;====================================
; Command file for Eagle
;====================================

;-| 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+y
time = 1
[Command]
name = "recovery2"
command = x+z
time = 1
[Command]
name = "recovery2"
command = y+z
time = 1
[Command]
name = "rolling"
command = a+b
time = 1
[Command]
name= "rolling"
command= a+c
time=1
[Command]
name= "rolling"
command= b+c
time=1


[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1

;-| Super Motions |---------------------------------------------------------
[Command]
name="M.Gold1"
command = ~D,DB,B,D,DB,B, x
Time = 25
[Command]
name="M.Gold2"
command = ~D,DB,B,D,DB,B, y
Time = 25
[Command]
name="M.Gold3"
command = ~D,DB,B,D,DB,B, z
Time = 25

[Command]
name = "UJ.Platinum1"
command = ~D,DF,F,D,DF,F, x
Time = 25
[Command]
name = "UJ.Platinum2"
command = ~D,DF,F,D,DF,F, y
Time = 25
[Command]
name = "UJ.Platinum3"
command = ~D,DF,F,D,DF,F, z
Time = 25
;-| Special Motions |-------------------------------------------------------
[Command]
name = "M.Black1"
command = ~D, DB, B, x
[Command]
name = "M.Black2"
command = ~D, DB, B, y
[Command]
name = "M.Black3"
command = ~D, DB, B, z

[Command]
name = "C.Blue1"
command = ~D, DF, F, x
[Command]
name = "C.Blue2"
command = ~D, DF, F, y
[Command]
name = "C.Blue3"
command = ~D, DF, F, z

[Command]
name = "O.Red1"
command = ~B, DB, D, DF, F, a
time = 18
[Command]
name = "O.Red2"
command = ~B, DB, D, DF, F, b
time = 18
[Command]
name = "O.Red3"
command = ~B, DB, D, DF, F, c
time = 18

[Command]
name = "L.White1"
command = ~D, DB, B, a
[Command]
name = "L.White2"
command = ~D, DB, B, b
[Command]
name = "L.White3"
command = ~D, DB, B, c

[Command]
name = "SA.Green1"
command = ~F, D, DF, x
[Command]
name = "SA.Green2"
command = ~F, D, DF, y
[Command]
name = "SA.Green3"
command = ~F, D, DF, z

[Command]
name = "zch"
command = x+a
[Command]
name = "zch"
command = y+b
[Command]
name = "zch"
command = z+c

;===================<OTHER>===================

[Command]
name="FF"
command=F,F
time=10
[Command]
name="BB"
command=B,B
time=10


;===================<2/3 BUTTON COMBINATION>===================
[Command]
name="recovery"
command=x+y
time=1
[Command]
name="recovery"
command=x+z
time=1
[Command]
name="recovery"
command=y+z
time=1

[Command]
name = "Fw"
command = F
time = 4

[Command]
name = "D"
command = D
time = 4

[Command]
name = "charge1"
command = /b
time = 1

[Command]
name = "charge2"
command = /y
time = 1

[Command]
name = "charge3"
command = /x
time = 1

[Command]
name = "charge3"
command = /y
time = 1

;---------------------------------------------------------------------------
;----------------------------------1 StateS---------------------------------
;---------------------------------------------------------------------------
[Statedef -1]

