; 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)
;   buffer.time = time (optional)
;
; - 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. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| 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


;-| AI |-------------------------------------------------------------------
[Command]
name = "cpu1"
command = x, x, x, x, x, x, x, x, x, x
time = 1

[Command]
name = "cpu2"
command = y, y, y, y, y, y, y, y, y, y
time = 1

[Command]
name = "cpu3"
command = z, z, z, z, z, z, z, z, z, z
time = 1

[Command]
name = "cpu4"
command = a, a, a, a, a, a, a, a, a, a
time = 1

[Command]
name = "cpu5"
command = b, b, b, b, b, b, b, b, b, b
time = 1

[Command]
name = "cpu6"
command = c, c, c, c, c, c, c, c, c, c
time = 1

[Command]
name = "cpu7"
command = s, s, s, s, s, s, s, s, s, s
time = 1

[Command]
name = "cpu8"
command = F, F, F, F, F, F, F, F, F, F
time = 1

[Command]
name = "cpu9"
command = B, B, B, B, B, B, B, B, B, B
time = 1

[Command]
name = "cpu10"
command = U, U, U, U, U, U, U, U, U, U
time = 1

[Command]
name = "cpu11"
command = D, D, D, D, D, D, D, D, D, D
time = 1

[Command]
name = "cpu12"
command = x, x, x, x, x, x, x, x, x, y
time = 1

[Command]
name = "cpu13"
command = x, x, x, x, x, x, x, x, x, z
time = 1

[Command]
name = "cpu14"
command = x, x, x, x, x, x, x, x, x, a
time = 1

[Command]
name = "cpu15"
command = x, x, x, x, x, x, x, x, x, b
time = 1

[Command]
name = "cpu16"
command = x, x, x, x, x, x, x, x, x, s
time = 1

[Command]
name = "cpu17"
command = x, x, x, x, x, x, x, x, x, F
time = 1

[Command]
name = "cpu18"
command = x, x, x, x, x, x, x, x, x, B
time = 1

[Command]
name = "cpu19"
command = x, x, x, x, x, x, x, x, x, U
time = 1

[Command]
name = "cpu20"
command = x, x, x, x, x, x, x, x, x, D
time = 1

[Command]
name = "cpu21"
command = y, y, y, y, y, y, y, y, y, x
time = 1

[Command]
name = "cpu22"
command = y, y, y, y, y, y, y, y, y, z
time = 1

[Command]
name = "cpu23"
command = y, y, y, y, y, y, y, y, y, a
time = 1

[Command]
name = "cpu24"
command = y, y, y, y, y, y, y, y, y, b
time = 1

[Command]
name = "cpu25"
command = y, y, y, y, y, y, y, y, y, c
time = 1

[Command]
name = "cpu26"
command = y, y, y, y, y, y, y, y, y, s
time = 1

[Command]
name = "cpu27"
command = y, y, y, y, y, y, y, y, y, F
time = 1

[Command]
name = "cpu28"
command = y, y, y, y, y, y, y, y, y, B
time = 1

[Command]
name = "cpu29"
command = y, y, y, y, y, y, y, y, y, U
time = 1

[Command]
name = "cpu30"
command = y, y, y, y, y, y, y, y, y, D
time = 1

[Command]
name = "cpu31"
command = z, z, z, z, z, z, z, z, z, x
time = 1

[Command]
name = "cpu32"
command = z, z, z, z, z, z, z, z, z, y
time = 1

[Command]
name = "cpu33"
command = z, z, z, z, z, z, z, z, z, a
time = 1

[Command]
name = "cpu34"
command = z, z, z, z, z, z, z, z, z, b
time = 1

[Command]
name = "cpu35"
command = z, z, z, z, z, z, z, z, z, c
time = 1

[Command]
name = "cpu36"
command = z, z, z, z, z, z, z, z, z, s
time = 1

[Command]
name = "cpu37"
command = z, z, z, z, z, z, z, z, z, F
time = 1

[Command]
name = "cpu38"
command = z, z, z, z, z, z, z, z, z, B
time = 1

[Command]
name = "cpu39"
command = z, z, z, z, z, z, z, z, z, U
time = 1

[Command]
name = "cpu40"
command = z, z, z, z, z, z, z, z, z, D
