;-------------------------
;-------------------------
;      AI Command
;-------------------------
;-------------------------

[Command]
name = "AI1"
command = a, a, a
time = 1

[Command]
name = "AI2"
command = b, b, b
time = 1

[Command]
name = "AI3"
command = c, c, c
time = 1

[Command]
name = "AI4"
command = x, x, x
time = 1

[Command]
name = "AI5"
command = y, y, y
time = 1

[Command]
name = "AI6"
command = z, z, z
time = 1

[Command]
name = "AI7"
command = a, b, c
time = 1

[Command]
name = "AI8"
command = a, c, b
time = 1

[Command]
name = "AI9"
command = b, a, c
time = 1

[Command]
name = "AI10"
command = b, c, a
time = 1

[Command]
name = "AI11"
command = c, b, a
time = 1

[Command]
name = "AI12"
command = c, a, b
time = 1

[Command]
name = "AI13"
command = x, y, z
time = 1

[Command]
name = "AI14"
command = x, z, y
time = 1

[Command]
name = "AI15"
command = y, z, x
time = 1

[Command]
name = "AI16"
command = y, x, z
time = 1

[Command]
name = "AI17"
command = z, y, x
time = 1

[Command]
name = "AI18"
command = z, x, y
time = 1

[Command]
name = "AI19"
command = a, b, a
time = 1

[Command]
name = "AI20"
command = a, c, a
time = 1

[Command]
name = "AI21"
command = b, a, b
time = 1

[Command]
name = "AI22"
command = b, c, b
time = 1

[Command]
name = "AI23"
command = c, a, c
time = 1

[Command]
name = "AI24"
command = c, b, c
time = 1

[Command]
name = "AI25"
command = x, y, x
time = 1

[Command]
name = "AI26"
command = x, z, x
time = 1

[Command]
name = "AI27"
command = y, x, y
time = 1

[Command]
name = "AI28"
command = y, z, y
time = 1

[Command]
name = "AI29"
command = z, x, z
time = 1

[Command]
name = "AI30"
command = z, y, z
time = 1

[Command]
name = "AI31"
command = D, DF, F ,a, a, a
time = 1

[Command]
name = "AI32"
command = D, DF, F ,b, b, b
time = 1

[Command]
name = "AI33"
command = D, DF, F ,c, c, c
time = 1

[Command]
name = "AI34"
command = D, DF, F ,x, x, x
time = 1

[Command]
name = "AI35"
command = D, DF, F ,y, y, y
time = 1

[Command]
name = "AI36"
command = D, DF, F ,z, z, z
time = 1

[Command]
name = "AI37"
command = D, DF, F ,a, b, c
time = 1

[Command]
name = "AI38"
command = D, DF, F ,a, c, b
time = 1

[Command]
name = "AI39"
command = D, DF, F ,b, a, c
time = 1

[Command]
name = "AI40"
command = D, DF, F ,b, c, a
time = 1

[Command]
name = "AI41"
command = D, DF, F ,c, b, a
time = 1

[Command]
name = "AI42"
command = D, DF, F ,c, a, b
time = 1

[Command]
name = "AI43"
command = D, DF, F ,x, y, z
time = 1

[Command]
name = "AI44"
command = D, DF, F ,x, z, y
time = 1

[Command]
name = "AI45"
command = D, DF, F ,y, z, x
time = 1

[Command]
name = "AI46"
command = D, DF, F ,y, x, z
time = 1

[Command]
name = "AI47"
command = D, DF, F ,z, y, x
time = 1

[Command]
name = "AI48"
command = D, DF, F ,z, x, y
time = 1

[Command]
name = "AI49"
command = D, DF, F ,a, b, a
time = 1

[Command]
name = "AI50"
command = D, DF, F ,a, c, a
time = 1

[Command]
name = "AI51"
command = D, DF, F ,b, a, b
time = 1

[Command]
name = "AI52"
command = D, DF, F ,b, c, b
time = 1

[Command]
name = "AI53"
command = D, DF, F ,c, a, c
time = 1

[Command]
name = "AI54"
command = D, DF, F ,c, b, c
time = 1

[Command]
name = "AI55"
command = D, DF, F ,x, y, x
time = 1

[Command]
name = "AI56"
command = D, DF, F ,x, z, x
time = 1

[Command]
name = "AI57"
command = D, DF, F ,y, x, y
time = 1

[Command]
name = "AI58"
command = D, DF, F ,y, z, y
time = 1

[Command]
name = "AI59"
command = D, DF, F ,z, x, z
time = 1

[Command]
name = "AI60"
command = D, DF, F ,z, y, z
time = 1

[Command]
name = "AI61"
command = F, DF, D ,a, b, c
time = 1

[Command]
name = "AI62"
command = F, DF, D ,a, c, b
time = 1

[Command]
name = "AI63"
command = D, DB, B ,b, a, c
time = 1

[Command]
name = "AI64"
command = D, DB, B ,b, c, a
time = 1

[Command]
name = "AI65"
command = D, DB, B ,c, b, a