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

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

;---------------------------------------------------------------------------
; AI Moves
;---------------------------------------------------------------------------
[State -1, SLP/LK]
type = changestate
value = 200 + 30 * (Random < 500)
triggerall = var(0) && Statetype != A && roundstate = 2
triggerall = (p2bodydist X = [0,25]) && (p2bodydist Y = [-50,50]) && p2statetype != L
trigger1 = ctrl && random < 50
trigger2 = StateNo = 200 && AnimElem = 3, > 1 && IfElse(MoveContact, Random < 90, Random < 50)
;---------------------------------------------------------------------------
[State -1, SMP]
type = changestate
value = 210
triggerall = var(0) && Statetype != A && roundstate = 2
triggerall = (p2bodydist X = [0,50]) && (p2bodydist Y = [-50,50]) && p2statetype = S
trigger1 = ctrl && random < 50
;---------------------------------------------------------------------------
[State -1, CMP]
type = changestate
value = 410
triggerall = var(0) && Statetype = C && roundstate = 2
triggerall = (p2bodydist x = [0,40]) && (p2bodydist y = [-50,50]) && p2statetype != L && p2statetype != A
trigger1 = ctrl && random < 50
;---------------------------------------------------------------------------
[State -1, SHP]
type = changestate
value = 220
triggerall = var(0) && Statetype != A && roundstate = 2
triggerall = (p2bodydist X = [0,90]) && (p2bodydist y = [-50,50]) && p2statetype != L && p2statetype != C
trigger1 = (ctrl || StateNo = 500) && random < 50
;---------------------------------------------------------------------------
[State -1, CHP]
type = changestate
value = 420
triggerall = var(0) && Statetype != A && roundstate = 2
triggerall = (p2bodydist X = [0,80]) && (p2bodydist Y = [-120,50]) && p2statetype != L && p2statetype != C
trigger1 = (ctrl || StateNo = 500) && random < 90
;---------------------------------------------------------------------------
[State -1, SHK]
type=changestate
value=250
triggerall = var(0) && Statetype != A && roundstate = 2
triggerall = (p2bodydist X = [0,72]) && (p2bodydist y = [-30,50]) && p2statetype != L
trigger1 = ctrl && random < 50
;---------------------------------------------------------------------------
[State -1, CHK]
type = changestate
value = 450
triggerall = var(0) && Statetype != A && roundstate = 2
triggerall = (p2bodydist X= [0,90]) && (p2bodydist Y = [-50,50]) && p2statetype != L && p2statetype != A
trigger1 = (ctrl || StateNo = 500) && random < 50
;---------------------------------------------------------------------------
; Manchester Gold
[State -1, AIMG]
type = ChangeState
triggerall = Var(0) && StateType != A && RoundState = 2 && Ctrl && Power = 2000
trigger1 = EnemyNear, StateType = A && P2BodyDist X < 150 && Random < 80
trigger2 = EnemyNear, MoveType = A && EnemyNear, Vel X >= 6 && Random < 120 && P2BodyDist X = [130,220]
value = 2100
;---------------------------------------------------------------------------
; Manchester Black
[State -1, AIMB]
type = ChangeState
triggerall = Var(0) && StateType != A && RoundState = 2 && Ctrl
trigger1 = EnemyNear, StateType = A && P2BodyDist X < 150 && Random < 100
trigger2 = EnemyNear, MoveType = A && EnemyNear, Vel X >= 6 && Random < 150 && P2BodyDist X = [130,220]
value = 1000
;---------------------------------------------------------------------------
; Oxford Red
[State -1, AIOR]
type = ChangeState
trigger1 = Var(0) && StateType != A && RoundState = 2 && Ctrl
trigger1 = EnemyNear, StateType != A && P2BodyDist X < 220 && P2BodyDist X > 95 && Random < 75
value = 1100
;---------------------------------------------------------------------------
; AI Canterbury Blue
[State -1, AICB]
type = ChangeState
trigger1 = Var(0) && StateType != A && RoundState = 2 && Ctrl
trigger1 = EnemyNear, MoveType = A && P2BodyDist X < 90 && Random < 100
value = 1400
;---------------------------------------------------------------------------
 [State -1, Haha!]
type = ChangeState
trigger1 = var(0) && ctrl && StateType = S
trigger1 = MoveType = I && P2MoveType = H && NumEnemy = 1
trigger1 = Enemy,GetHitVar(HitTime) > 60
trigger1 = PrevStateNo != 195 && Random < 99
value = 195
;---------------------------------------------------------------------------
; Super Moves
;---------------------------------------------------------------------------
; Union Jack Platinum
[State -1, UJP]
type = ChangeState
triggerall = Statetype != A && Power >= 1000
triggerall = Roundstate = 2
triggerall = Command = "UJ.Platinum1" || Command = "UJ.Platinum2" || Command = "UJ.Platinum3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && StateNo != 210 && StateNo = [200,260]
trigger4 = MoveContact && StateNo != 210 && StateNo = [400,460]
trigger5 = Movecontact && (StateNo = 210 || StateNo = 410) && AnimElem = 5, < 0
trigger6 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger7 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
;trigger8 = MoveContact && StateNo = [1000,1600]