time = 1

[Command]
name = "cpu41"
command = a, a, a, a, a, a, a, a, a, x
time = 1

[Command]
name = "cpu42"
command = a, a, a, a, a, a, a, a, a, y
time = 1

[Command]
name = "cpu42"
command = a, a, a, a, a, a, a, a, a, z
time = 1

[Command]
name = "cpu43"
command = a, a, a, a, a, a, a, a, a, b
time = 1

[Command]
name = "cpu44"
command = a, a, a, a, a, a, a, a, a, c
time = 1

[Command]
name = "cpu45"
command = a, a, a, a, a, a, a, a, a, s
time = 1

[Command]
name = "cpu46"
command = a, a, a, a, a, a, a, a, a, F
time = 1

[Command]
name = "cpu42"
command = a, a, a, a, a, a, a, a, a, B
time = 1

[Command]
name = "cpu43"
command = a, a, a, a, a, a, a, a, a, U
time = 1

[Command]
name = "cpu41"
command = a, a, a, a, a, a, a, a, a, D
time = 1

[Command]
name = "cpu42"
command = b, b, b, b, b, b, b, b, b, x
time = 1

[Command]
name = "cpu43"
command = b, b, b, b, b, b, b, b, b, y
time = 1

[Command]
name = "cpu44"
command = b, b, b, b, b, b, b, b, b, z
time = 1

[Command]
name = "cpu45"
command = b, b, b, b, b, b, b, b, b, a
time = 1

[Command]
name = "cpu46"
command = b, b, b, b, b, b, b, b, b, c
time = 1

[Command]
name = "cpu47"
command = b, b, b, b, b, b, b, b, b, s
time = 1

[Command]
name = "cpu48"
command = b, b, b, b, b, b, b, b, b, F
time = 1

[Command]
name = "cpu49"
command = b, b, b, b, b, b, b, b, b, B
time = 1

[Command]
name = "cpu50"
command = b, b, b, b, b, b, b, b, b, U
time = 1


;-| Super Motions |--------------------------------------------------------
[Command]
name = "Superspicy Curry"
command = ~D, DF, F, x+y
time = 20

[Command]
name = "Kabuki Kirby"
command = ~D, DF, F, y+z
time =20

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

[Command]
name = "Tornado Kirby"
command = ~D, DF, F, a+b
time = 20

[Command]
name = "Megaton Punch"
command = ~D, DF, F, b+c
time = 20

[Command]
name = "Dyna Blade"
command = ~D, DF, F, a+c
time = 20

[Command]
name = "Back Attack"
command = ~D, DB, B, x+y
time = 20

[Command]
name = "Gator Rampage"
command = ~D, DB, B, y+z
time = 20

[Command]
name = "Critical Strike"
command = ~D, DB, B, x+z
time = 20

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

[Command]
name = "Dragon Tank"
command = ~D, DB, B, b+c
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "Laser Kirby"
command = D, DF, F, x
time = 20

[Command]
name = "EX Laser Kirby"
command = D, DF, F, a+y
time = 20

[Command]
name = "Stone Kirby"
command = D, D
time = 20

[Command]
name = "Inhale"
command = /F, x
time = 20

[Command]
name = "Inhale (Back)"
command = /F, y
time = 20

[Command]
name = "Waddle Dee"
command = D, DB, B, x
time = 20

[Command]
name = "Oohroo"
command = D, DB, B, y
time = 20

[Command]
name = "Grindarr"
command = D, DB, B, z
time = 20

[Command]
name = "Floof"
command = D, DB, B, a
time = 20

[Command]
name = "Beanbon"
command = D, DB, B, b
time = 20

[Command]
name = "Blucko"
command = D, DB, B, c
time = 20

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

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

[Command]
name = "Kirby Top"
command = D, DF, F, y
time = 20

[Command]
name = "EX Kirby Top"
command = D, DF, F, b+z
time = 20

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "Up"
command = $U
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]

