[Command]
name = "AI"
command = B,B,B,B,a+b+s
time = 0
[Command]
name = "AI1"
command = B,B,B,B,a+b+c+s
time = 0
[Command]
name = "AI2"
command = B,B,B,B,a+b+c
time = 0
[Command]
name = "AI3"
command = B,B,B,B,a+c
time = 0
[Command]
name = "AI4"
command = B,B,B,a+b+c
time = 0
[Command]
name = "AI5"
command = B,B,B,F,a+b+c
time = 0
[Command]
name = "AI6"
command = B,B,B,U,a+b+c
time = 0
[Command]
name = "AI7"
command = B,B,B,D,a+b+c
time = 0
[Command]
name = "AI8"
command = B,B,D,B,a+b+c
time = 0
[Command]
name = "AI9"
command = B,U,B,B,a+b+c
time = 0
[Command]
name = "AI10"
command = B,D,B,B,a+b+c
time = 0
[Command]
name = "AI11"
command = F,B,B,B,a+b+c
time = 0
[Command]
name = "AI12"
command = B,B,F,B,a+b+c
time = 0
[Command]
name = "AI13"
command = B,F,B,F,a+b+c
time = 0
[Command]
name = "AI14"
command = B,B,D,B,a+b+s
time = 0
[Command]
name = "AI15"
command = F,B,B,B,a+b+c
time = 0
[Command]
name = "AI16"
command = B,B,D,F,a+b+c+s
time = 0
[Command]
name = "AI17"
command = B,B,D,F,x+y+b+s
time = 0
[Command]
name = "AI18"
command = B,B,D,F,x+y+b+s
time = 0
[Command]
name = "AI19"
command = B,B,D,F,x+a+b+s
time = 0
[Command]
name = "AI20"
command = B,B,D,F,x+y+s
time = 0
[Command]
name = "AI21"
command = B,B,D,F,x+y+c+s
time = 0
[Command]
name = "AI22"
command = U,F,B,B,B,a+b+c+s
time = 0
[Command]
name = "AI23"
command = U,B,B,D,F,a+b+c+s
time = 0
[Command]
name = "AI24"
command = U,B,B,D,F,x+y+b+s
time = 0
[Command]
name = "AI25"
command = U,B,B,D,F,x+y+b
time = 0
[Command]
name = "AI26"
command = U,B,B,D,F,x+a+b+s
time = 0
[Command]
name = "AI27"
command = U,B,B,D,F,x+y+s
time = 0
[Command]
name = "AI28"
command = U,B,B,D,F,x+y+c+s
time = 0
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[command]
name = "7-4Bowser"
command = F, DF, D, DB, B, a+b
time = 20
[Command]
name = "TripleHammer"
command = ~D, DF, F, D, DF, F, a
time = 20
[command]
name = "HUGE KOOPA"
command = D, DB, B, D, DB, B, b
time = 20
[command]
name = "SwingingDoom"
command = D, DF, F, D, DF, F, b
time = 20
[Command]
name = "UltraHammer"
command = ~D, DB, B, D, DB, B, a
time = 20
;-| Special Motions |------------------------------------------------------
[command]
name = "Mush"
command = ~F, DF, D, DB, B, s
[command]
name = "Call"
command = ~B, DB, D, DF, F, a+b
[command]
name = "Shell"
command = ~35$B,F,b
time = 15
[Command]
name = "QCF_s"
command = D, DF, F, s
[Command]
name = "Bullet"
command = B, D, DB, b
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_xy"
command = ~F, D, DF, x+y
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[command]
name = "HammerThrow"
command = D,DF,F,a
[command]
name = "DualHammer"
command = D,DF,F,b
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;AI VarSet
[State -1, AI]
type = VarSet
triggerall = var(55) != 1
trigger1 = command = "AI"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
v = 55
value = 1
;---------------------------------------------------------------------------
;Bowser Transform
[State -1, Bowser Transform]
type = ChangeState
value = 4000
triggerall = var(55) = 0
triggerall = command = "Mush"
triggerall = numHelper(4000) = 0
triggerall = power >= 3000
triggerall = life <= 100
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Bowser Transform
[State -1, Bowser Transform]
type = ChangeState
value = 7000
triggerall = var(55) = 0
triggerall = command = "7-4Bowser"
trigger1 = (statetype = s) && ctrl
triggerall = power >= 3000
;---------------------------------------------------------------------------
;UltraHammer (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Ultra Hammer]
type = ChangeState
value = 3050
triggerall = var(55) = 0
triggerall = command = "UltraHammer"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;TripleHammer (uses one super bar)
;三烈カンフー突き手(ゲージレベル1)
[State -1, TripleHammer]
type = ChangeState
value = 3300
triggerall = var(55) = 0
triggerall = command = "HUGE KOOPA"
triggerall = power >= 1000
triggerall = NumHelper(3301) = 0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;TripleHammer (uses one super bar)
;三烈カンフー突き手(ゲージレベル1)