value = 2000
;---------------------------------------------------------------------------
; Manchester Gold
[State -1, MG]
type = ChangeState
triggerall = Statetype != A && Power >= 1000
triggerall = Roundstate = 2
triggerall = Command = "M.Gold1" || Command = "M.Gold2" || Command = "M.Gold3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && StateNo != 210 && StateNo = [200,260]
trigger4 = MoveContact && StateNo != 210 && StateNo = [400,460]
trigger5 = Movecontact && (StateNo = 210 || StateNo = 410) && AnimElem = 5, < 0
trigger6 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger7 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
;trigger8 = MoveContact && StateNo = [1000,1600]
value = 2100
;---------------------------------------------------------------------------
; Special Moves
;---------------------------------------------------------------------------
; Manchester Black
[State -1, MB]
type = ChangeState
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = Command = "M.Black1" || Command = "M.Black2" || Command = "M.Black3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && (StateNo = 210 || StateNo = 410) && AnimElemNo(0) < 5
trigger4 = MoveContact && StateNo = 240
trigger5 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger6 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
value = 1000
;---------------------------------------------------------------------------
; Oxford Red
[State -1, OR]
type = ChangeState
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = Command = "O.Red1" || Command = "O.Red2" || Command = "O.Red3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && (StateNo = 210 || StateNo = 410) && AnimElemNo(0) < 5
trigger4 = MoveContact && StateNo = 240
trigger5 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger6 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
value = 1100
;---------------------------------------------------------------------------
; Liverpool White
[State -1, LW]
type = ChangeState
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = Command = "L.White1" || Command = "L.White2" || Command = "L.White3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && (StateNo = 210 || StateNo = 410) && AnimElemNo(0) < 5
trigger4 = MoveContact && StateNo = 240
trigger5 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger6 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
value = 1200
;---------------------------------------------------------------------------
; Saint Andrews Green
[State -1, SAG]
type = ChangeState
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = Command = "SA.Green1" || Command = "SA.Green2" || Command = "SA.Green3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && (StateNo = 210 || StateNo = 410) && AnimElemNo(0) < 5
trigger4 = MoveContact && StateNo = 240
trigger5 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger6 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
value = 1300
;---------------------------------------------------------------------------
; Canterbury Blue
[State -1, CB]
type = ChangeState
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = Command = "C.Blue1" || Command = "C.Blue2" || Command = "C.Blue3"
trigger1 = Ctrl
trigger2 = StateNo = 100
trigger3 = MoveContact && (StateNo = 210 || StateNo = 410) && AnimElemNo(0) < 5
trigger4 = MoveContact && StateNo = 240
trigger5 = Stateno = 5120 && Time = [4, 9] ;Reversal
trigger6 = Stateno = 151 || Stateno = 153 && Time = [3, 10] ;Block Reversal
value = 1400
;---------------------------------------------------------------------------
[State -1, zerocounter]
type=changestate
value = 750
triggerall = Command = "zch"
triggerall = P2Dist x > 0 && power >= 750
trigger1 = StateNo = [150,153]
;---------------------------------------------------------------------------
;Throw - Eagle Beatdown
[State -1, Eagle Beatdown]
type = ChangeState
value = 900
triggerall = Roundstate = 2
triggerall = command = "rolling" && (command = "holdfwd" || command = "holdback")
trigger1 = Statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw - Eagle Noogie
[State -1, Eagle Noogie]
type = ChangeState
value = 901
triggerall = Roundstate = 2
triggerall = command = "recovery2" && (command = "holdfwd" || command = "holdback")
trigger1 = Statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; light punch
[State -1,lp2]
type = ChangeState
value = 200
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "x" && command != "holddown"
trigger1 = ctrl
trigger2 = StateNo = 100
trigger3 = StateNo = 400 && AnimElem = 3, > 1
trigger4 = StateNo = 200 && AnimElem = 3, >= 1
;---------------------------------------------------------------------------
; medium punch
[State -1,mp]
type = ChangeState
value = 210
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "y" && command != "holddown"
trigger1 = ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; close heavy punch
[State -1,hp1]
type = ChangeState
value = 225