[State -1, Guard AI]
type = ChangeState
triggerall = var(1)
triggerall = statetype = S
triggerall = p2movetype = A
trigger1 = ctrl
value = 130

[State -1, Crouch Guard AI]
type = ChangeState
triggerall = var(1)
triggerall = statetype = C
triggerall = p2movetype = A
trigger1 = ctrl
value = 131

[State -1, Air Guard AI]
type = ChangeState
triggerall = var(1)
triggerall = statetype = A
triggerall = p2movetype = A
trigger1 = ctrl
value = 132


[State -1, AI TRIGGER]
type = VarSet
triggerall = RoundState = 2
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger34 = command = "cpu34"
trigger35 = command = "cpu35"
trigger36 = command = "cpu36"
trigger37 = command = "cpu37"
trigger38 = command = "cpu38"
trigger39 = command = "cpu39"
trigger40 = command = "cpu40"
trigger41 = command = "cpu41"
trigger42 = command = "cpu42"
trigger43 = command = "cpu43"
trigger44 = command = "cpu44"
trigger45 = command = "cpu45"
trigger46 = command = "cpu46"
trigger47 = command = "cpu47"
trigger48 = command = "cpu48"
trigger49 = command = "cpu49"
trigger50 = command = "cpu50"
v = 1
value = 1

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

;Run Fwd AI
[State -1, Run Fwd AI]
type = ChangeState
value = 100
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X > 25
trigger1 = ctrl
trigger1 = random <= 300

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

;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(1)
triggerall = statetype = S
triggerall = p2movetype = A && p2bodydist X <= 25
trigger1 = ctrl
trigger1 = random <= 300

;---------------------------------------------------------------------------
;Superspicy Curry
[State -1, Superspicy Curry]
type = ChangeState
value = 1000
triggerall = command = "Superspicy Curry"
triggerall = var(1) != 1
trigger1= statetype != A
trigger1 = power >= 1000
trigger1 = ctrl

;Superspicy Curry (AI)
[State -1, Superspicy Curry AI]
type = ChangeState
value = 1000
triggerall = var(1) = 1
triggerall = statetype != A
triggerall = p2bodydist X <= 50
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = random <= 100

;---------------------------------------------------------------------------
;Kabuki Kirby
[State -1, Kabuki Kirby]
type = ChangeState
value = 1005
triggerall = command = "Kabuki Kirby"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 2000
trigger1 = ctrl

;Kabuki Kirby (AI)
[State -1, Kabuki Kirby AI]
type = ChangeState
value = 1005
triggerall = var(1)
triggerall = statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = random <= 100

;---------------------------------------------------------------------------
;Galaxia
[State -1, Galaxia]
type = ChangeState
value = 1010
triggerall = command = "Galaxia"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 3000
trigger1 = ctrl

;Galaxia (AI)
[State -1, Galaxia AI]
type = ChangeState
value = 1010
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X <= 15 && p2bodydist Y >= 10
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = random <= 150

;---------------------------------------------------------------------------
;Tornado Kirby
[State -1, Tornado Kirby]
type = ChangeState
value = 1015
triggerall = command = "Tornado Kirby"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 1000
trigger1 = ctrl

;Tornado Kirby (AI)
[State -1, Tornado Kirby AI]
type = ChangeState
value = 1015
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X <= 7
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = random <= 500


;---------------------------------------------------------------------------
;Megaton Punch
[State -1, Megaton Punch]
type = ChangeState
value = 1020
triggerall = command = "Megaton Punch"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 2000
trigger1 = ctrl

;Megaton Punch AI
[State -1, Megaton Punch AI]
type = ChangeState
value = 1020
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X >= 10 && p2bodydist X <= 30
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = random <= 500

