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

[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
;-| Supers |---------------------------------------------------------
[Command]
name = "Destruction"
command = ~D, DF, F, D, DF, F, a+b
time = 35

[Command]
name = "Fuse Starter"
command = ~D, DB, B, DB, D, DF, F, a
time = 35

[Command]
name = "Raging Flame"
command = ~D, DF, F, D, DB, B, a
time = 35

;-| Special Attacks |---------------------------------------------------------
[Command]
name = "Self-Destruct"
command = ~F, DF, D, DB, B, a

[Command]
name = "Self-Destruct"
command = ~F, DF, D, DB, B, b

[Command]
name = "Air Strike"
command = ~F, D, DF, a

[Command]
name = "Air Strike"
command = ~F, D, DF, b

[Command]
name = "EX Air Strike"
command = ~F, D, DF, a+b

[Command]
name = "Bombs Away"
command = ~B, D, DB, a

[Command]
name = "Bombs Away"
command = ~B, D, DB, b

[Command]
name = "EX Bombs Away"
command = ~B, D, DB, a+b

[Command]
name = "EX Bombs Away"
command = ~B, D, DB, a+b

[Command]
name = "Bomb Lay"
command = ~D, DF, F, a

[Command]
name = "Bomb Lay"
command = ~D, DF, F, b

[Command]
name = "Remote Bomb"
command = ~D, DF, F, a+b

[Command]
name = "Remote Bomb"
command = ~D, DF, F, a+b


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

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

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

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

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

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

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

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

[Command]
name = "holdbackup";Required (do not remove)
command = /$UB
time = 1
;-| Tap Dir |--------------------------------------------------------------
[Command]
name = "up"
command = U
time = 1

[Command]
name = "upfwd" ;Required (do not remove)
command = F
time = 1

[Command]
name = "fwd";Required (do not remove)
command = F
time = 1

[Command]
name = "downfwd";Required (do not remove)
command = F
time = 1

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

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

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

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

[Command]
name = "dfwd"
command = DF
time = 1
     
[Command]
name = "dback"
command = DB
time = 1
     
[Command]
name = "ufwd"
command = UF
time = 1
     
[Command]
name = "uback"
command = UB
time = 1
;-| Hold Button |----------------------------------------------------------

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

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

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

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

[Command]
name = "holdab"
command = /a+b
time = 1

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

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

[Command]
name = "holdstart"
command = /s
time = 1
;-| Release Button |---------------------------------------------------------
[Command]
name = "rela"
command = ~a
time = 1

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

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

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

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

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

[Command]
name = "relstart"
command = ~s
time = 1

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

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

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

[Command]
name = "taunt" ;Required (do not remove)
command = a+b+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

; ----------------------------------------------------------------
;    -------- Uno Tag System v.2.5 Command definitions --------
; ----------------------------------------------------------------
;
; Uno Tag System ver.2.5 by UnoShe.
; - PLEASE GIVE CREDIT IF MODIFYING THIS..

[Command]
name = "aHsoNn"
command = ~D, D, D, c+z
time = 25

[Command]
name = "sheoun"
command = c+b
time = 1

[Command]
name = "palit"
command = c+a
time = 1

[Command]
name = "start2"
command = c
time = 1
[Statedef -1]
;---------------------------------------------------------------------------
;==============================================================================================
;===================================<DIRECTIONAL COMMANDS>=====================================
;==============================================================================================

;==============================================================================================
;These are required for the system to function; they are active whenever the specified direction
;is currently being input, and disappear as soon as they are released (via a series of RemoveExplods
;at the bottom of the Buffering system code block). They are used by the system to detect directional
;releases, but can also be used outside of the Buffering system code block to detect when a specific
;direction is being input or held down.
;==============================================================================================

[State -1, Release Down Detector]
type = Explod
;make sure explod doesn't already exist
triggerAll = !NumExplod(90000002)
;check to make sure Helper exists, and that the entity running this code isn't the helper, and that
;the AI isn't active. Only a human player should be making explods!
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;If either of these explods exist, then down/up inputs have been reversed (this is usually caused
;by an attack of some sort, such as Thanos's Mind Gem super). We can easily flip left/right commands,
;but for down/up inputs, we must have two sets of triggers. This is the first set, which only activate
;if the explods don't exist, so we can just check the inputs normally.
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
;explod will be created if down is input
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;no other directions may be input, otherwise it wouldn't be a down input!
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;These sets of triggers, however, only are used if one of the direction input reversal explods exist.
;We treat "down" inputs as "up", and vice-versa; "down-right" is treated as "up-right", and so on.
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000002
;these explods are only removed via a RemoveExplod, so their RemoveTime is set to -1 (aka infinite)
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Down-Right Detector]
type = Explod
triggerAll = !NumExplod(90000003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000003
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Right Detector]
type = Explod
triggerAll = !NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000006
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Up-Right Detector]
type = Explod
triggerAll = !NumExplod(90000009)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000009
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Up Detector]
type = Explod
triggerAll = !NumExplod(90000008)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000008
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Up-Left Detector]
type = Explod
triggerAll = !NumExplod(90000007)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000007
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Left Detector]
type = Explod
triggerAll = !NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000004
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Down-Left Detector]
type = Explod
triggerAll = !NumExplod(90000001)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000001
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1



;==============================================================================================
;==========================================<BUTTONS>===========================================
;==============================================================================================

[State -1, Press x]
type = Explod
;if there already exists a "press x" explod, and the player is in HitPauseTime, then we don't need another!
trigger1 = !HitPauseTime || !NumExplod(90000200)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 1
ID = 90000200
;the removeTime, pauseMoveTime, and superMoveTime all must be the same value. This represents the
;amount of time (in ticks) that this individual input is "active"; in other words, it's the window
;of time the player has to input the next input in sequence (or if it's the final input of a command,
;the amount of time that command will last, if the character cannot currently perform the move in
;question). We use "10" as the default value for most directional inputs, because it's generally the
;standard amount of time for most games
;We use "3" for button inputs, which is what many modern games use, but there's a lot of variance
;there.

;We also include " + ifElse(HitPauseTime, HitPauseTime - 1, 0)" to the RemoveTime/PauseMoveTime/SuperMoveTime
;in order to keep the command alive during hit pause. This goes on all button press commands, as well as
;the final directional input of any system, special, or super command.
;For more information on what the removeTime (and pauseMoveTime, et. al.) represents, see the comments for
;the "Right, Right" command
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000210)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "y"
anim = 1
ID = 90000210
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000220)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z"
anim = 1
ID = 90000220
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000230)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a"
anim = 1
ID = 90000230
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000240)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "b"
anim = 1
ID = 90000240
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000250)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "c"
anim = 1
ID = 90000250
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000195)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "start"
anim = 1
ID = 90000195
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;These explods are used to detect button releases, much in the same way that the directional
;detectors work. These are required for the system, but it's easier to use MUGEN's standard
;"holda" / "holdx" / etc. for situations where you need to detect a held button input, rather than
;making use of these like you would the release direction detectors.
;==============================================================================================
[State -1, Release x Detector]
type = Explod
triggerAll = !NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x" || Helper(90000005), command = "holdx"
anim = 1
ID = 90000201
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release y Detector]
type = Explod
triggerAll = !NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "y" || Helper(90000005), command = "holdy"
anim = 1
ID = 90000211
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release z Detector]
type = Explod
triggerAll = !NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z" || Helper(90000005), command = "holdz"
anim = 1
ID = 90000221
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release a Detector]
type = Explod
triggerAll = !NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a" || Helper(90000005), command = "holda"
anim = 1
ID = 90000231
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release b Detector]
type = Explod
triggerAll = !NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "b" || Helper(90000005), command = "holdb"
anim = 1
ID = 90000241
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release c Detector]
type = Explod
triggerAll = !NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "c" || Helper(90000005), command = "holdc"
anim = 1
ID = 90000251
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release start Detector]
type = Explod
triggerAll = !NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "start"
anim = 1
ID = 90000194
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1