[State -1, TripleHammer]
type = ChangeState
value = 3000
triggerall = var(55) = 0
triggerall = command = "TripleHammer"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger3 = stateno = 1051
trigger3 = movecontact
trigger3 = animelem = 1
;----------------------------------------------------------------------------
;Swinging Doom
[State -1, Swinging Doom]
type = ChangeState
value = 3100
triggerall = var(55) = 0
triggerall = command = "SwingingDoom"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact
trigger3 = stateno = 1051
trigger3 = movecontact
trigger3 = animelem = 1
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;----------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Shell]
type = ChangeState
value = 1200
triggerall = var(55) = 0
triggerall = command = "Call"
triggerall = numHelper(1200) = 0
triggerall = power >= 100
trigger1 = statetype != A
trigger1 = ctrl
;----------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Shell]
type = ChangeState
value = 1150
triggerall = var(55) = 0
triggerall = command = "Shell"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Bullet Bill Stomp
[State -1, Bullet Bill Stomp]
type = ChangeState
value = 1100
triggerall = var(55) = 0
triggerall = command = "Bullet"
triggerall = numHelper(1105) = 0
trigger1 = var(1)
;---------------------------------------------------------------------------
;Dual Hammer
[State -1, Dual Hammer]
type = ChangeState
value = 1053
triggerall = var(55) = 0
triggerall = command = "DualHammer"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = [600,699]
trigger2 = movecontact
;---------------------------------------------------------------------------
;Dual Hammer
[State -1, Dual Hammer]
type = ChangeState
value = 1050
triggerall = var(55) = 0
triggerall = command = "DualHammer"
trigger1 = var(1)
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, HammerThrow]
type = ChangeState
value = 1000
triggerall = var(55) = 0
triggerall = command = "HammerThrow"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, HammerThrow]
type = ChangeState
value = 1001
triggerall = var(55) = 0
triggerall = command = "HammerThrow"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = [600,699]
trigger2 = movecontact
;----------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 196
triggerall = var(55) = 0
triggerall = command = "QCF_s"
triggerall = numHelper(196) = 0
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(55) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(55) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(55) = 0
triggerall = command = "a"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(55) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(55) = 0
triggerall = command = "b"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger4 = movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(55) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(55) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(55) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger2 = time > 6
trigger3 = stateno = 200
trigger3 = movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(55) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = (time > 9) || (movecontact && time > 3)
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(55) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 7
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(55) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking
trigger3 = stateno = 600
trigger3 = movecontact
;===========================================================================
;===========================================================================
;---------------------------------------------------------------------------
;Bowser Transform
[State -1, Bowser Transform]
type = ChangeState
value = 4000
triggerall = var(55) = 1
triggerall = numHelper(4000) = 0
triggerall = power >= 3000
triggerall = life <= 100
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Bowser Transform
[State -1, Bowser Transform]
type = ChangeState
value = 7000
triggerall = var(55) = 1