;---------------------------------------------------------------------------
;Dyna Blade
[State -1, Dyna Blade]
type = ChangeState
value = 1025
triggerall = command = "Dyna Blade"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 3000
trigger1 = ctrl

;Dyna Blade (AI)
[State -1, Dyna Blade AI]
type = ChangeState
value = 1025
triggerall = var(1)
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = random <= 500

;---------------------------------------------------------------------------
;Back Attack
[State -1, Back Attack]
type = ChangeState
value = 1030
triggerall = command = "Back Attack"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 1000
trigger1 = ctrl

;Back Attack (AI)
[State -1, Back Attack AI]
type = ChangeState
value = 1030
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X >= 30
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = random <= 150


;---------------------------------------------------------------------------
;Gator Rampage
[State -1, Gator Rampage]
type = ChangeState
value = 1035
triggerall = command = "Gator Rampage"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 2000
trigger1 = ctrl

;Gator Rampage (AI)
[State -1, Gator Rampage AI]
type = ChangeState
value = 1035
triggerall = var(1)
triggerall = statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = random <= 500

;---------------------------------------------------------------------------
;Critical Strike
[State -1, Critical Strike]
type = ChangeState
value = 1040
triggerall = command = "Critical Strike"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 3000
trigger1 = ctrl

;Critical Strike (AI)
[State -1, Critical Strike AI]
type = ChangeState
value = 1040
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X <= 30
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = random <= 600

;---------------------------------------------------------------------------
;Tankbot
[State -1, Tankbot]
type = ChangeState
value = 1045
triggerall = command = "Tankbot"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 2000
trigger1 = ctrl

;Tankbot (AI)
[State -1, Tankbot AI]
type = ChangeState
value = 1045
triggerall = var(1)
triggerall = statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = random <= 500

;---------------------------------------------------------------------------
;Dragon Tank
[State -1, Dragon Tank]
type = ChangeState
value = 1050
triggerall = command = "Dragon Tank"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 3000
trigger1 = ctrl

;Dragon Tank (AI)
[State -1, Dragon Tank AI]
type = ChangeState
value = 1050
triggerall = var(1)
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = random <= 500

;---------------------------------------------------------------------------
;Laser Kirby
[State -1, Laser Kirby]
type = ChangeState
value = 265
triggerall = command = "Laser Kirby"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = ctrl

;Laser Kirby (AI)
[State -1, Laser Kirby AI]
type = ChangeState
value = 265
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 200

;---------------------------------------------------------------------------
;EX Laser Kirby
[State -1, EX Laser Kirby]
type = ChangeState
value = 266
triggerall = command = "EX Laser Kirby"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 500
trigger1 = ctrl

;EX Laser Kirby (AI)
[State -1, EX Laser Kirby AI]
type = ChangeState
value = 266
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X >= 50
triggerall = power >= 500
trigger1 = ctrl
trigger1 = random <= 300

;---------------------------------------------------------------------------
;Stone Kirby
[State -1, Stone Kirby]
type = ChangeState
value = 270
triggerall = command = "Stone Kirby"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 261

;Stone Kirby (AI)
[State -1, Stone Kirby AI]
type = ChangeState
value = 270
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 5
trigger1 = ctrl
trigger1 = random <= 30
trigger2 = movecontact && stateno = 261
trigger2 = random <= 1000

;---------------------------------------------------------------------------
;Inhale
[State -1, Inhale]
type = ChangeState
value = 275
triggerall = command = "Inhale"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = p2bodydist X < 3
trigger1 = stateno != 100
trigger1 = ctrl

;Inhale (AI)
[State -1, Inhale AI]
type = ChangeState
value = 275
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X < 3
triggerall = stateno != 100
trigger1 = ctrl
trigger1 = random <= 300