;==============================================================================================
;Take note of the RemoveTimes on these: release button inputs don't persist through hitpause!
;==============================================================================================

[State -1, Release x]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000205)
triggerAll = NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx"
anim = 1
ID = 90000205
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000215)
triggerAll = NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy"
anim = 1
ID = 90000215
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000225)
triggerAll = NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz"
anim = 1
ID = 90000225
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000235)
triggerAll = NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda"
anim = 1
ID = 90000235
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000245)
triggerAll = NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb"
anim = 1
ID = 90000245
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000255)
triggerAll = NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc"
anim = 1
ID = 90000255
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000196)
triggerAll = NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart"
anim = 1
ID = 90000196
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;==============================================================================================
;=============================<DIRECTIONAL INPUTS (3 TICK BUFFER)>=============================
;==============================================================================================

;==============================================================================================
;These activate whenever the direction in question is input, and persist for three ticks. Useful
;if you need to use only a single directional input, but also want it to last longer than one tick.
;==============================================================================================

;======================================<DOWN (3 TICKS)>========================================
[State -1, Down (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90000012
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;===================================<DOWN-RIGHT (3 TICKS)>=====================================
[State -1, Down-Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90000013
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;======================================<RIGHT (3 TICKS)>=======================================
[State -1, Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90000016
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;=====================================<UP-RIGHT (3 TICKS)>=====================================
[State -1, Up-Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 1
ID = 90000019
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;========================================<UP (3 TICKS)>========================================
[State -1, Up (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back"
anim = 1
ID = 90000018
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;=====================================<UP-LEFT (3 TICKS)>======================================
[State -1, Up-Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
anim = 1
ID = 90000017
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;=======================================<LEFT 3 TICKS>=========================================
[State -1, Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90000014
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;====================================<DOWN-LEFT 3 TICKS>=======================================
[State -1, Down-Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90000011
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;==============================================================================================
;=====================<DIRECTIONAL INPUTS (3 TICK BUFFER + HITPAUSE TIME)>=====================
;==============================================================================================

;==============================================================================================
;These are almost identical to the explods directly above this, except these will persist through
;a HitPause, and will only activate if the direction in question is being either held or input on
;the same tick that any button is input. These can be used to replicate the command behavior of Capcom
;games for crouching and command normal moves. For more information, please see [INSERT LINK].
;==============================================================================================

;==============================<DOWN (3 TICKS + HITPAUSE TIME)>================================
[State -1, Down (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdfwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdfwd"
anim = 1
ID = 90000022
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1




;===========================<DOWN-RIGHT (3 TICKS + HITPAUSE TIME)>=============================
[State -1, Down-Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000023
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================<RIGHT (3 TICKS + HITPAUSE TIME)>===============================
[State -1, Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000026
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=============================<UP-RIGHT (3 TICKS + HITPAUSE TIME)>=============================
[State -1, Up-Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000029
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;================================<UP (3 TICKS + HITPAUSE TIME)>================================
[State -1, Up (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdback"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdback"
anim = 1
ID = 90000028
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=============================<UP-LEFT (3 TICKS + HITPAUSE TIME)>==============================
[State -1, Up-Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000027
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;===============================<LEFT 3 TICKS + HITPAUSE TIME>=================================
[State -1, Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = (Helper(90000005), command = "back" || Helper(90000005), command = "holdback") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000024
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;============================<DOWN-LEFT 3 TICKS + HITPAUSE TIME>===============================
[State -1, Down-Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000021
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1


;==============================================================================================
;Reminder: because this system is based on absolute directions (left/right) instead of relative
;directions (forward/backward), all commands must have a mirrored command as well (unless they are
;performed solely with up and/or down!) In other words, two different versions of each individual
;command must be defined in this system: one assuming the character is facing the right, and one
;for the left.
;==============================================================================================

;==============================================================================================
;================================<FORWARD, FORWARD/BACK, BACK>=================================
;==============================================================================================

;==============================================================================================
;Dash/run commands in SNK typically have release directions as their first inputs. In other words,
;in most SNK games, you can dash/run by holding forward or back for however long you like, and then
;quickly releasing the stick and returning to neutral, then quickly inputting forward/back again.
;In most Capcom games, this will not work. We have the dash/run commands in this system set up to
;follow Capcom's example.

;Different games have different input windows for dash commands. KOF gives you a 7 tick window between
;each the first and second forward/back commands, and the final input has a buffer time of 3 ticks.
;CPS2 Capcom games (under the normal speed setting) have an input window of 7 ticks for the consecutive
;forward/back commands, and the final input has a buffer time of 2 ticks. In SFIII, both the input
;window and the buffer time is 7 ticks. The default values in this system are 10 for the input window
;and 3 for the buffer time, to match up with the other commands (but feel free to change those values
;to suit your personal preference!)
;==============================================================================================

;=======================================<RIGHT, RIGHT>=========================================
[State -1, R, R: 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, R: Neutral]
type = Explod
triggerAll = NumExplod(90000006) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;make sure no directional input is being performed
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90001005
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;We remove the neutral explod if any non-right input is detected, or if the 1st right explod does not exist
;in most Capcom games, a dash command will be cancelled mid-input if any direction other than forward/back
;and neutral are input. But SNK games give you more leeway: as long as you have inputting forward/back, and
;have returned the stick to neutral, you can input any other directional command and still get a dash as long
;as you input another forward/back command. If you want to replicate this behavior, simply delete the first trigger
;of this RemoveExplod sctrl (you will still need the second trigger, though).
[State -1, Remove R, R: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000004) || NumExplod(90000001)
trigger2 = !NumExplod(90001006)
ID = 90001005
ignoreHitPause = 1

[State -1, R, R: 2nd Right]
type = Explod
;we check to see if the user has input right recently, and has returned the stick to neutral
triggerAll = NumExplod(90001005) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001016
;see the button explods above for an explanation of this ifElse statement. This statement only goes on the final
;input of any command, and should not go anywhere else in the command!
;We also are using a non-standard removeTime for this input, as dash commands in most games are only active
;for a short period of time (around 1-3 ticks).
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, R, R: 2nd Right (10 ticks)]
type = Explod
;this one is used for Kung Fu Knee
triggerAll = NumExplod(90001005) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001026
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;Now for the reversed command:
;==============================================================================================

;=======================================<LEFT, LEFT>=========================================
[State -1, L, L: 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001054
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, L: Neutral]
type = Explod
triggerAll = NumExplod(90000004) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90001055
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, Remove L, L: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000001)
trigger2 = !NumExplod(90001054)
ID = 90001055
ignoreHitPause = 1

[State -1, L, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90001055) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001064
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, L, L: 2nd Left (10 ticks)]
type = Explod
triggerAll = NumExplod(90001055) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001074
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

;==============================================================================================
;===============================<QUARTER CIRCLE FORWARD/BACK>==================================
;==============================================================================================

;==============================================================================================
;The vast majority of all commands in fighting games allow the first input of any command to be
;a release input, so that you're allowed to hold the direction that the command starts with for
;however long you want, then input the rest of the command, and still get the move. This is why
;in MUGEN, people typically write all their character's commands as starting with a release input;
;however, things are a bit more complicated outside of MUGEN (and thus, more complicated in this
;buffer too). In most games, the window of time a player has to input the next command in sequence
;after performing a release input is shorter than the window of time they have to input the next
;command after a press input. For example, in Street Fighter III, if you want to perform a quarter-
;circle forward motion, and you press (or hold) the "down" direction, you will have 10 ticks to
;input "down-forward" and continue the command. But if instead you were to hold the "down" direction
;down for a few seconds before releasing it, you will have only 5 ticks to input "down-forward" to
;continue entering the command.

