 = movecontact && stateno = 200 && (animelemtime(5) > 0) && (prevstateno != [200,499]) && random < 300
trigger2 = movecontact && stateno = 400 && (animelemtime(3) > 0) && (prevstateno != [200,499]) && random < 300
value = 200

; Combo B
[State -1, AI Combo B]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
triggerall = P2bodydist X <= 50
trigger1 = movecontact && stateno = 200 && (animelemtime(5) > 0) && random < 300
trigger2 = movecontact && stateno = 400 && (animelemtime(3) > 0) && random < 300
value = 230

; Combo C
[State -1, AI Combo C]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
trigger1 = movecontact && stateno = 200 && (animelemtime(5) > 0) && (prevstateno != [200,499]) && random < 300
trigger2 = movecontact && stateno = 400 && (animelemtime(3) > 0) && (prevstateno != [200,499]) && random < 300
value = 400

; Combo D
[State -1, AI Combo D]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
trigger1 = movecontact && stateno = 200 && (animelemtime(5) > 0) && random < 300
trigger2 = movecontact && stateno = 400 && (animelemtime(3) > 0) && random < 300
value = 430

; Combo E
[State -1, AI Combo E]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
triggerall = P2bodydist X <= 70
trigger1 = movecontact && stateno = 210 && (animelemtime(4) > 0 && animelemtime(5) <= 0) && random < 500
trigger2 = movecontact && stateno = 215 && (animelemtime(6) > 0 && animelemtime(7) <= 0) && random < 500
trigger3 = movecontact && stateno = 240 && (animelemtime(4) > 0 && animelemtime(5) <= 0) && random < 500
trigger4 = movecontact && stateno = 410 && (animelemtime(5) > 0 && animelemtime(6) <= 0) && random < 500
value = ifelse(P2bodydist X <= 45 && random < 700, 715, ifelse(P2bodydist X <= 55 && random < 300, 700, 710))

; Combo F
[State -1, AI Combo F]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
triggerall = p2bodydist x <= 70
trigger1 = movecontact && stateno = 200 && (animelemtime(5) > 0 && animelemtime(6) <= 0) && random < 500
trigger2 = movecontact && stateno = 230 && (animelemtime(4) > 0 && animelemtime(5) <= 0) && random < 800
trigger3 = movecontact && stateno = 400 && (animelemtime(3) > 0 && animelemtime(3) <= 0) && random < 500
trigger4 = movecontact && stateno = 430 && (animelemtime(3) > 0 && animelemtime(4) <= 0) && random < 800
value = ifelse(p2bodydist x <= 17 && random < 300, 1200, ifelse(movehit && p2bodydist x <= 50 && random < 333, 1000, 1100))

; Combo G
[State -1, AI Combo G]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2statetype != A
triggerall = p2bodydist x <= 70
trigger1 = movecontact && stateno = 210 && (animelemtime(4) > 0 && animelemtime(5) <= 0) && random < 800
trigger2 = movecontact && stateno = 215 && (animelemtime(6) > 0 && animelemtime(7) <= 0) && random < 800
trigger3 = movecontact && stateno = 240 && (animelemtime(4) > 0 && animelemtime(5) <= 0) && random < 800
trigger4 = movecontact && stateno = 410 && (animelemtime(5) > 0 && animelemtime(6) <= 0) && random < 800
trigger5 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0) && random < 800
trigger6 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0)) && random < 800
trigger7 = movehit && stateno = 710 && (animelemtime(10) > 0 && animelemtime(11) <= 0) && random <= 80
trigger8 = movehit && stateno = 710 && (animelemtime(15) > 0 && animelemtime(16) <= 0) && random <= 800
value = ifelse(p2bodydist x <= 17 && random < 300, 1200, ifelse(movehit && p2bodydist x <= 50 && random < 333, 1000, 1100))

; Combo H
[State -1, AI Combo H]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x <= 70
trigger1 = moveguarded && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(8) <= 0) && random < 800
value = ifelse(p2bodydist x <= 17 && random < 300, 1200, ifelse(movehit && p2bodydist x <= 50 && random < 333, 1000, 1100))