;---------------------------------------------------------------------------
;Inhale (Back)
[State -1, Inhale (Back)]
type = ChangeState
value = 280
triggerall = command = "Inhale (Back)"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = p2bodydist X < 3
trigger1 = stateno != 100
trigger1 = ctrl

;Inhale (Back)(AI)
[State -1, Inhale (Back) AI]
type = ChangeState
value = 280
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X < 3
triggerall = stateno != 100
trigger1 = ctrl
trigger1 = random <= 300

;---------------------------------------------------------------------------
;Waddle Dee
[State -1, Waddle Dee]
type = ChangeState
value = 300
triggerall = command = "Waddle Dee"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = numhelper(300) < 1
trigger1 = ctrl

;Waddle Dee (AI)
[State -1, Waddle Dee AI]
type = ChangeState
value = 300
triggerall = var(1)
triggerall = statetype != A
triggerall = numhelper(300) < 1
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random >= 200

;---------------------------------------------------------------------------
;Oohroo
[State -1, Oohroo]
type = ChangeState
value = 310
triggerall = command = "Oohroo"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = numhelper(300) < 1
trigger1 = ctrl

;Oohroo (AI)
[State -1, Oohroo AI]
type = ChangeState
value = 310
triggerall = var(1)
triggerall = statetype != A
triggerall = numhelper(300) < 1
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 200

;---------------------------------------------------------------------------
;Grindarr
[State -1, Grindarr]
type = ChangeState
value = 320
triggerall = command = "Grindarr"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = numhelper(300) < 1
trigger1 = ctrl

;Grindarr (AI)
[State -1, Grindarr AI]
type = ChangeState
value = 320
triggerall = var(1)
triggerall = statetype != A
triggerall = numhelper(300) < 1
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random >= 200

;---------------------------------------------------------------------------
;Floof
[State -1, Floof]
type = ChangeState
value = 330
triggerall = command = "Floof"
triggerall = var(1) != 1
trigger1 = numhelper(300) < 1
trigger1 = statetype != A
trigger1 = ctrl

;Floof (AI)
[State -1, Floof AI]
type = ChangeState
value = 330
triggerall = var(1)
triggerall = numhelper(300) < 1
triggerall = statetype != A
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 200

;---------------------------------------------------------------------------
;Beanbon
[State -1, Beanbon]
type = ChangeState
value = 340
triggerall = command = "Beanbon"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = numhelper(300) < 1
trigger1 = ctrl

;Beanbon (AI)
[State -1, Beanbon AI]
type = ChangeState
value = 340
triggerall = var(1)
triggerall = statetype != A
triggerall = numhelper(300) < 1
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 200

;---------------------------------------------------------------------------
;Blucko
[State -1, Blucko]
type = ChangeState
value = 350
triggerall = command = "Blucko"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = numhelper(300) < 1
trigger1 = ctrl

;Blucko (AI)
[State -1, Blucko AI]
type = ChangeState
value = 350
triggerall = var(1)
triggerall = statetype != A
triggerall = numhelper(300) < 1
triggerall = p2bodydist X >= 50
trigger1 = ctrl
trigger1 = random <= 200


;---------------------------------------------------------------------------
;Forward Dodge
[State -1, Forward Dodge]
type = ChangeState
value = 355
triggerall = command = "Forward Dodge"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = ctrl

;Forward Dodge (AI)
[State -1, Forward Dodge AI]
type = ChangeState
value = 355
triggerall = var(1)
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2bodydist X <= 20
trigger1 = ctrl
trigger1 = random <= 1000

;---------------------------------------------------------------------------
;Forward Dodge (Air)
[State -1, Forward Dodge (Air)]
type = ChangeState
value = 356
triggerall = command = "Forward Dodge"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl

;Forward Dodge (Air) (AI)
[State -1, Forward Dodge (Air) AI]
type = ChangeState
value = 356
triggerall = var(1)
triggerall = statetype = A
triggerall = p2movetype = A
triggerall = p2bodydist X <= 20
trigger1 = ctrl
trigger1 = random <= 1000