;The way this is translated to the EXPLODsive Buffering system is this: we have two separate explods
;for the first input of every command that uses a release directional input. One explod is created
;whenever the first input is entered, and has a RemoveTime of 10 (which is the same amount of time
;that most other directional explods use in this system); one other explod is also created whenever
;the direction of the first input is released: this has a RemoveTime of 5, which is generally what
;commercial fighting games use.

;Do note that not every game gives players the same input windows for every single command: for
;example, in Street Fighter Alpha 3 (on normal speed), press directional inputs all have a 10 tick
;input window, but the input window for the release directional input in a quarter-circle motion is
;6, while the input window for the release directional input in a forward, down, down-forward motion
;is only 4! There's a whole bunch of variance here, sometimes in the same game, and so it's best to check
;the source game of the character you're making (if applicable) to try and get an idea of what RemoveTime
;will be best for each of your commands.
;==============================================================================================

;================================<DOWN, DOWN-RIGHT, RIGHT>=====================================

;Since this is the press directional input for the first input, it has a RemoveTime of 10
[State -1, D, DR, R: Press Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;And since this is the release directional input for the first input, it has a RemoveTime of only 5!
[State -1, D, DR, R: Release Down]
type = Explod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
anim = 1
ID = 90010052
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, D, DR, R: Down-Right]
type = Explod
;Remember, we have to check to see if either the "press down" or "release down" explods exist!
triggerAll = NumExplod(90010002) || NumExplod(90010052)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010006
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=================================<DOWN, DOWN-LEFT, LEFT>======================================
[State -1, D, DL, L: Press Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L: Release Down]
type = Explod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
anim = 1
ID = 90010152
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90010102) || NumExplod(90010152)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010104
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===========================<DOUBLE QUARTER CIRCLE FORWARD/BACK>===============================
;==============================================================================================

;==============================================================================================
;This command is mostly identical to the QCF/QCB commands, but with different ID's; there are some
;important differences, however. Instead of repeating the entire first QCF/QCB command, we just
;(mostly) use the ones we already defined above!

;We do repeat the forward/backward input from the first QCF/QCB, though. This is because the final
;explod of the QCF/QCB command will persist through hitpause, which is not true for the QCFx2
;command: otherwise, you'd be able to input a QCF during a long hitpause, wait for the hitpause to
;end, and then input another QCF and still get a QCFx2 motion, and that's not how things are supposed
;to work!

;Also, do note that Capcom games use a command shortcut for QCFx2/QCBx2 motions; a D, DF, F, D, DF
;will work just as well as a D, DF, F, D, DF, F motion; if you want to replicate this behavior, all
;you have to do is check to see if either the repsective "DF/DB" or the "F/B" explods exist in the
;triggers for that move's ChangeState.
;==============================================================================================

;===========================<DOUBLE DOWN, DOWN-RIGHT, RIGHT>===============================
;this is almost identical to the D, DR, R: Right explod; the only difference is that it has a
;RemoveTime of 10 (with no additional ifElse statements), because it shouldn't persist through hitpause!
[State -1, D, DR, R, D, DR, R: 1st Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030006
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1

[State -1, D, DR, R, D, DR, R: 2nd Down]
type = Explod
triggerAll = NumExplod(90030006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90030002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, D, DR, R: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90030003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90030003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030016
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1


;===========================<DOUBLE DOWN, DOWN-LEFT, LEFT>===============================
[State -1, D, DL, L, D, DL, L: 1st Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030104
removeTime = 18
pauseMoveTime = 18
superMoveTime = 18
ignoreHitPause = 1

[State -1, D, DL, L, D, DL, L: 2nd Down]
type = Explod
triggerAll = NumExplod(90030104)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90030102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, D, DL, L: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90030101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90030101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030114
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, HALF CIRCLE BACK/QUARTER CIRCLE BACK, HALF CIRCLE FORWARD>======
;==============================================================================================

;==============================================================================================
;This is a command used mostly by SNK, and it has a few quirks compared to how Capcom approaches
;commands. For half-circle motions, SNK only checks for the cardinal inputs (i.e., the non-diagonal
;directions) to see if the user has successfully complated the move, and gives those cardinal inputs
;an extra-long input window (in KOF '98, for example, it's 16, compared to the 10 tick input window for
;normal commands) to compensate for the loss of the diagonal inputs.

;For the default EXPLODsive Buffering system, however, we have opted to allow diagonal inputs in
;these SNK-style half-circle commands, but to make them optional (because, to be quite honest, ignoring
;diagonal inputs entirely is pretty dumb!). What this ends up looking like is that the command can be
;completed only using cardinal inputs, but any diagonal inputs will still be cheked: any diagonal
;input will keep the command "alive" even if the cardinal input preceeding it has exhausted its input
;window.

;The way that translates to this explod system is that (for half-circle motions) we allow the user
;to skip the diagonal inputs: the "down" explod in a HCF command could be created if the "back"
;explod exists, e.g., instead of requiring the "down-back" explod to exist. However, we must also
;allow the "back" explod to be created if the "down-back" explod exists: this makes it so the diagonal
;inputs aren't just a waste of time; they will keep the command alive even if the previous cardinal
;direction explod has expired, which is exactly the same behavior that KOF has.

;To replicate the same behavior that SNK games use, simply delete the diagonal input explods, and increase
;the RemoveTime on each of the cardinal input explods.