time = 1

[Command]
name = "AI66"
command = D, DB, B ,c, a, b
time = 1

[Command]
name = "AI67"
command = F, DF, D ,a, b, a
time = 1

[Command]
name = "AI68"
command = F, DF, D ,a, c, a
time = 1

[Command]
name = "AI69"
command = D, DB, B ,b, a, b
time = 1

[Command]
name = "AI70"
command = D, DB, B ,b, c, b
time = 1

[Command]
name = "AI71"
command = D, DB, B ,c, a, c
time = 1

[Command]
name = "AI72"
command = D, DB, B ,c, b, c
time = 1


; Super Motions
;===========================================================================

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

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

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

[command]
name = "pedras"
command = B , DB , D , DF , F , a
time = 30

[command]
name = "7"
command = B , DB , D , DF , F , a
time = 30

[command]
name = "QCF2p"
command = B , DB , D , DF , F , c
time = 30
;sp1
[Command]
name = "sp1"
command = B , DB , D , DF , F , b
time = 50

[command]
name = "fist"
command = B , DB , D , DF , F , x
time = 30

[command]
name = "hyper_rock"
command = B , DB , D , DF , F , y
time = 30

[command]
name = "girar"
command = B , DB , D , DF , F , z
time = 30

[Command]
name = "paredes"   ;Same name as above
command = D,DB,B, b
time = 20

[Command]
name = "suparedes"   ;Same name as above
command = D,DB,B, c
time = 20

[Command]
name = "tele"   ;Same name as above
command = D,DB,B, a
time = 20

;===========================================================================
; Special Motions
;===========================================================================

[Command]
name = "codazo1"
command = F,F, c
time = 20

[Command]
name = "codazo1"
command = F,F, b
time = 20

[Command]
name = "U"
command = U

;===========================================================================
; Double Tap Motions
;===========================================================================
[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 combinations
;===========================================================================
[Command]
name = "recover";Required (do not remove)
command = x+y
time = 1

[Command]
name = "desaparecer";Required (do not remove)
command = a+x
time = 1

[Command]
name = "cosmo"
command = c+z
time = 1


[Command]
name = "holdcosmo"
command = /$c+z
time = 1

;megablock
[Command]
name = "mega_block"
command = c
time = 50

;===========================================================================
; Directions + Buttons
;===========================================================================
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;===========================================================================
; Singular Buttons
;===========================================================================
[Command]
name = "a"
command = x
time = 1

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

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

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

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

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

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

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

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

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

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


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

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

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

;-----------------------
;superguard
[Command]
name = "holdback3"
command = /$B   
time = 50
;------------------------

;/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|State Entry|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
[Statedef -1]