triggerall = Statetype != A && p2BodyDist X < 30
triggerall = Roundstate = 2
triggerall = command = "z" && command != "holddown"
trigger1 = ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; heavy punch
[State -1,hp2]
type = ChangeState
value = 220
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "z" && command != "holddown"
trigger1 = ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; light kick
[State -1,lk2]
type = ChangeState
value = 230
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "a" && command != "holddown"
trigger1 = ctrl
trigger2 = StateNo = 100
trigger3 = StateNo = 200
trigger3 = AnimElem = 3, >= 2
;---------------------------------------------------------------------------
; medium kick
[State -1,mk2]
type = ChangeState
value = 240
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "b" && command != "holddown"
trigger1 = Statetype = S && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; close heavy kick
[State -1,hk3]
type = ChangeState
value = 255
triggerall = Statetype != A && P2BodyDist X < 20
triggerall = Roundstate = 2
triggerall = command = "c" && command != "holddown"
trigger1 = Statetype = S && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; heavy kick
[State -1,hk3]
type = ChangeState
value = 250
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "c" && command != "holddown"
trigger1 = Statetype = S && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; crouch light punch
[State -1,clp]
type = ChangeState
value = 400
triggerall = command = "x" && command = "holddown"
triggerall = Roundstate = 2
trigger1 = Statetype = C && ctrl
trigger2 = StateNo = 100
trigger3 = StateNo = 400 && AnimElem = 3, > 1
trigger4 = StateNo = 200 && AnimElem = 3, >= 2
;---------------------------------------------------------------------------
; crouch medium punch
[State -1,cmp]
type = ChangeState
value = 410
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "y" && command = "holddown"
trigger1 = Statetype = C && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; crouch heavy punch
[State -1,chp]
type = ChangeState
value = 420
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "z" && command = "holddown"
trigger1 = Statetype = C && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; crouch light kick
[State -1,clk]
type = ChangeState
value = 430
triggerall = command = "a" && command = "holddown"
triggerall = Statetype != A
triggerall = Roundstate = 2
trigger1 = Statetype = C && ctrl
trigger2 = StateNo = 100
trigger3 = StateNo = 400 && AnimElem = 3, >= 1
;---------------------------------------------------------------------------
; crouch medium kick
[State -1,cmk]
type = ChangeState
value = 440
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "b" && command = "holddown"
trigger1 = Statetype = C && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; crouch heavy kick
[State -1,chk]
type = ChangeState
value = 450
triggerall = Statetype != A
triggerall = Roundstate = 2
triggerall = command = "c" && command = "holddown"
trigger1 = Statetype = C && ctrl
trigger2 = StateNo = 100
;---------------------------------------------------------------------------
; air light punch
[State -1,alp]
type = ChangeState
value = 600
triggerall = Roundstate = 2
triggerall = command = "x"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; air medium punch
[State -1,amp]
type = ChangeState
value = 610
triggerall = Roundstate = 2
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; air heavy punch
[State -1,ahp]
type = ChangeState
value = 620
triggerall = Roundstate = 2
triggerall = command = "z"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; air light kick
[State -1,alk]
type = ChangeState
value = 630
triggerall = Roundstate = 2
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; air medium kick
[State -1,amk]
type = ChangeState
value = 640
triggerall = Roundstate = 2
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; air heavy kick
[State -1,ahk]
type = ChangeState
value = 650
triggerall = Roundstate = 2
triggerall = command = "c"
trigger1 = Statetype = A && ctrl
;---------------------------------------------------------------------------
; taunt
[State -1,t]
type = ChangeState
value = 195
triggerall = (command = "start")||(Var(58)&&p2life&&p2Statetype=L&&Random<320)
triggerall = StateNo != 310
trigger1 = Statetype != A && ctrl
trigger2 = (StateNo = 3006 || StateNo = 3026 || StateNo =3025) && HitCount
trigger3 = StateNo = [200,450]
trigger3 = movecontact 
trigger4 = StateNo = 3051 && animelem <= 34
trigger5 = StateNo = 860 && Time >= 5
;---------------------------------------------------------------------------
; run
[State -1,run]
type = ChangeState
value = 103
triggerall = Roundstate = 2
trigger1 = command = "FF"
trigger1 = Statetype = S && ctrl
;---------------------------------------------------------------------------
; backdash
[State -1,hop]
type = ChangeState
value = 105
triggerall = Roundstate = 2
trigger1 = command = "BB"
trigger1 = Statetype = S && ctrl