;A final note: as with the QCFx2/QCBx2 commands, we use the parts of the earlier QCF/QCB command block
;instead of just repeating that code.
;==============================================================================================

;===============<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>===================
[State -1, D, DR, R, DR, D, DL, L: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032206
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032206)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90032203) || NumExplod(90032206)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90032202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90032201) || NumExplod(90032202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032204
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>===================
[State -1, D, DL, L, DL, D, DR, R: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032304
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032304)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90032301) || NumExplod(90032304)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032303
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90032303) || NumExplod(90032302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032306
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

;==============================================================================================
;====================<FORWARD, DOWN, DOWN-FORWARD/BACK, DOWN, DOWN-BACK>=======================
;==============================================================================================

;==============================================================================================
;Nothing special here, just the standard dragon punch motion!
;==============================================================================================

;================================<RIGHT, DOWN, DOWN-RIGHT>=====================================
[State -1, R, D, DR: Press Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, D, DR: Release Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, D, DR: Down]
type = Explod
triggerAll = NumExplod(90010206) || NumExplod(90010256)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, D, DR: Down-Right]
type = Explod
triggerAll = NumExplod(90010202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010203
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=================================<LEFT, DOWN, DOWN-LEFT>======================================
[State -1, L, D, DL: Press Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, D, DL: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, D, DL: Down]
type = Explod
triggerAll = NumExplod(90010304) || NumExplod(90010354)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, D, DL: Down-Left]
type = Explod
triggerAll = NumExplod(90010302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010301
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;=================================<HALF CIRCLE FORWARD/BACK>===================================
;==============================================================================================

;==============================================================================================
;As mentioned earlier, SNK games have command shortcuts for half-circle moves, allowing the user
;to only input cardinal directions and still complete the command. We have opted to use Capcom's
;method for the standard half circle comands here, but these can very easily be modified to use
;the SNK method!
;==============================================================================================

;========================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>============================
[State -1, L, DL, D, DR, R: Press Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010454
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90010404) || NumExplod(90010454)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90010401)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90010402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90010403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010406
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;========================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L: Press Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1


[State -1, R, DR, D, DL, L: Release Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010556
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90010506) || NumExplod(90010556)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90010503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90010502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010504
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

;==============================================================================================
;===============================<REMOVE DIRECTIONAL DETECTORS>=================================
;==============================================================================================

;==============================================================================================
;This block of RemoveExplods gets rid of any active release detector explods; if the direction in
;question isn't currently being input, or if the direction is being input but other directions are
;also being input, then the detector explod is removed, having served its purpose as a detector.
;This must go at the very bottom of the entire EXPLODsive Buffering system code!
;==============================================================================================

[State -1, Remove Down Detector]
type = RemoveExplod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000002
ignoreHitPause = 1

[State -1, Remove Down-Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000003
ignoreHitPause = 1

[State -1, Remove Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000006
ignoreHitPause = 1

[State -1, Remove Up-Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000009)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000009
ignoreHitPause = 1

[State -1, Remove Up Detector]
type = RemoveExplod
triggerAll = NumExplod(90000008)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000008
ignoreHitPause = 1

[State -1, Remove Up-Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000007)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000007
ignoreHitPause = 1

[State -1, Remove Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000004
ignoreHitPause = 1

[State -1, Remove Down-Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000001)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger2 = !NumExplod(92828282) && !NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = NumExplod(92828282) || NumExplod(92468246)
trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger4 = NumExplod(92828282) || NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000001
ignoreHitPause = 1



;==============================================================================================
;==============================<REMOVE RELEASE BUTTON DETECTORS>===============================
;==============================================================================================

;==============================================================================================
;Same principle here as with the directional release detector explods.
;==============================================================================================

[State -1, Remove x Detector]
type = RemoveExplod
triggerAll = NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx"
ID = 90000201
ignoreHitPause = 1

[State -1, Remove y Detector]
type = RemoveExplod
triggerAll = NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy"
ID = 90000211
ignoreHitPause = 1

[State -1, Remove z Detector]
type = RemoveExplod
triggerAll = NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz"
ID = 90000221
ignoreHitPause = 1

[State -1, Remove a Detector]
type = RemoveExplod
triggerAll = NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda"
ID = 90000231
ignoreHitPause = 1

[State -1, Remove b Detector]
type = RemoveExplod
triggerAll = NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb"
ID = 90000241
ignoreHitPause = 1

[State -1, Remove c Detector]
type = RemoveExplod
triggerAll = NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc"
ID = 90000251
ignoreHitPause = 1

[State -1, Remove start Detector]
type = RemoveExplod
triggerAll = NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart"
ID = 90000194
ignoreHitPause = 1


;==============================================================================================
;==========================================<GUARDING>==========================================
;==============================================================================================

;==============================================================================================
;Here, we override the MUGEN's default guard system when the character is airborne, and add our
;own triggers. This will ensure that the player can always block as long as they are holding a
;direction away from the opponent. This block of code also adds "chicken guarding", which is allowing
;the player to air guard by holding not only back, but down-back and up-back.

;It is also recommended that you also override the guard states (120, 130, 131, 132, 140, 150, 151,
;152, 154, 155) with an updated version that uses the EXPLODsive buffering system. A copy of those
;fixed states can be found here: http://network.mugenguild.com/jmorphman/resources/EXPLODsiveBuffering_GuardStates.txt
;==============================================================================================

[State -1, AssertSpecial: NoAirGuard]
type = Null
trigger1 = P2dist x < 0 && StateType = A
trigger1 = !AILevel
flag = NoAirGuard
ignoreHitPause = 0

[State -1, Air Blocking]
type = Null
triggerAll = !AILevel
triggerAll = InGuardDist
triggerAll = StateType = A
triggerAll = ctrl
triggerAll = !(StateNo = [120,155])
triggerAll = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006))
trigger2 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003))
trigger3 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000007)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000009))
value = 120

;These three ChangeStates are only in use when the character has landed from a jump after switching
;sides, to get around a MUGEN bug where a character's directions don't switch until a tick has passed,
;after they've landed from a jump and switched sides. Otherwise, MUGEN's default guard behavior works
;well enough!
[State -1, AssertSpecial: No StandGuard and NoCrouchGuard]
type = AssertSpecial
triggerAll = !AILevel
trigger1 = P2dist x < 0 && StateType != A
trigger2 = NumExplod(94646464) || NumExplod(92468246)
trigger3 = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
flag = NoStandGuard
flag2 = NoCrouchGuard
ignoreHitPause = 0

[State -1, Stand Blocking]
type = ChangeState
triggerAll = !AILevel
triggerAll = InGuardDist
triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246)
triggerAll = StateType = S
triggerAll = ctrl
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006))
value = 120

[State -1, Crouch Blocking]
type = ChangeState
triggerAll = !AILevel
triggerAll = InGuardDist
triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246)
triggerAll = StateType = C
triggerAll = ctrl
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003))
value = 120




;==============================================================================================
;==============================================================================================
;=============================<End of EXPLODsive Buffering System>=============================
;==============================================================================================
;==============================================================================================
;===========================================================================
[State -1, Team Hyper Attack]
type = Null
value = 4925
triggerall = NumPartner
triggerall = var(51) = 1 || var(51) = 9
triggerall = partner, life > 0
triggerall = power >= 3000
triggerall = RoundState = 2 
triggerall = partner, stateno = 4912 && partner, time >= 9		
triggerall = partner, backedgedist < 0
triggerall= (StateType != A)
trigger1 = command = "sheoun"
trigger1 = (Ctrl = 1)
trigger1 = !AILevel
trigger2 = command = "sheoun"
trigger2 = Anim = [200,1000]
trigger2 = movetype = A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger2 = !AILevel
;trigger3 = AILevel > 0 && ctrl
;trigger3 = Random < (10 + If this gets leaked, blame Omega((Life < Lifemax/6)*3))
;trigger3 = enemy, pos x = [0,200]
;trigger4 = AILevel
;trigger4 = Anim = [200,1000]
;trigger4 = movetype = A
;trigger4 = hitdefattr = SC, NA
;trigger4 = movecontact
;trigger4 = Random < (15 + ((MoveHit)*5) + ((Life < Lifemax/5)*6))
ignorehitpause = 1

