; Thanks to Falchion22 for this code
;------------------------------| AI Code Combo|-----------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; STAND_LOW_PUNCH 1
[Statedef 10000]
type = S
movetype = A
physics = S
juggle = 3
ctrl = 0
poweradd = 20
anim = 220

[State 220, PS]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 220, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 100

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 12, 3
guardflag = MA
pausetime = 5, 7
getpower = 20,10
givepower = 10,5
sparkxy = -41,-57
hitsound   = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -2.4,-4.5
air.velocity = -2.4,-4.5
airguard.velocity = -5

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10002
ctrl = 0

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_LOW_PUNCH 2
[Statedef 10002]
type = S
movetype = A
physics = S
juggle = 3
ctrl = 0
poweradd = 20
anim = 220

[State 220, PS]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 220, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 100

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 12, 3
guardflag = MA
pausetime = 5, 7
getpower = 20,10
givepower = 10,5
sparkxy = -41,-57
hitsound   = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -2.4,-4.5
air.velocity = -2.4,-4.5
airguard.velocity = -5

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10004
ctrl = 0

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_LIGHT_PUNCH
[Statedef 10004]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
poweradd = 5
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)

[State 200, PS]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 200, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 100

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 12,3                  ;Damage that move inflicts
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5,11                  ;Time attacker pauses, time victim shakes
getpower = 20,10
givepower = 10,5
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -44,-78                ;X-offset for the "hit spark" rel. to p2,
hitsound = S2,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12             ;Time that the victim slides back
ground.hittime  = 16             ;Time victim is in hit state
ground.velocity = -2.5             ;Velocity at which victim is pushed
air.velocity = -3,-1.8           ;X-velocity at which victim is pushed,
air.hittime = 8                  ;Time before oppoment regains control in air

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10005
ctrl = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_PUNCH
[Statedef 10005]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 210, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,1
volume = 100

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 24, 4
guardflag = MA
pausetime = 5, 16
getpower = 40,20
givepower = 20,10
sparkxy = -62,-93
hitsound   = s2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 19
ground.velocity = -5.2
air.velocity = -4.3,-3.2

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 1030
ctrl = 0

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

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

;---------------------------------------------------------------------------
; STAND_LOW_PUNCH 2
[Statedef 10010]
type = S
movetype = A
physics = S
juggle = 3
ctrl = 0
poweradd = 20
anim = 220

[State 220, PS]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 220, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
volume = 100

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 12, 3
guardflag = MA
pausetime = 5, 7
getpower = 20,10
givepower = 10,5
sparkxy = -41,-57
hitsound   = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -2.4,-4.5
air.velocity = -2.4,-4.5
airguard.velocity = -5

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10012
ctrl = 0

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_HARD_HOOK
[Statedef 10012]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
poweradd = 30
anim = 230

[State 230, 1] ;Uncomment if you want to play a sound
type = PlaySnd
trigger1 = Time = 2
value = 0,2

[State 230, PS]
type = PlaySnd
trigger1 = Time = 1
value = 1,1
volume = 100

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 26,4
guardflag = MA
pausetime = 5, 15
sparkxy = -44,-94
getpower = 50,25
givepower = 25,13
hitsound   = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -4.5
air.velocity = -3.2,-4.5
airguard.velocity = -3.5,-2.8

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 1030
ctrl = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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