;===========================================================================
; AI section
;===========================================================================

[State -1, grounddefend]
type = ChangeState
value=ifelse((enemynear,Statetype=C),131,130)
trigger1=Var(59)&&Statetype!=A&&roundState=2&&ctrl&&inguardDist
trigger1=(StateNo!=[700,701])&&vel y>0
trigger1=(enemynear,hitdefattr!=SCA,AT)
persistent=1

[State -1, airdefend]
type=ChangeState
value=132
trigger1=Var(59)&&Statetype=A&&roundState=2&&ctrl&&inguardDist
trigger1=(StateNo!=[700,701])&&vel y>0
trigger1=(enemynear,hitdefattr!=SCA,AT)
persistent=1

[State -1, backdash]
type=ChangeState
value=ifelse(backedgebodyDist<50,220,105)
triggerall=Var(0)&&Statetype!=A&&roundState=2&&ctrl&&(StateNo!=[700,701])&&Random<200
trigger1=enemynear,movetype=A&&p2bodyDist x<90
persistent=1

[State -1, run/dash]
type=ChangeState
value=103
triggerall=Var(0)&&Statetype=S&&roundState=2&&ctrl&&(StateNo!=[700,701])&&Random<200
trigger1=(StateNo!=[100,105])&&enemynear,movetype!=A&&p2bodyDist x>120
persistent=1

[State -1, jump]
type=ChangeState
value=40
triggerall=Var(0)&&Statetype!=A&&roundState=2&&ctrl&&Random<300
trigger1=ctrl&&p2bodyDist x>160&&p2Dist y<-100
persistent=1

[State -1, zerocounter]
type=ChangeState
value=750
trigger1=Var(0)&&roundState=2&&power>=750&&life<500&&Random<10
trigger1=(p2Dist x=[0,90])&&StateNo=150||StateNo=152
persistent=1

[State -1, airrecover]
type=ChangeState
value=ifelse((pos y>=-20),5200,5210)
triggerall=Var(0)&&roundState=2&&StateNo=5050
trigger1=vel y>-1&&alive&&canrecover&&Random<90

[State -1, recoveryroll]
type = ChangeState
trigger1 = StateNo = 5050 && vel y > -1 && alive
trigger1 = Var(0) && pos y >= -30 && Random < 150
value = 7007

[State -1, taunt]
type = ChangeState
value = 195
triggerall = Var(0) && roundState = 2 && Statetype != A && fVar(11) <= .16
trigger1 =p2Dist x>160 && (enemynear,vel y > 0) && ctrl && Random < 350
trigger1 = !(enemynear,ctrl) && (enemynear,movetype = H)