[State -1, Tag Hyper Cancel]
type = ChangeState
value = 4927
triggerall = !var(54)
triggerall = NumPartner
triggerall = var(51) = 1 || var(51) = 9
triggerall = RoundState = 2
triggerall = partner, life > 0
triggerall = power >= 1000
triggerall = partner, stateno = 4912 && partner, Time >= 10
;triggerall = movetype = A
triggerall = stateno = [2000,4900]
;triggerall = numtarget > 0
;triggerall = (movecontact && target, GetHitVar(hittime) >= 0) || !target, hitover
triggerall = hitdefattr = SCA, HA, HP, HT || StateNo = 3000
trigger1 = NumExplod(90000250) && NumExplod(90000240)
trigger1 = !AILevel
trigger2 = AILevel && !(partner, AILevel)
trigger2 = partner,var(57)
trigger3 = AILevel && partner, AILevel
trigger3 = Time > 35 && MoveContact
trigger3 = Random < (30 + ((movehit) *10) + (Uniqhitcount * 3))
trigger3 = partner, time > 50
trigger4 = AILevel && partner, AILevel
trigger4 = partner, time > 30 && Time > 25
trigger4 = HitCount >= 6
trigger4 = Random < (11 * Uniqhitcount * ifelse(hitcount > 9, 2, 1))
ignorehitpause = 1

[State -1, Change Attack]
type = ChangeState
value = 4926
triggerall = NumPartner
triggerall = var(51) = 1
triggerall = Partner, Name != "KOF XIII True Saiki"
triggerall = partner, life > 0
triggerall = power >= 500
triggerall = movetype = A
triggerall = partner, stateno = 4912
triggerall = stateno = [200,4850]
triggerall = (stateno != [4902,4905]) && (StateNo != [3000,4099])
triggerall = !(Hitdefattr = A, NA, SA, HA) && !(Hitdefattr = SCA, NT, ST, HT)
triggerall = numtarget > 0
triggerall = Target, Pos Y > -100 ;<-- taas ng kalaban
trigger1 = MoveContact || !target, Hitover
trigger1 = NumExplod(90000250) && NumExplod(90000230)
trigger1 = !AILevel
trigger1 = target, stateno != [200,1000]
trigger2 = AILevel && !(partner, AILevel)
trigger2 = partner,var(56)
trigger2 = target, stateno != [200,1000]
;trigger2 = AILevel
;trigger2 = MoveContact && HitCount >= 3
;trigger2 = Random < ((25 + ((hitdefattr = SCA, SA, HA)*10) + Cond(lifemax/life > 15, 15, lifemax/life)) * Cond((target, statetype = A), 0.25, 1))
;trigger2 = Partner, Life > Lifemax/8 || Life < Partner, Life
;trigger2 = partner, time >= 120
;trigger2 = target, stateno != [200,1000]
;trigger3 = AILevel
;trigger3 = partner, time > 30
;trigger3 = UniqHitCount > 5
;trigger3 = Random < (12 * Uniqhitcount)
;trigger3 = MoveContact || !target, Hitover
;trigger3 = target, stateno != [200,1000]
;ignorehitpause = 1

[State -1, Change Attack]
type = ChangeState
value = 4926
triggerall = NumPartner
triggerall = var(51) = 1
triggerall = Partner, Name != "KOF XIII True Saiki"
triggerall = partner, life > 0
triggerall = power >= 500
triggerall = partner, stateno = 4912
triggerall = stateno = [1000,1010]
trigger1 = NumExplod(90000250) && NumExplod(90000230)
trigger1 = !AILevel
trigger2 = AILevel && !(partner, AILevel)
trigger2 = partner,var(56)
trigger2 = target, stateno != [200,1000]
trigger3 = AILevel && partner, AILevel
trigger3 = MoveContact && HitCount >= 3
trigger3 = Random < ((25 + ((hitdefattr = SCA, SA, HA)*10) + Cond(lifemax/life > 15, 15, lifemax/life)) * Cond((target, statetype = A), 0.25, 1))
trigger3 = Partner, Life > Lifemax/8 || Life < Partner, Life
trigger3 = partner, time >= 120
trigger3 = target, stateno != [200,1000]
trigger4 = AILevel && partner, AILevel
trigger4 = partner, time > 30
trigger4 = UniqHitCount > 5
trigger4 = Random < (12 * Uniqhitcount)
trigger4 = MoveContact || !target, Hitover
trigger4 = target, stateno != [200,1000]
ignorehitpause = 1


[state -1, Saving Shift]
type = Null
triggerall = NumPartner
triggerall = partner, life && life
triggerall = var(51) = 1 || var(51) = 9
triggerall = partner, StateNo = 4912 && partner, time >= 7
triggerall = Power >= 500
triggerall = P2MoveType = A
triggerall = StateType != A
triggerall = P2StateNo != 4926 || P2StateNo != 4902
triggerall = enemy, numtarget > 0
triggerall = Anim != [5110,5150]
triggerAll = StateNo = [130,152]
triggerall = !enemy, hitdefattr = SCA, HA
triggerall = enemy, movecontact
trigger1 = command = "palit"
trigger1 = !AILevel
;trigger2 = AILevel
;trigger2 = Life < (LifeMax*0.5) && Partner, Life > Life
;trigger2 = Random < (100*(AILevel**2/64.0))
stateno = 4911
partnerstateno = 4903
ignorehitpause = 1

[State -1, UNO Mode]
type = Null
value = 4928
triggerall = NumPartner
triggerall = var(51) = 1 || var(51) = 9
triggerall = RoundState = 2
triggerall = partner, life > 0
triggerall = Life <= (Lifemax/8)
triggerall = partner, stateno = 4912 && partner, time >= 20
triggerall = partner, backedgedist < 0
triggerall = (StateType != A) && (Ctrl = 1) || StateNo = 0
trigger1 = command = "aHsoNn"
trigger1 = !AILevel
;trigger2 = AILevel
;trigger2 = Partner, Life < Lifemax/4
;trigger2 = Random < ((75 + Cond((Partner, Life < Lifemax/6), 45, 5))*(AILevel**2/64.0))

[State -1, TagIn]
type = changestate
value = 4910
triggerall = NumPartner
triggerall = var(51) = 1 || var(51) = 9
triggerall = RoundState = 2 
triggerall = partner, life > 0
triggerall = (partner, stateno = 4912 || partner, stateno = 4914) && partner, time >= 40	
triggerall = (StateType != A) && (Ctrl = 1) || stateno = 0
trigger1 = NumExplod(90000250) && NumExplod(90000230) && ctrl
trigger1 = !AILevel
trigger2 = AILevel && !(partner, AILevel)
trigger2 = partner,var(55)
trigger2 = enemynear, StateNo != [200, 4999] ;enemynear, movetype != A
trigger3 = AILevel && partner, AILevel
trigger3 = Random < (Cond((LifeMax/Life > 120), 120, LifeMax/Life)+((enemynear,statetype=L)*25))
trigger3 = Life < Partner, Life && Partner, Time > 1 * TicksPerSecond
trigger3 = enemynear, movetype != A
trigger4 = AILevel && partner, AILevel
trigger4 = Life < Partner, Life && Partner, Time > 1 * TicksPerSecond
trigger4 = Random < ((Cond(LifeMax/Life > 10, 10, LifeMax/Life) + (35+ifelse((enemynear, stateno > 5000),25,1))) * Cond((Life < Partner, Life), 1.45, 0.5))
trigger4 = Partner, Time > 1 * TicksPerSecond
trigger4= enemynear, statetype = L || p2bodydist x > 250 && enemynear, movetype != A
trigger5 = AILevel && partner, AILevel
trigger5 = Life < 150 && Life < Partner, Life
trigger5 = enemynear, statetype = L || p2bodydist x > 200 && enemynear, movetype != A
trigger5 = Random < (150*(AILevel**2/64.0))