; Combo I
[State -1, AI Combo I]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x <= 170
trigger1 = movehit && stateno = 715 && (animelemtime(9) >= 0 && animelemtime(10) < 0) && random < 800
value = 1300

; Combo J
[State -1, AI Combo J]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x <= 65
triggerall = power >= 3000
trigger1 = movehit && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0) && random < 100
trigger2 = movehit && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0) && random < 100
trigger3 = movehit && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0) && random < 100
trigger4 = movehit && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0) && random < 100
trigger5 = movehit && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0) && random < 100
trigger6 = movehit && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0)) && random < 100
trigger7 = movehit && stateno = 710 && (animelemtime(10) > 0 && animelemtime(11) <= 0) && random <= 50
trigger8 = movehit && stateno = 710 && (animelemtime(15) > 0 && animelemtime(16) <= 0) && random <= 100
trigger9 = !var(2) && movehit && stateno = 1100 && (animelemtime(7) > 0 && animelemtime(7) < 2) && random < 100
trigger10 = !var(2) && movehit && stateno = 1100 && (animelemtime(16) > 1 && animelemtime(17) <= 0) && random < 300
trigger11 = var(2) && movehit && stateno = 1100 && (animelemtime(7) > 0 && animelemtime(7) < 2) && random < 100
trigger12 = var(2) && movehit && stateno = 1100 && (animelemtime(15) > 0 && animelemtime(15) < 2) && random < 200
trigger13 = var(2) && movehit && stateno = 1100 && (animelemtime(24) > 1 && animelemtime(25) <= 0) && random < 300
trigger14 = ProjHit(1200) = 1, < 20 && stateno = 1200 && ((!var(2) && (animelemtime(13) >= 0 && animelemtime(15) < 0)) || (var(2) && (animelemtime(18) >= 0 && animelemtime(20) < 0))) && random <= 300
trigger15 = movehit && stateno = 3010 && movecontact && (animelemtime(24) > 0 && animelemtime(25) < 0) && random <= 800
trigger16 = ProjHit(3255) = 1, < 20 && p2statetype != A && stateno = 3205 && ((animelemtime(4) > 0 && animelemtime(8) < 0)) && random <= 800
value = 3800

; Combo K
[State -1, AI Combo K]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x < 50
triggerall = power >= 1000
triggerall = p2statetype != A
trigger1 = movehit && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0) && random < 100
trigger2 = movehit && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0) && random < 100
trigger3 = movehit && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0) && random < 100
trigger4 = movehit && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0) && random < 100
trigger5 = movehit && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0) && random < 100
trigger6 = movehit && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0)) && random < 100
trigger7 = movehit && stateno = 710 && (animelemtime(10) > 0 && animelemtime(11) <= 0) && random <= 50
trigger8 = movehit && stateno = 710 && (animelemtime(15) > 0 && animelemtime(16) <= 0) && random <= 100
trigger9 = !var(2) && movehit && stateno = 1100 && (animelemtime(7) > 0 && animelemtime(7) < 2) && random < 300
trigger10 = var(2) && movehit && stateno = 1100 && (animelemtime(7) > 0 && animelemtime(7) < 2) && random < 100
trigger11 = var(2) && movehit && stateno = 1100 && (animelemtime(15) > 0 && animelemtime(15) < 2) && random < 300
value = ifelse(power >= 2000 && random < 300, 3500, ifelse(p2bodydist x <= 20 && random < 300, 3100, ifelse(p2bodydist x <= 60 && random < 400, 3000, 3200)))

; Combo L
[State -1, AI Combo L]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x < 50
triggerall = power >= 1000
trigger1 = !var(2) && movehit && stateno = 1100 && (animelemtime(16) > 1 && animelemtime(17) <= 0) && random < 200
trigger2 = var(2) && movehit && stateno = 1100 && (animelemtime(24) > 1 && animelemtime(25) <= 0) && random < 200
value = ifelse(power >= 2000 && random < 400, 3500, ifelse(p2bodydist x <= 20 && random < 300, 3100, 3200))