;---------------------------------------------------------------------------
;Backward Dodge
[State -1, Backward Dodge]
type = ChangeState
value = 360
triggerall = command = "Backward Dodge"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = ctrl

;Backward Dodge (AI)
[State -1, Backward Dodge AI]
type = ChangeState
value = 360
triggerall = var(1)
triggerall = statetype != A
triggerall = p2movetype = A
triggerall = p2bodydist X <= 20
trigger1 = ctrl
trigger1 = random <= 1000

;---------------------------------------------------------------------------
;Backward Dodge (Air)
[State -1, Backward Dodge (Air)]
type = ChangeState
value = 361
triggerall = command = "Backward Dodge"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl

;Backward Dodge (Air) (AI)
[State -1, Backward Dodge (Air) AI]
type = ChangeState
value = 361
triggerall = var(1)
triggerall = statetype = A
triggerall = p2movetype = A
triggerall = p2bodydist X <= 20
trigger1 = ctrl
trigger1 = random <= 1000

;---------------------------------------------------------------------------
;Kirby Top
[State -1, Kirby Top]
type = ChangeState
value = 365
triggerall = command = "Kirby Top"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = ctrl

;Kirby Top (AI)
[State -1, Kirby Top AI]
type = ChangeState
value = 365
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X >= 10 && p2bodydist X <= 20
trigger1 = ctrl
trigger1 = random <= 300

;---------------------------------------------------------------------------
;EX Kirby Top
[State -1, EX Kirby Top]
type = ChangeState
value = 366
triggerall = command = "EX Kirby Top"
triggerall = var(1) != 1
trigger1 = statetype != A
trigger1 = power >= 500
trigger1 = ctrl

;EX Kirby Top (AI)
[State -1, EX Kirby Top AI]
type = ChangeState
value = 366
triggerall = var(1)
triggerall = statetype != A
triggerall = p2bodydist X >= 10 && p2bodydist X <= 20
triggerall = power >= 500
trigger1 = ctrl
trigger1 = random <= 300

;---------------------------------------------------------------------------
;Left Punch
[State -1, Left Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = stateno = 0 || stateno = 20 || stateno = 200 || stateno = 205
trigger1 = ctrl
trigger2 = movecontact && stateno = 205

;Left Punch (AI)
[State -1, Left Punch AI]
type = ChangeState
value = 200
triggerall = var(1)
triggerall = statetype = S
triggerall = stateno = 0 || stateno = 20 || stateno = 200 || stateno = 205
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 205
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Right Punch
[State -1, Right Punch]
type = ChangeState
value = 205
triggerall = command = "y"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = stateno = 0 || stateno = 20 || stateno = 200 || stateno = 205
trigger1 = ctrl
trigger2 = movecontact && stateno = 200

;Right Punch (AI)
[State -1, Right Punch AI]
type = ChangeState
value = 205
triggerall = var(1)
triggerall = statetype = S
triggerall = stateno = 0 || stateno = 20 || stateno = 200 || stateno = 205
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 200
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Hammer
[State -1, Hammer]
type = ChangeState
value = 210
triggerall = command = "z"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno = 200
trigger3 = movecontact && stateno = 205

;Hammer (AI)
[State -1, Hammer AI]
type = ChangeState
value = 210
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 200
trigger2 = random <= 600
trigger3 = movecontact && stateno = 205
trigger3 = random <= 600

;---------------------------------------------------------------------------
;Kick 1
[State -1, Kick 1]
type = ChangeState
value = 215
triggerall = command = "a"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno = 220

;Kick 1 (AI)
[State -1, Kick 1 AI]
type = ChangeState
value = 215
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 220
trigger2 = random  <= 600

;---------------------------------------------------------------------------
;Kick 2
[State -1, Kick 2]
type = ChangeState
value = 220
triggerall = command = "b"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno = 215

;Kick 2 (AI)
[State -1, Kick 2 AI]
type = ChangeState
value = 220
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 215
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Kick 3
[State -1, Kick 3]
type = ChangeState
value = 225
triggerall = command = "c"
triggerall = var(1) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno = 215
trigger3 = movecontact && stateno = 220

;Kick 3 (AI)
[State -1, Kick 3 AI]
type = ChangeState
value = 225
triggerall = var(1)
triggerall = statetype = S
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 215
trigger2 = random <= 600
trigger3 = movecontact && stateno = 220
trigger3 - random <= 600

;---------------------------------------------------------------------------
;Air Left Punch
[State -1, Air Left Punch]
type = ChangeState
value = 230
triggerall = command = "x"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact && stateno = 235

;Air Left Punch (AI)
[State -1, Air Left Punch AI]
type = ChangeState
value = 230
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 235
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Air Right Punch
[State -1, Air Right Punch]
type = ChangeState
value = 235
triggerall = command = "y"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact && stateno = 230

;Air Right Punch (AI)
[State -1, Air Right Punch AI]
type = ChangeState
value = 235
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 230
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Spin Kick
[State -1, Spin Kick]
type = ChangeState
value = 240
triggerall = command = "z"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 261
trigger3 = movecontact && stateno = 230
trigger3 = movecontact && stateno = 235

;Spin Kick (AI)
[State -1, Spin Kick AI]
type = ChangeState
value = 240
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 261
trigger2 = random <= 1000
trigger3 = movecontact && stateno = 230
trigger3 = random <= 600
trigger4 = movecontact && stateno = 235
trigger4 = random <= 600
;---------------------------------------------------------------------------
;Air Kick 1
[State -1, Air Kick 1]
type = ChangeState
value = 245
triggerall = command = "a"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact && stateno = 250

;Air Kick 1 (AI)
[State -1, Air Kick 1 AI]
type = ChangeState
value = 245
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 250
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Air Kick 2
[State -1, Air Kick 2]
type = ChangeState
value = 250
triggerall = command = "b"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact && stateno = 245

;Air Kick 2 (AI)
[State -1, Air Kick 2 AI]
type = ChangeState
value = 250
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 245
trigger2 = random <= 600

;---------------------------------------------------------------------------
;Air Kick 3
[State -1, Air Kick 3]
type = ChangeState
value = 255
triggerall = command = "c"
triggerall = var(1) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact && stateno = 245
trigger3 = movecontact && stateno = 250

;Air Kick 3 (AI)
[State -1, Air Kick 3 AI]
type = ChangeState
value = 255
triggerall = var(1)
triggerall = statetype = A
triggerall = p2bodydist X <= 15
trigger1 = ctrl
trigger1 = random <= 600
trigger2 = movecontact && stateno = 245
trigger2 = random <= 600
trigger3 = movecontact && stateno = 250
trigger3 = random <= 600
;---------------------------------------------------------------------------
;Wheel Kirby
[State -1, Wheel Kirby]
type = ChangeState
value = 260
triggerall = command = "x"
triggerall = var(1) != 1
trigger1 = stateno = 100
trigger1 = statetype = S
trigger1 = ctrl

;Wheel Kirby (AI)
[State -1, Wheel Kirby AI]
type = ChangeState
value = 260
triggerall = var(1)
triggerall = stateno = 100
triggerall = statetype = S
triggerall = p2bodydist X <= 50
trigger1 = ctrl
trigger1 = random <= 500

;---------------------------------------------------------------------------
;Wheel Jump
[State -1, Wheel Jump]
type = ChangeState
value = 261
triggerall = command = "Up"
triggerall = var(1) != 1
trigger1 = stateno = 260

;Wheel Jump (AI)
[State -1, Wheel Jump AI]
type = ChangeState
value = 261
triggerall = var(1)
triggerall = stateno = 260
trigger1 = movecontact && stateno = 260 && animelem = 14
trigger1 = random <= 1000
trigger2 = p2statetype = A && stateno = 260
trigger2 = random <= 500















