; Thanks to Falchion22 for this code
;------------------------------| AI Code Combo|-----------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; STAND_LIGHT_KICK
[Statedef 10000]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd = 20
velset = 0,0
ctrl = 0
anim = 220

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 1,0
volume = 0

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 10, 1
animtype = Light
getpower = 20,10
givepower = 10,5
guardflag = M
hitflag = MAF
priority = 6
pausetime = 6,8
numhits = 1
sparkno = 0
sparkxy = -25,-38
hitsound = s2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3.2
airguard.velocity = -2.4,-.8
air.velocity = -1.7

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10002
ctrl = 0

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_LIGHT_PUNCH
[Statedef 10002]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd = 5
velset = 0,0
ctrl = 0
anim = 200

[State 200, Pos]
type = PosAdd
trigger1 = Time = 0
x = 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 1,0
volume = 0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 10,1
animtype = Light
getpower = 10,5
givepower = 5, 2
guardflag = M
hitflag = MAF
priority = 6
pausetime = 6,8
numhits = 1
sparkno = 0
sparkxy = -27,-36
hitsound = s2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3.2
airguard.velocity = -2.4,-.8
air.velocity = -1.7

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10004
ctrl = 0

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_PUNCH 1
[Statedef 10004]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0,0
anim = 210
poweradd = 30

[State 200, Pos]
type = PosAdd
trigger1 = Time = 0
x = 5

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 1,1
volume = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 20, 2
priority = 4
hitflag = MA
guardflag = MA
getpower = 32, 16
givepower = 16, 8
pausetime = 9,9
sparkno = 2
sparkxy = -30,-31
hitsound   = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 24
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10005; Rubber Hammer Strong
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUBBER HAMMER STRONG
[Statedef 10005]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1010
poweradd = 100

[State 1010, Pos1]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
x = 5

[State 1010, Sound1]
type = PlaySnd
trigger1 = AnimElem = 7
volume = 0
value = 1,2

[State 1010, Sound2]
type = PlaySnd
trigger1 = AnimElem = 7
volume = 0
value = 1000,0

[State 1010, Sound3]
type = PlaySnd
trigger1 = AnimElem = 9
volume = 0
value = 1000,1

[State 1010, Sound4]
type = PlaySnd
trigger1 = AnimElem = 6
volume = 0
value = 1000,3

[State 1010, Explod1]
type = Explod
trigger1 = Time = 27
anim = 1001
pos = 17,-52
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1010, Explod2]
type = Explod
trigger1 = Time = 31
anim = 1001
pos = 28,-44
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1010, Explod3]
type = Explod
trigger1 = Time = 35
anim = 1001
pos = 36,-35
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1010, Explod4]
type = Explod
trigger1 = Time = 39
anim = 1001
pos = 42,-17
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1010, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 20, 7
animtype = Light
getpower = 20, 10
givepower = 10,5
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 5, 2
sparkno = 1
sparkxy = -40,-17
hitsound = s1000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 7
guard.velocity = -2
ground.velocity = -3.5
airguard.velocity = -2.5,-2
air.velocity = -3.2,-2.3

[State 1010, 3a]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 25, 10
animtype = Medium 
getpower = 25, 12
givepower = 12, 6
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 5, 15
sparkno = 1
sparkxy = -40,-17
hitsound = s1000,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 19
ground.hittime  = 40
guard.velocity = -2
ground.velocity = -3.5
airguard.velocity = -2.5,-2
air.velocity = -3.2,-2.3

[State 1000, Command]
type = ChangeState
trigger1 = Movecontact && AnimElem = 11, = 1
value = 10006

[State 1000, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUBBER HAMMER STRONG (sequence hammer)
[Statedef 10006]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1015
poweradd = 100

[State 1015, Sound1]
type = PlaySnd
trigger1 = AnimElem = 4
volume = 0
value = 1,2

[State 1015, Sound2]
type = PlaySnd
trigger1 = AnimElem = 6
volume = 0
value = 1000,0

[State 1015, Sound3]
type = PlaySnd
trigger1 = AnimElem = 7
volume = 0
value = 1000,1

[State 1015, Sound4]
type = PlaySnd
trigger1 = AnimElem = 4
volume = 0
value = 1000,3

[State 1015, Explod1]
type = Explod
trigger1 = Time = 20
anim = 1001
pos = 0, -65
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1015, Explod2]
type = Explod
trigger1 = Time = 22
anim = 1001
pos = 21,-59
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1015, Explod3]
type = Explod
trigger1 = Time = 24
anim = 1001
pos = 34,-46
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1015, Explod4]
type = Explod
trigger1 = Time = 26
anim = 1001
pos = 41,-30
sprpriority = 4
removetime = 8
ontop = 1
vel = 0, -2

[State 1015, Pos1]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1015, Pos2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 7

[State 1015, Pos3]
type = PosAdd
trigger1 = AnimElem = 6
x = 4

[State 1015, Pos4]
type = PosAdd
trigger1 = AnimElem = 10
x = 8

[State 1015, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 30, 12
animtype = Hard
getpower = 20, 10
givepower = 10,5
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 5, 2
sparkno = 1
sparkxy = -46,-15
hitsound = s1000,2
guardsound = 6,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 7
guard.velocity = -2
ground.velocity = -3.5
airguard.velocity = -2.5,-2
air.velocity = -3.2,-2.3