; Combo M
[State -1, AI Combo M]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x <= 20
triggerall = power >= 1000
trigger1 = movehit && stateno = 715 && (animelemtime(7) > 0 && animelemtime(8) < 0) && random < 75
value = 3100

; Combo N
[State -1, AI Combo N]
type = ChangeState
triggerall = NumEnemy
Triggerall = roundstate = 2 && Var(0)
triggerall = p2bodydist x <= 50
triggerall = power >= 1000
triggerall = ProjHit(1200) = 1, < 20
trigger1 = stateno = 1200 && ((!var(2) && (animelemtime(13) >= 0 && animelemtime(15) < 0)) || (var(2) && (animelemtime(18) >= 0 && animelemtime(20) < 0))) && random <= 700
value = ifelse(power >= 2000 && random < 300, 3500, ifelse(random < 800, 3100, 3200))

;AI Miwaku no Waltz/Jiai no Requiem Juggle Combo SECTION
; Combo O
[State -1, AI Combo O]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = (ctrl || (stateno = [100, 101])) && statetype != A
triggerall = random <= 800
trigger1 = numtarget(1300) && p2bodydist x <= 15 && (P2bodydist y = [-170,-110])
value = 1200

; Combo P
[State -1, AI Combo P]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && statetype = A
triggerall = power >= 1000
triggerall = random <= 800
trigger1 = numtarget(1300) && p2bodydist x <= 38 && (P2bodydist y = [-75,-20])
trigger2 = numtarget(3000) && p2bodydist x <= 38 && (P2bodydist y = [-75,-20])
value = 3150

; Combo Q
[State -1, AI Combo Q]
type = ChangeState
triggerall = NumEnemy
triggerall = roundstate = 2 && var(0)
triggerall = ctrl && statetype = A
triggerall = random <= 800
trigger1 = numtarget(1300) && p2bodydist x <= 38 && (P2bodydist y = [-199,-70])
trigger2 = numtarget(3000) && p2bodydist x <= 38 && (P2bodydist y = [-199,-70])
value = 1050





;===========================================================================
; Skill Section
;===========================================================================
;----------------------------------------------------------------------------
; Yuuga Na Hito Toki
[State -1,Yuuga Na Hito Toki]
type = ChangeState
value = 3800
triggerall = !var(0)
triggerall = Command = "Yuuga Na Hito Toki"
triggerall = power >= 3000  || life <= 300 && power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))
trigger20 = stateno = 3000 && movecontact && ((animelemtime(14) > 0 && animelemtime(15) < 0) || (animelemtime(19) > 0 && animelemtime(20) < 0))
trigger21 = stateno = 3005 && anim = 3010 && movecontact && (animelemtime(1) > 0 && animelemtime(2) < 0)
trigger22 = stateno = 3010 && movecontact && ((animelemtime(7) > 0 && animelemtime(8) < 0) || (animelemtime(15) > 0 && animelemtime(16) < 0) || (animelemtime(24) > 0 && animelemtime(26) < 0))
trigger23 = stateno = 3205 && ((animelemtime(4) > 0 && animelemtime(8) < 0))

;----------------------------------------------------------------------------
; Kei no Concerto
[State -1,Kei no Concerto]
type = ChangeState
value = 3500
triggerall = !var(0)
triggerall = Command = "Kei no Concerto"
triggerall = power >= 2000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))

;----------------------------------------------------------------------------
; Meifu no Nocturne
[State -1,Meifu no Nocturne]
type = ChangeState
value = 3200
triggerall = !var(0)
triggerall = Command = "Meifu no Nocturne"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))


;----------------------------------------------------------------------------
; Jiai no Requiem
[State -1, Jiai no Requiem]
type = ChangeState
value = 3000
triggerall = !var(0)
triggerall = Command = "Jiai no Requiem"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))