[State -1, Partner Assist]
type = Varset
v = 51
value = 10+(1*(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)))
triggerall = NumPartner
triggerall = Var(51) = 1 || var(51) = 9
triggerall = RoundState = 2
triggerall = partner, stateno = 4912
triggerall = partner, Time >= 1 * TicksPerSecond
triggerall = stateno != [3000,4999]
triggerall = hitdefattr != SCA, HA, HP, HT
triggerAll = StateNo != [130,152]
triggerall = !(Stateno = [5000,5500])
triggerall = Power >= 500
triggerall = MoveType != H
trigger1 = NumExplod(90000250)
trigger1 = !var(58)
trigger1 = !AILevel
trigger2 = AILevel && partner, AILevel
trigger2 = !ctrl && Movetype = A
trigger2 = Random < (((19 * Cond(MoveContact, Cond(MoveHit, 2, 3),1)) + (UniqHitCount * 3)) *(AILevel**2/64.0))
trigger3 = AILevel && partner, AILevel
trigger3 = StateNo = [190,199]
trigger3 = AnimElemNo(0) = 2
ignorehitpause = 1

; ----------- Uno Tag System v2.5 END LINE -------------
;===========================================================================
;---------------------------------------------------------------------------
;Combos for Specials
[State -1, Combo Variable for Specials]
type = VarSet
trigger1 = 1
var(9) = 0

[State -1, Combo Variable for Specials (Ground)]
type = VarSet
triggerall = MoveContact
triggerall = P2MoveType = H
triggerall = HitDefAttr = SC, NA
triggerall = StateNo != 440 && StateNo != 410 && StateNo != 740
trigger1 = statetype != A
var(9) = 1

[State -1, Combo Variable for Specials (Air)]
type = VarSet
triggerall = MoveContact
triggerall = P2MoveType = H
triggerall = HitDefAttr = A, NA
trigger1 = statetype = A
var(9) = 2

[State -1, AI ON]  ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0  ; it is on and
Trigger1=RoundState!=2  ; the round is not started yet or is already over
Trigger2=!IsHelper  ; OR if we are a player, but
Trigger2=AILevel=0  ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300

[State -1]
Type=Changestate
triggerall = StateType != A
Triggerall=Inguarddist ; Guard when in guard distance
Triggerall=var(59)>0 ; and the AI is on
Triggerall=ctrl ; and we have control
Trigger1 = random<var(50)*0.5
value=120

[State -1] ; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag = noairguard
flag2=nocrouchguard
flag3=nostandguard

[state -1]
Type=changestate
Triggerall=var(59)>0
Triggerall = (StateType != A && StateType != L) && ctrl 
Trigger1 = random<var(50)*0.01
trigger2 = (abs(enemy,fvar(30) < 52.4) && (enemy,fvar(30) > 0)) || (abs(enemy,fvar(32) < 52.4) && (enemy,fvar(32) > 0)) || (abs(enemy,fvar(34) < 52.4) && (enemy,fvar(34) > 0))
trigger2 = (abs(enemy,fvar(31) > -42.6) && !(enemy,fvar(31) = 0)) || (abs(enemy,fvar(33) > -42.6) && !(enemy,fvar(33) = 0)) || (abs(enemy,fvar(35) > -42.6) && !(enemy,fvar(35) = 0))
value = 40
;---------------------------------------------------------------------------
;Super Fire
[State -1, Super Fire]
type = ChangeState
value = 4000
triggerall = Power >= 3000
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1 || (StateNo = 1150 && Cond(NumHelper(1150),helper(1150),Var(0),0))
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030003)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030101))
trigger1 = (NumExplod(90000230) && NumExplod(90000240))
trigger2 = var(59)
trigger2 = statetype != A && ctrl
trigger2 = abs(P2BodyDist X) < 45.6 && abs(P2BodyDist X) > 10.6 && P2BodyDist Y > -21.3 && P2StateType != L
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.2
;---------------------------------------------------------------------------
;Fuse Starter
[State -1, Fuse Starter]
type = ChangeState
value = 3050
triggerall = Power >= 1000
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1 || (StateNo = 1150 && Cond(NumHelper(1150),helper(1150),Var(0),0))
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032303)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032201))
trigger1 = Cond(Var(44),NumExplod(90000200) || NumExplod(90000210), NumExplod(90000230))
trigger2 = var(59) && !var(53)
trigger2 = statetype != A && ctrl
trigger2 = abs(P2BodyDist X) <= 25.3 && (P2StateType != A && P2StateType != L) && P2MoveType != H
trigger2 = !InGuardDist
trigger2 = random<var(50)*0.2
;---------------------------------------------------------------------------
;Raging Flame
[State -1, Raging Flame]
type = ChangeState
value = 3000
triggerall = Power >= 1000 && !Var(37)
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1 || (StateNo = 1150 && Cond(NumHelper(1150),helper(1150),Var(0),0))
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032201)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032303))
trigger1 = Cond(Var(44),NumExplod(90000200) || NumExplod(90000210), NumExplod(90000230))
trigger2 = var(59) && !var(53)
trigger2 = abs(P2BodyDist X >= 95) && (P2StateType != A && P2StateType != L) && ctrl
trigger2 = statetype != A && ctrl
trigger2 = random<var(50)*0.08
;---------------------------------------------------------------------------
;EX Air Strike
[State -1, Self-Destruct]
type = ChangeState
value = 1150
triggerall = Life > 100
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010504)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010406))
trigger1 = Cond(Var(44),NumExplod(90000200) || NumExplod(90000210),NumExplod(90000230) || NumExplod(90000240))
trigger2 = var(59)
trigger2 = statetype != A && ctrl && (Life > 100 && AILevel > 3)
trigger2 = abs(P2BodyDist X) < 25.2 && (P2StateType != A && P2StateType != L) && BackEdgeDist < 23.3
trigger2 = random<var(50)*0.1
;---------------------------------------------------------------------------
;EX Air Strike
[State -1, EX Air Strike]
type = ChangeState
value = 1110
triggerall = Power >= 500
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301))
trigger1 = NumExplod(90000230) && NumExplod(90000240)
trigger2 = var(59) > 0
trigger2 = statetype != A && ctrl
trigger2 = abs(P2BodyDist X) <= 29.1 && abs(P2BodyDist X) > 0 && P2MoveType = H
trigger2 = P2StateType = A && P2BodyDist Y >= -108.6 && P2BodyDist Y < -20
trigger2 = enemynear(0), Vel Y > 0 && P2StateNo != [5070, 5072]
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.3
;---------------------------------------------------------------------------
;Air Strike
[State -1, Air Strike]
type = ChangeState
value = 1100
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301))
trigger1 = NumExplod(90000230) || NumExplod(90000240)
trigger2 = var(59) > 0
trigger2 = statetype != A && ctrl
trigger2 = abs(P2BodyDist X) <= 62.3
trigger2 = P2StateType = A && P2BodyDist Y >= -78.6 && P2BodyDist Y < -30 && P2StateNo != [5070, 5072]
trigger2 = !Inguarddist 
trigger2 = random<var(50)*0.2
;---------------------------------------------------------------------------
;EX Air Bombs Away
[State -1, EX Air Bombs Away]
type = ChangeState
value = 1065
triggerall = Power >= 500 && !Var(37)
trigger1 = !var(59)
trigger1 = (statetype = A && ctrl) || var(9) = 2
trigger1 = ifElse(Facing = 1, NumExplod(90010301), NumExplod(90010203))
trigger1 = Cond(Var(44),NumExplod(90000200) && NumExplod(90000210),NumExplod(90000230) && NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = statetype = A && ctrl
trigger2 = P2BodyDist X >= 95.8 && Vel Y > 0
trigger2 = random<var(50)*0.02
;---------------------------------------------------------------------------
;EX Bombs Away
[State -1, EX Bombs Away]
type = ChangeState
value = 1060
triggerall = Power >= 500 && !Var(37)
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010301)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010203))
trigger1 = Cond(Var(44),NumExplod(90000200) && NumExplod(90000210),NumExplod(90000230) && NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = statetype != A && ctrl
trigger2 = P2BodyDist X >= 95.8
trigger2 = random<var(50)*0.02
;---------------------------------------------------------------------------
;Air Bombs Away
[State -1, Air Bombs Away]
type = ChangeState
value = 1055
triggerall = !Var(37)
trigger1 = !var(59)
trigger1 = (statetype = A && ctrl) || var(9) = 2
trigger1 = ifElse(Facing = 1, NumExplod(90010301), NumExplod(90010203))
trigger1 = Cond(Var(44),NumExplod(90000200) || NumExplod(90000210),NumExplod(90000230) || NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = statetype = A && ctrl
trigger2 = P2BodyDist X >= 95.8 && Vel Y > 0 && P2BodyDist Y > -43.3
trigger2 = random<var(50)*0.7
;---------------------------------------------------------------------------
;Bombs Away
[State -1, Bombs Away]
type = ChangeState
value = 1050
triggerall = !Var(37)
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010301)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010203))
trigger1 = Cond(Var(44),NumExplod(90000200) || NumExplod(90000210),NumExplod(90000230) || NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = statetype != A && ctrl
trigger2 = P2BodyDist X >= 95.8
trigger2 = random<var(50)*0.7
;---------------------------------------------------------------------------
;Remote Bomb
[State -1, Remote Bomb]
type = ChangeState
value = 1010
triggerall = !Var(14) && Power >= 500
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104))
trigger1 = Cond(Var(44),NumExplod(90000200) && NumExplod(90000210),NumExplod(90000230) && NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = statetype != A && ctrl
trigger2 = P2BodyDist X > 42.7
trigger2 = random<var(50)*0.05
;---------------------------------------------------------------------------
;Bomb Lay
[State -1, Bomb Lay]
type = ChangeState
value = 1000
triggerall = !Var(37)
trigger1 = !var(59)
trigger1 = (statetype != A && ctrl) || var(9) = 1
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104))
trigger1 = Cond(Var(44),NumExplod(90000200) || NumExplod(90000210),NumExplod(90000230) || NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = statetype != A && ctrl
trigger2 = P2BodyDist X < 95.8 && P2BodyDist X > 42.7
trigger2 = random<var(50)*0.7


;---------------------------------------------------------------------------
;Run Fwd
;ƒ_ƒbƒVƒ…
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = statetype = S && ctrl
trigger1 = !var(59)
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001064))
trigger2 = var(59) > 0
trigger2 = P2BodyDist X > 40.3
trigger2 = random<var(50)*0.03
trigger2 = !((abs(enemy,fvar(30) < 52.4) && !(enemy,fvar(30) = 0)) || (abs(enemy,fvar(32) < 52.4) && !(enemy,fvar(32) = 0)) || (abs(enemy,fvar(34) < 52.4) && !(enemy,fvar(34) = 0)))
trigger2 = !((abs(enemy,fvar(31) > -42.6) && !(enemy,fvar(31) = 0)) || (abs(enemy,fvar(33) > -42.6) && !(enemy,fvar(33) = 0)) || (abs(enemy,fvar(35) > -42.6) && !(enemy,fvar(35) = 0)))
;---------------------------------------------------------------------------
;Run Back
;Œã‘Þƒ_ƒbƒVƒ…
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = statetype = S && ctrl
trigger1 = !var(59)
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001064)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001016))
trigger2 = var(59)
trigger2 = P2BodyDist X < 19.3 && BackEdgeDist > 30
trigger2 = P2MoveType != H
trigger2 = random<var(50)*0.1

;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A && ctrl
trigger1 = !var(59)
trigger1 = (NumExplod(90000230) && NumExplod(90000240) && NumExplod(90000250))||(Var(44) && NumExplod(90000200) && NumExplod(90000210) && NumExplod(90000220))

;---------------------------------------------------------------------------
;Guard Attack
[State -1, Guard Attack]
type = ChangeState
value = 740
triggerall = power >= 1000
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = !var(59)
trigger1 = NumExplod(90000250) || (NumExplod(90000220) && Var(44))
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) < 35.2 && random < 100
trigger2 = AILevel >= 5
trigger2 = random<var(50)*0.3
;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 720
triggerall = statetype = S && ctrl
triggerall = stateno != 150 && stateno != 152
trigger1 = !var(59)
trigger1 = NumExplod(90000250) && (Command = "holdfwd" || Command = "holdback")
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) < 15.2 && ((P2StateType != A && P2StateType != L) || P2StateNo = [120, 160])
trigger2 = random<var(50)*0.3
;---------------------------------------------------------------------------
;Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = Power < 3000 || Var(7) < 150
triggerall = statetype != A && ctrl
trigger1 = !var(59)
trigger1 = NumExplod(90000230) && NumExplod(90000240)
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) > 35.5 && P2StateType = L
trigger2 = AILevel >= 7

;---------------------------------------------------------------------------
;Stand Summon
[State -1, Stand Summon]
type = ChangeState
value = 700
triggerall = !NumPartner && !Var(38) && !Var(39)
triggerall = Var(6) > 0 && Var(7) >= 50+50*(Var(3) = 1)
triggerall = statetype != A && ctrl
trigger1 = !var(59)
trigger1 = NumExplod(90000250) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger2 = var(59) && var(3) = 0
trigger2 = abs(P2BodyDist X) > 88.2
trigger2 = random<var(50)*0.1
trigger3 = var(59) && var(3) = 1
trigger3 = abs(P2BodyDist X) > 100
trigger3 = random<var(50)*0.19
trigger4 = var(59) && var(3) = 2
trigger4 = abs(P2BodyDist X) > 76
trigger4 = random<var(50)*0.1
;---------------------------------------------------------------------------
;Crouch Summon
[State -1, Crouch Summon]
type = ChangeState
value = 710
triggerall = !NumPartner && !Var(38) && !Var(39)
triggerall = Var(6) > 0 && Var(7) >= 50
triggerall = statetype != A && ctrl
trigger1 = !var(59)
trigger1 = NumExplod(90000250) && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger2 = var(59) > 0 && var(3) = 0
trigger2 = abs(P2BodyDist X) > 88.2
trigger2 = random<var(50)*0.35
trigger3 = var(59) > 0 && var(3) = 1
trigger3 = abs(P2BodyDist X) > 55
trigger3 = random<var(50)*0.09
trigger4 = var(59) > 0 && var(3) = 2
trigger4 = abs(P2BodyDist X) < 45
trigger4 = random<var(50)*0.1
;---------------------------------------------------------------------------
;Air Summon
[State -1, Air Summon]
type = ChangeState
value = 750
triggerall = !NumPartner && !Var(38) && !Var(39)
triggerall = Var(6) > 0
triggerall = statetype = A && ctrl
trigger1 = !var(59) && Var(7) >= 50+50*(Var(3) = 1)
trigger1 = NumExplod(90000250) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger2 = !var(59) && Var(7) >= 50
trigger2 = NumExplod(90000250) && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
;---------------------------------------------------------------------------
; High Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
trigger1 = !var(59) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = (statetype = S && ctrl) || (StateNo = 230 && movecontact = [1,6])
trigger1 = Command = "holdback" && NumExplod(90000240)
trigger2 = var(59) > 0
trigger2 = statetype = S && ctrl
trigger2 = abs(P2BodyDist X) < 29.2 && abs(P2BodyDist Y > -61.3) && enemynear(0), Vel Y > 0
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
trigger1 = !var(59) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = statetype = S && ctrl
trigger1 = Cond(Var(44), NumExplod(90000240), Command = "holdfwd" && NumExplod(90000240))
trigger2 = var(59)
trigger2 = statetype = S && ctrl
trigger2 = (abs(P2BodyDist X) > 20.2 && abs(P2BodyDist X) <= 29.7)
trigger2 = P2MoveType = I || P2StateNo = [120, 160]
trigger2 = !Inguarddist 
trigger2 = random<var(50)*0.3

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
trigger1 = !var(59)
trigger1 = NumExplod(90000240)
trigger1 = StateNo = 230 && movecontact = [1,6] 
trigger1 = movecontact = [1,6]
trigger2 = var(59) > 0
trigger2 = StateNo = 230 && MoveHit = [1,6]
trigger2 = !Inguarddist 
;---------------------------------------------------------------------------
; Stand Strong Punch (Close)
[State -1, Stand Strong Punch (Close)]
type = ChangeState
value = 210
trigger1 = !var(59) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = statetype = S && ctrl && !Var(49)
trigger1 = Cond(Var(44), NumExplod(90000210), Command = "holdfwd" && NumExplod(90000230))
trigger2 = !var(59) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger2 = StateNo = 200 && movecontact = [1,6]
trigger2 = Cond(Var(44), NumExplod(90000210), NumExplod(90000230))
trigger3 = var(59) > 0
trigger3 = stateno = 200 && MoveHit = [1,6]
trigger3 = !Inguarddist 
trigger4 = var(59) > 0
trigger4 = statetype != A && ctrl
trigger4 = (abs(P2BodyDist X) > 25.2 && abs(P2BodyDist X) <= 29.7) && (P2StateType != A && P2StateType != L)
trigger4 = !Inguarddist 
trigger4 = random<var(50)*0.7

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype = S && ctrl
trigger1 = !var(59) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44), NumExplod(90000230), NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = (abs(P2BodyDist X) >= 18 && abs(P2BodyDist X) <= 21.2) && (P2StateType != A && P2StateType != L)
trigger2 = !Inguarddist 
trigger2 = random<var(50)*0.6
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype = S && ctrl
trigger1 = !var(59) && !(NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44),NumExplod(90000200),NumExplod(90000230))
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) < 18 && abs(P2BodyDist X) >= 16 && P2StateType != A
trigger2 = !Inguarddist 
trigger2 = random<var(50)*0.9
trigger3 = var(59) > 0
trigger3 = (enemy,fvar(36)) <= 23.4 && (enemy,fvar(36)) > 0 && !(enemy,fvar(36) = -999)
trigger3 = (enemy,fvar(37)) >= -10.8 && !(enemy,fvar(36) = -999)
trigger3 = random<var(50)

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Hard Kick]
type = ChangeState
value = 440
trigger1 = !var(59) && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = statetype != A && ctrl
trigger1 = Cond(Var(44), NumExplod(90000240), Command = "holdfwd" && NumExplod(90000240))
trigger2 = !var(59)
trigger2 = NumExplod(90000240)
trigger2 = stateno = 430 && MoveContact = [1,6]
trigger3 = var(59) > 0
trigger3 = stateno = 430 && MoveHit = [1,6]
trigger3 = !Inguarddist

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
trigger1 = !var(59) && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = statetype != A && ctrl
trigger1 = Cond(Var(44), NumExplod(90000210), Command = "holdfwd" && NumExplod(90000230))
trigger2 = !var(59)
trigger2 = StateNo = 400 && movecontact = [1,6]
trigger2 = Cond(Var(44), NumExplod(90000210), NumExplod(90000230))
trigger2 = stateno = 400 && MoveContact = [1,6]
trigger3 = var(59) > 0
trigger3 = stateno = 400 && MoveHit = [1,6]
trigger3 = !Inguarddist 

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A && ctrl
trigger1 = !var(59) && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44), NumExplod(90000230), NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) <= 23.8 && P2StateType != A && P2StateType != L
trigger2 = !Inguarddist 
trigger2 = random<var(50)*0.8
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A && ctrl
trigger1 = !var(59) && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44),NumExplod(90000200),NumExplod(90000230))
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) < 16 && P2StateType != A && P2StateType != L
trigger2= !Inguarddist 
trigger2 = random<var(50)*0.8

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
trigger1 = !var(59)
trigger1 = statetype = A && ctrl
trigger1 = Cond(Var(44), NumExplod(90000240), Command = "holdfwd" && NumExplod(90000240))
trigger2 = !var(59)
trigger2 = StateNo = 630
trigger2 = NumExplod(90000240)
trigger2 = movecontact = [1,6]

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
trigger1 = !var(59)
trigger1 = statetype = A && ctrl
trigger1 = Cond(Var(44), NumExplod(90000210), Command = "holdfwd" && NumExplod(90000230))
trigger2 = !var(59)
trigger2 = StateNo = 600 && movecontact = [1,6]
trigger2 = Cond(Var(44), NumExplod(90000210), NumExplod(90000230))
trigger3 = var(59) > 0
trigger3 = statetype = A && ctrl
trigger3 = abs(P2BodyDist X > 0) && abs(P2BodyDist X) < 54.7 && P2BodyDist Y < 59
trigger3 = Vel Y > 0 && (P2StateType != A && P2StateType != L)
trigger3 = !Inguarddist
trigger3 = random<var(50)*1.1

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A && ctrl
trigger1 = !var(59)
trigger1 = Cond(Var(44), NumExplod(90000230), NumExplod(90000240))
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) <= 14 && abs(P2BodyDist Y < 0 && P2BodyDist Y > -10.6) && P2StateType = A
trigger2 = !Inguarddist
trigger2 = random<var(50)*0.8
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A && ctrl
trigger1 = !var(59)
trigger1 = Cond(Var(44),NumExplod(90000200),NumExplod(90000230))
trigger2 = var(59) > 0
trigger2 = (abs(enemy,fvar(36)) <= 23.4 && !(enemy,fvar(36) = -999))
trigger2 = (abs(enemy,fvar(37)) >= -10.8 && !(enemy,fvar(36) = -999))
trigger2 = random<var(50)