triggerall = power >= 3000
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;TripleHammer (uses one super bar)
;三烈カンフー突き手(ゲージレベル1)
[State -1, TripleHammer]
type = ChangeState
value = 3300
triggerall = var(55) = 1
triggerall = random > 985
triggerall = power >= 1000
triggerall = NumHelper(3301) = 0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;TripleHammer (uses one super bar)
;三烈カンフー突き手(ゲージレベル1)
[State -1, TripleHammer]
type = ChangeState
value = 3000
triggerall = var(55) = 1
triggerall = power >= 1000
triggerall = random > 965
triggerall = P2BodyDist X = [55, 70]
trigger1 = statetype = S
trigger1 = ctrl
;----------------------------------------------------------------------------
;Swinging Doom
[State -1, Swinging Doom]
type = ChangeState
value = 3100
triggerall = var(55) = 1
triggerall = power >= 1000
trigger1 = stateno = 1051
trigger1 = movehit
;---------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Shell]
type = ChangeState
value = 1200
triggerall = var(55) = 1
triggerall = random > 900
triggerall = numHelper(1200) = 0
triggerall = P2BodyDist X >= 150
triggerall = power >= 100
trigger1 = statetype = S
trigger1 = ctrl
;-----------------------------------------------------------------------------
;Bullet Bill Stomp
[State -1, Bullet Bill Stomp]
type = ChangeState
value = 1100
triggerall = var(55) =1
triggerall = numHelper(1105) = 0
trigger1 = random > 500
trigger1 = P2BodyDist X <= 30
trigger1 = stateno = 230 || stateno = 400 || stateno = 210
trigger1 = movecontact
trigger2 = statetype = S
trigger2 = ctrl
trigger2 = random > 950
trigger2 = P2BodyDist X >= 150
;----------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 196
triggerall = var(55) = 1
triggerall = random = 999
triggerall = numHelper(196) = 0
triggerall = P2BodyDist X = [55, 70]
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dual Hammer
[State -1, Dual Hammer]
type = ChangeState
value = 1053
triggerall = var(55) = 1
triggerall = random >= 800
triggerall = P2BodyDist X >= 35
trigger1 = stateno = [600,699]
trigger1 = movecontact
;---------------------------------------------------------------------------
;Dual Hammer
[State -1, Dual Hammer]
type = ChangeState
value = 1050
triggerall = var(55) = 1
triggerall = random < 500
triggerall = P2BodyDist X >= 35
trigger1 = stateno = 210
trigger1 = movecontact
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(55) = 1
triggerall = random > 500
triggerall = P2BodyDist X <= 35
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(55) = 1
triggerall = random >= 0
triggerall = P2BodyDist X <= 35
trigger1 = stateno = 230
trigger1 = movecontact
trigger2 = stateno = 400
trigger2 = movecontact
trigger2 = P2Statetype = C
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(55) = 1
triggerall = random >= 0
triggerall = P2BodyDist X <= 35
trigger1 = stateno = 200
trigger1 = movecontact
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(55) = 1
triggerall = P2BodyDist X <= 35
triggerall = random < 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger2 = time > 6
trigger3 = stateno = 200
trigger3 = movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(55) = 1
triggerall = P2BodyDist X <= 35
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = (time > 9) || (movecontact && time > 3)
trigger2 = P2Statetype = S
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(55) = 1
triggerall = P2BodyDist X <= 35
triggerall = vel Y > 1.5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 7
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(55) = 1
triggerall = P2BodyDist X <= 35
trigger1 = stateno = 1350 ;Air blocking
trigger1 = stateno = 600
trigger1 = movecontact
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, HammerThrow]
type = ChangeState
value = 1000
triggerall = var(55) = 1
triggerall = random > 950
triggerall = P2BodyDist X = [55, 70]
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, HammerThrow]
type = ChangeState
value = 1001
triggerall = var(55) = 1
triggerall = random > 750
triggerall = P2BodyDist X = [55, 70]
trigger1 = statetype = A
trigger1 = ctrl