;----------------------------------------------------------------------------
; Shiyobu Rondo
[State -1, Shiyobu Rondo]
type = ChangeState
value = 3100
triggerall = !var(0)
triggerall = Command = "Shiyobu Rondo"
triggerall = power >= 1000
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)
trigger17 = !var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(16) > 1 && animelemtime(17) <= 0))
trigger18 = var(2) && movecontact && stateno = 1100 && ((animelemtime(7) > 1 && animelemtime(8) <= 0) || (animelemtime(15) > 1 && animelemtime(16) <= 0) || (animelemtime(24) > 1 && animelemtime(25) <= 0))
trigger19 = stateno = 1200 && ((!var(2) && (animelemtime(5) > 0 && animelemtime(18) < 0)) || (var(2) && (animelemtime(5) > 0 && animelemtime(22) < 0)))

;----------------------------------------------------------------------------
; Kuuchuu Shiyobu Rondo
[State -1, Kuuchuu Shiyobu Rondo]
type = ChangeState
value = 3150
triggerall = !var(0)
triggerall = Command = "Shiyobu Rondo"
triggerall = power >= 1000
trigger1 = ctrl && statetype = A
trigger2 = power >= 1000 && stateno = 105 && animelemtime(2) > 0

;----------------------------------------------------------------------------
; Hiren no Serenade
[State -1, Hiren no Serenade]
type = ChangeState
value = 1000
triggerall = !var(0)
triggerall = Command = "Hiren no Serenade"
triggerall = numproj = 0
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Kuuch Hiren no Serenade
[State -1, Kuuchu Hiren no Serenade]
type = ChangeState
value = 1050
triggerall = !var(0)
triggerall = Command = "Hiren no Serenade"
triggerall = numproj = 0
trigger1 = ctrl && statetype = A
trigger2 = stateno = 105 && animelemtime(2) > 0

;----------------------------------------------------------------------------
; Shin'en no Minuet
[State -1, Shin'en no Minuet]
type = ChangeState
value = 1100
triggerall = !var(0)
triggerall = Command = "Shin'en no Minuet"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Rakujitsu no Lullaby
[State -1, Rakujitsu no Lullaby]
type = ChangeState
value = 1200
triggerall = !var(0)
triggerall = Command = "Rakujitsu no Lullaby"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Miwaku no Waltz
[State -1, Miwaku no Waltz]
type = ChangeState
value = 1300
triggerall = !var(0)
triggerall = Command = "Miwaku no Waltz"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger13 = movecontact && stateno = 700 && anim = 701 && (Prevstateno = [200,499]) && (animelemtime(1) >= 0 && animelemtime(2) < 0)
trigger14 = movecontact && stateno = 705 && ((animelemtime(15) > 0 && animelemtime(16) <= 0) || (animelemtime(20) > 0 && animelemtime(21) <= 0))
trigger15 = movecontact && stateno = 710 && ((animelemtime(10) >= 0 && animelemtime(11) <= 0) || (animelemtime(15) > 0 && animelemtime(16) <= 0))
trigger16 = movecontact && stateno = 715 && (animelemtime(7) >= 0 && animelemtime(9) <= 0)

;----------------------------------------------------------------------------
; Emergency Evade (Backwards)
[State -1, Emergency Evade (Backwards)]
type = ChangeState
value = 905
triggerall = !var(0)
triggerall = Command = "holdback" && command = "recovery" || Command = "holdback" && command ="z"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;----------------------------------------------------------------------------
; Emergency Evade (Forwards)
[State -1, Emergency Evade (Forwards)]
type = ChangeState
value = 900
triggerall = !var(0)
triggerall = command = "recovery" || command ="z"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;----------------------------------------------------------------------------
; Quick Emergency Evade
[State -1, Quick Emergency Evade]
type = ChangeState
value = 900
triggerall = !var(0)
triggerall = power >= 1000
triggerall = command = "recovery" || command ="z"
trigger1 = ctrl && statetype != A
trigger2 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger3 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger4 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger5 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger6 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 245 && (animelemtime(5) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger9 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger10 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 440 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)

;----------------------------------------------------------------------------
; Guard Cancel Emergency Evade (Backwards)
[State -1, Guard Cancel Emergency Evade (Backwards)]
type = ChangeState
value = 905
triggerall = !var(0)
triggerall = Command = "holdback" && command = "recovery" || Command = "holdback" && command ="z"
triggerall = Power >= 1000 && StateType != A
trigger1 = (stateno = 150 || stateno = 152)