; AI

[State -1, AI]
type = Varset
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
trigger46 = command = "AI46"
trigger47 = command = "AI47"
trigger48 = command = "AI48"
trigger49 = command = "AI49"
trigger50 = command = "AI50"
trigger51 = command = "AI51"
trigger52 = command = "AI52"
trigger53 = command = "AI53"
trigger54 = command = "AI54"
trigger55 = command = "AI55"
trigger56 = command = "AI56"
trigger57 = command = "AI57"
trigger58 = command = "AI58"
trigger59 = command = "AI59"
trigger60 = command = "AI60"
trigger61 = command = "AI61"
trigger62 = command = "AI62"
trigger63 = command = "AI63"
trigger64 = command = "AI64"
trigger65 = command = "AI65"
trigger66 = command = "AI66"
trigger67 = command = "AI67"
trigger68 = command = "AI68"
trigger69 = command = "AI69"
trigger70 = command = "AI70"
trigger71 = command = "AI71"
trigger72 = command = "AI72"
v = 59
value = 1




;===========================================================================
; Specials
;===========================================================================
;--------------------------------| Description |----------------------------

;Crystal Hyper geiser
[State -1, Tornado X]
type = ChangeState
value = 3250
triggerall = command = "hyper_rock"
triggerall = power > 1000
trigger1 = statetype != A
trigger1 = ctrl


[state -1,maxtk]
type = changestate
value = 3000
triggerall = command = "QCF2p"
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = ctrl


;SP1
[State -1]
type = ChangeState
value = 2000
triggerall = command = "sp1"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = power >= 2000

;piedritas en el aire
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1700
triggerall = command = "pedras"
trigger1 = statetype = A
trigger1 = ctrl



;嶰楏僇儞僼乕撍偒庤乮僎乕僕儗儀儖侾乯
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = command = "paredes"
triggerall = power >= 0
trigger1 = statetype != A
trigger1 = ctrl


[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 1820
triggerall = command = "suparedes"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl



;StoneFist
[State -1, bubble]
type = ChangeState
value = 1150
triggerall = command = "fist"
trigger1 = statetype = S
trigger1 = ctrl


;hacer dar vueltas al oponente
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 2150
triggerall = command = "girar"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl


; "tele"
[State -1, charge]
type = ChangeState
value = 2300
triggerall = command = "tele"
trigger1 = statetype = S
trigger1 = ctrl


;floater
[State -1 ]
type = ChangeState
value = 6006
triggerall = command = "7"
trigger1 = statetype != A && ctrl
trigger1 = power >= 1000

;codazo
[State -1]
type = ChangeState
value = 2500
triggerall = command = "codazo1"
triggerall = statetype != A
trigger1 = statetype != C
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 210) && (MoveContact)
trigger4 = (stateno = 220) && (MoveContact)
trigger5 = (stateno = 230) && (MoveContact)
trigger6 = (stateno = 240) && (MoveContact)
trigger7 = (stateno = 250) && (MoveContact)
trigger8 = (stateno = 260) && (MoveContact)
trigger9 = (stateno = 285) && (MoveContact)
trigger10 = (stateno = 280) && (MoveContact)
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact

; desaparecer
[State -1, aumentar cosmo]
type =Changestate
value = 1300
trigger1 = command = "desaparecer"
trigger1 = statetype = S
trigger1 = ctrl


; Special1
[State -1, Special1]
type = ChangeState
value = 1500
triggerall =  command = "estacas"
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
trigger1 = (ctrl = 1) && (!IsHelper) ;&& numhelper(21360) = 0


;Carrega Cosmo
[State -1, Carica cosmo -_-]
type = ChangeState
value = 24000
triggerall = command = "cosmo"
triggerall = power < 3000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = stateno !=2401
;===========================================================================
; Basics
;===========================================================================
;---------------------------------------------------------------------------
; RunFwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = ((command = "FF") && (statetype = S) && (ctrl = 1))

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

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

;Mega block
[State -1]
type = ChangeState
value = 1400
triggerall = command = "mega_block"
triggerall = command = "holdback"
trigger1 = statetype != A
trigger1 = ctrl = 1