[State 1015, 3b]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage    = 35, 17
animtype = Heavy
getpower = 25, 12
givepower = 12,6
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 15, 10
sparkno = 1
sparkxy = -46,-15
hitsound = s1000,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 16
guard.velocity = -4
ground.velocity = -5
airguard.velocity = -3.5,-3.3
air.velocity = -4.2,-3.1
fall = 1
air.fall = 1
fall.recover = 0

[State 1015, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; STAND_HARD_PUNCH 2
[Statedef 10010]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0,0
anim = 210
poweradd = 30

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 1,1
volume = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 20, 2
priority = 4
hitflag = MA
guardflag = MA
getpower = 32, 16
givepower = 16, 8
pausetime = 9,9
sparkno = 2
sparkxy = -30,-31
hitsound   = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10011; Hard Punch 3
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_PUNCH 3
[Statedef 10011]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
velset = 0,0,0
anim = 210
poweradd = 30

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,1

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 1,1
volume = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 20, 2
priority = 4
hitflag = MA
guardflag = MA
getpower = 32, 16
givepower = 16, 8
pausetime = 9,9
sparkno = 2
sparkxy = -30,-31
hitsound   = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10012; Hard Kick
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_KNEE
[Statedef 10012]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 230
poweradd = 30

[State 230, 0a]
type = PosAdd
trigger1 = AnimElem = 2
x = 8

[State 230, 0b]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1

[State 230, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 1,1
volume = 0

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 15,2
animtype = Medium 
getpower = 25, 12
givepower = 12, 6
guardflag = MA
hitflag = MAF
priority = 5
pausetime = 6,8 
numhits = 1
sparkno = 1
sparkxy = -28,-28
hitsound = s2,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4.3
airguard.velocity = -2.4,-.8
air.velocity = -1.9,-3

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10015; WHirlwind Hammer
ctrl = 0

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WHIRLWIND HAMMER (1 time)
[Statedef 10015]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1090
ctrl = 0

[State 1090, movefwd]
type = VelSet
trigger1 = command = "holdfwd"
x = 0.4

[State 1090, moveback]
type = VelSet
trigger1 = command = "holdback"
x = -0.4

[State 1090, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
volume = 0

[State 1090, 1b]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
value = 1001,0
volume = 0

[State 1090, 3] 
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = S, SA
animtype  = Hard
damage    = 20,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -28,-35
sparkno = 1
hitsound   = S2,3
guardsound = S1060,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.2
air.velocity = -.2,-2.5

[State 1090, Command]
type = ChangeState
trigger1 = Movecontact && AnimElem = 9, = 1
value = 10016

[State 1090, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WHIRLWIND HAMMER (2 times)
[Statedef 10016]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1091
ctrl = 0

[State 1090, movefwd]
type = VelSet
trigger1 = command = "holdfwd"
x = 0.4

[State 1090, moveback]
type = VelSet
trigger1 = command = "holdback"
x = -0.4

[State 1091, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1091, 1b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1020,0
volume = 0

[State 1091, 1c]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1030,0
volume = 0

[State 1091, 6] 
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 20,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -28,-35
sparkno = 1
hitsound   = S2,3
guardsound = S1060,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.2
air.velocity = -.2,-2.5

[State 1091, Command]
type = ChangeState
trigger1 = MoveContact && AnimElem = 9, = 1
value = 10017

[State 1091, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WHIRLWIND HAMMER (end)
[Statedef 10017]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1092
ctrl = 0

[State 1090, movefwd]
type = VelSet
triggerall = Time < 18
trigger1 = command = "holdfwd"
x = 0.4

[State 1090, moveback]
type = VelSet
triggerall = Time < 18
trigger1 = command = "holdback"
x = -0.4

[State 1092, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1092, 1b]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
value = 1030,0
volume = 0

[State 1091, 6a] 
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 20,5
getpower = 20,10
givepower = 10,5
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -28,-35
sparkno = 1
hitsound   = S2,3
guardsound = S1060,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -.2
air.velocity = -.2,-2.5

[State 1060, 6b] 
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Back
damage    = 60,25
getpower = 25,10
givepower = 25,8
priority  = 5
guardflag = MA
pausetime = 21,21
sparkxy = -28,-35
sparkno = 2
hitsound   = S1000,2
guardsound = S1060,2
envshake.time = 21
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -8,-4
air.velocity = -8,-4
fall = 1
air.fall = 1
fall.recover = 0

[State 1060, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; ROSE WHIRLWIND (strong - start)
[Statedef 10020]
type = S
movetype = A
physics = S
juggle = 5
poweradd = 100
ctrl = 0
anim = 1060

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 1,2
channel = 0

[State 1120, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 1061
pos = 14,4
sprpriority = 1
removetime = 9

[State 1000, 3]
type = PlaySnd
trigger1 = AnimElem = 2
volume = 0
value = 1060,0
channel = 1

[State 1020, 4]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1064
ProjHitanim = 1063
ProjRemanim = 1063
ProjRemovetime = 25
ProjCancelAnim = 1063
Projremove = 1
Projpriority = 2
velocity = 2, 0
accel = 0.2
offset =  31,4
attr = S, SP
damage = 50,12
animtype = Hard
getpower = 50
guardflag = MA
hitflag = MAF
pausetime = 0,14
hitsound = S1060,1
volume = 5000
sparkno = -1
guardsound = S1060,2
ground.type = Low
ground.slidetime = 1
ground.hittime = 14
ground.velocity = -6
air.hittime = 3
guard.velocity = -3
airguard.velocity = -2.9,-.6
air.animtype = Low
air.velocity = -4.9,-1.6
air.juggle = 3
fall = 1
air.fall = 1
fall.recover = 0

[State 1140, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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