;----------------------------------------------------------------------------
; Guard Cancel Emergency Evade (Forwards)
[State -1, Guard Cancel Emergency Evade (Forwards)]
type = ChangeState
value = 900
triggerall = !var(0)
triggerall = command = "recovery" || command = "z"
triggerall = Power >= 1000 && StateType != A
trigger1 = (stateno = 150 || stateno = 152)

;----------------------------------------------------------------------------
; Blowback Attack
[State -1, Blowback Attack]
type = ChangeState
value = 910
triggerall = Command = "c"
triggerall = !var(0)
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;----------------------------------------------------------------------------
; Guard Cancel Blowback Attack
[State -1, Guard Cancel Blowback Attack]
type = ChangeState
value = 915
triggerall = !var(0)
triggerall = Command = "c"
triggerall = Power >= 1000 && StateType != A
trigger1 = (stateno = 150 || stateno = 152)

;---------------------------------------------------------------------------
;Air Blowback Attack
[State -1, Air Blowback Attack]
type = ChangeState
value = 920
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl

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

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

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start" && stateno != 195
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Koshuu Tou Throw
[State -1, Koshuu Tou Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;Koshuu Tou Throw (Backwards)
[State -1, Koshuu Tou Throw (Backwards)]
type = ChangeState
value = 825
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
; Knockbacks
[State -1, Knockbacks]
type = ChangeState
value = 700
triggerall = !var(0)
triggerall = command = "holdfwd" && command = "x" && command != "holddown"
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)

;---------------------------------------------------------------------------
; Vigor Starter
[State -1, Vigor Starter]
type = ChangeState
value = 705
triggerall = !var(0)
triggerall = command = "holdback" && command = "y" && command != "holddown"
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)

;---------------------------------------------------------------------------
; Air Bust
[State -1, Air Bust]
type = ChangeState
value = 715
triggerall = !var(0)
triggerall = command = "holdfwd" && command = "holddown" && command = "y"
trigger1 = StateType != A && Ctrl = 1
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 12
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger6 = movecontact && stateno = 210 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger7 = movecontact && stateno = 215 && (animelemtime(6) >= 0 && animelemtime(7) <= 0)
trigger8 = movecontact && stateno = 230 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger9 = movecontact && stateno = 240 && (animelemtime(4) >= 0 && animelemtime(5) <= 0)
trigger10 = movecontact && stateno = 400 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)
trigger11 = movecontact && stateno = 410 && (animelemtime(5) >= 0 && animelemtime(6) <= 0)
trigger12 = movecontact && stateno = 430 && (animelemtime(3) >= 0 && animelemtime(4) <= 0)

;----------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = !movecontact && stateno = 200 && animelemtime(6) > 0
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0) && (prevstateno != [200,499])
trigger6 = movecontact && stateno = 400 && (animelemtime(3) >= 0) && (prevstateno != [200,499])

;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = movecontact && stateno = 200 && (animelemtime(5) >= 0)
trigger5 = movecontact && stateno = 400 && (animelemtime(3) >= 0)

;---------------------------------------------------------------------------
;Stand Strong Punch (close)
[State -1, Stand Strong Punch (close)]
type = ChangeState
value = 210
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = P2bodydist X <= 28
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Standing Strong Kick (close)
[State -1, Standing Strong Kick (close)]
type = ChangeState
value = 240
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = P2bodydist X <= 28
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = !movecontact && stateno = 400 && animelemtime(4) > 0
trigger5 = movecontact && stateno = 200 && (animelemtime(5) >= 0) && (prevstateno != [200,499])
trigger6 = movecontact && stateno = 400 && (animelemtime(3) >= 0) && (prevstateno != [200,499])

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = movecontact && stateno = 200 && (animelemtime(5) >= 0)
trigger5 = movecontact && stateno = 400 && (animelemtime(3) >= 0)

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]
trigger4 = stateno = 430 && (animelemtime(4) > 0 && animelemtime(5) < 0)

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !var(0) || (var(0) && numtarget(1300) = 0)
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 && animelemtime(1) > 0
trigger3 = stateno = [100, 101]

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = ifelse(vel x = 0, 640, 645)
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl