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

;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 230
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 220 && MoveContact

;---------------------------------------------------------------------------
; Stand Y
[State -1, Stand Y]
type = ChangeState
value = 240
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 220 && MoveContact


;---------------------------------------------------------------------------
; Stand Z
[State -1, Stand Z 2]
type = ChangeState
value = 250
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 210 && MoveContact



;---------------------------------------------------------------------------
; Stand A
[State -1, Stand A]
type = ChangeState
value = 200
triggerall = ((command = "a") && (command != "holddown"))
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 210 && MoveContact
trigger3 = StateNo = 220 && MoveContact


;---------------------------------------------------------------------------
; Stand B
[State -1, Stand B]
type = ChangeState
value = 210
triggerall = ((command = "b") && (command != "holddown"))
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 220 && MoveContact


;---------------------------------------------------------------------------
; Stand C
[State -1, Stand C]
type = ChangeState
value = 220
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && MoveContact
trigger3 = StateNo = 210 && MoveContact
;-----------------------------------------------------------
; Agachado pu駉 devil
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


; Agachado pu駉 medio
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;-----------------------------------------------------

; Agachado pu駉 fuerte
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

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


; Agachado patada devil
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


; Agachado patada medio
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl



;---------------------------------------------------------------------------
; aire pu駉 devil
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Y
; aire pu駉 medio
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; aire pu駉 fuerte
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl

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

;---------------------------------------------------------------------------
; Aire patada medio
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

; Aire patada fuerte
[State -1, Jump Strong Kick]
type = ChangeState
value = 1000
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl


; AI MOVEMENTS

[State -1, Get P2 Distance]
type = VarSet
trigger1 = P2Dist X != 0
v = 11
value = floor(P2Dist X)


;-----------------------------------
; ------ AI Standing Guard ---------
;-----------------------------------

[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = Statetype = S
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 499
value = 130

[State -1]
type = ChangeState
triggerall = (Var(30) = 59) && (StateType = S) && (Pos Y = 0) && (P2BodyDist Y <= 0)
triggerall = (P2BodyDist Y = -120) && (P2StateType != C) && (P2MoveType = A)
trigger1 = (P2BodyDist X <= 120) && (Random <= 599) && (Ctrl)
trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105])
value = 130

;-----------------------------------
; ------ AI Standing Guard ---------
;-----------------------------------
; AI Stand to Crouch Guard Transition
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = stateno = 150
trigger1 = 1
value = 152

; AI Crouching Guard
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 500
value = 131

[State -1]
type = ChangeState
triggerall = (Var(30) = 59) && (StateType != A) && (Pos Y = 0) && (P2BodyDist Y <= 0)
triggerall = (P2BodyDist Y = -50) && (P2StateType = C) && (P2MoveType = A)
trigger1 = (P2BodyDist X <= 120) && (Random <= 499) && (Ctrl)
trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105])
value = 131

;-----------------------------------
; ------- AI Aerial Guard ---------
;-----------------------------------

; AI Crouch to Stand Guard Transition
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152
value = 150

;AI Aerial Guard
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = Statetype = A
triggerall = P2Movetype = A
triggerall = ctrl = 1
trigger1 = random <= 500
value = 132

[State -1]
type = ChangeState
triggerall = (Var(30) = 59) && (StateType = A) && (Pos Y = 0)  && (P2BodyDist Y = -120)
triggerall = (StateType = A) && (P2MoveType = A)
trigger1 = ((P2BodyDist X <= 120) && (Ctrl)) || (StateNo = [140, 155])
value = 132


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

[State -1,AI ]
type = VarSet
v = 59
value = 2
triggerall = var(59) = 1
trigger1 = roundstate > 2

[State -1,recarga cosmo]
type = changestate
value = 24000
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [0, 50])
triggerall = (power <= 2999) && (prevstateno != 5120) && (p2movetype != H)
trigger1 = (P2bodydist X >= 95)

[State -1];desaparecer
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) = 1) && (statetype = A) && (ctrl)
triggerall = (random > 0) && ( random<20)
trigger1=p2bodydist x<100
trigger1=p2bodydist x>0
value = 1300

[State -1, sp1 ]
type = ChangeState
value = 1820
Triggerall = roundstate = 2
triggerall = ctrl && power >= 3000 && statetype = S && (p2statetype != L)
triggerall = (var(59) != 0)  && (ctrl) && (random = [550, 750])
trigger1 =  (P2bodydist X >= 50)

[State -1, fist ]
type = ChangeState
value = 1020
Triggerall = roundstate = 2
triggerall = ctrl && statetype = S && (p2statetype != L)
triggerall = (var(59) != 0)  && (ctrl) && (random = [150, 250])
trigger1 =  (P2bodydist X >= 30) &&(P2bodydist X <= 90)

[State -2, projetil]
type = changestate
value = 2300
Triggerall = roundstate = 2
triggerall =  (statetype = S) && (ctrl) && (random = [100, 180])
triggerall = (var(59) != 0)
trigger1 = (P2bodydist X >= 200) && (power >= 100) && (prevstateno != 5120) && (p2movetype != H)

[State -1, pedra no ar ]
type = ChangeState
value = 1700
Triggerall = roundstate = 2
triggerall = ctrl && statetype = A && (p2statetype != S)
triggerall = (var(59) != 0)  && (ctrl) && (random = [150, 200])
trigger1 =  (P2bodydist X >= 30)

[State -1, sp1 ]
type = ChangeState
value = 2000
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (p2statetype != L)
trigger1 = (p2bodydist X >= 40)&&(P2bodydist X <= 140) && (power >= 2000) && (random = [300,400])


[State -1, ]
type = ChangeState
value = 3000
Triggerall = roundstate = 2
triggerall = ctrl && power >= 3000 && statetype = S && (p2statetype != L)
triggerall = (var(59) != 0)  && (ctrl) && (random = [550, 850])
trigger1 =  (P2bodydist X >= 50)

[State -1, geyser ]
type = ChangeState
value = 3250
Triggerall = roundstate = 2
triggerall = ctrl && power >= 1000 && statetype = S && (p2statetype != S)
triggerall = (var(59) != 0)  && (ctrl) && (random = [200, 300])
trigger1 =  (P2bodydist X >= 50) &&(P2bodydist X <= 160)

[State -1, sp1 ]
type = ChangeState
value = 2150
Triggerall = roundstate = 2
triggerall = ctrl && power >= 3000 && statetype = S && (p2statetype != S)
triggerall = (var(59) != 0)  && (ctrl) && (random = [650, 860])
trigger1 =  (P2bodydist X >= 50) &&(P2bodydist X <= 100)

[State -1, sp1 ]
type = ChangeState
value = 6006
Triggerall = roundstate = 2
triggerall = ctrl && power >= 1000 && statetype = S && (p2statetype != L)
triggerall = (var(59) != 0)  && (ctrl)&& (prevstateno != 5120) && (random = [280, 350])
trigger1 =  (P2bodydist X <= 140)

;Codazo simple
[State -1]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [310, 350])
trigger1 = (P2bodydist X <= 60) && (prevstateno != 5120) && (p2movetype != H)
value = 2500

;stone fit
[State -1]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [250, 300])
trigger1 = (P2bodydist X >= 50) &&(P2bodydist X <= 90)&& (prevstateno != 5120) && (p2movetype != H)
value = 1150

;Mega Block
[State -1]
type = changestate
Triggerall = roundstate = 2
triggerall = (var(59) != 0) && (statetype = S) && (ctrl) && (random = [50, 100])
trigger1 = (P2bodydist X <= 70) && (prevstateno != 5120) && (p2movetype = A)
value = 1400
