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Command List — MGMHULK.zip ← Back to Overview

;=============================================================================================== ; HULK BY MGMURROW ;=============================================================================================== [Remap] x = x y = y z = z a = a b = b c = c s = s [Defaults] command.time=15 command.buffer.time=1 ;========================================== single buttons ===================================== [Command] name="a" command=a time=1 [Command] name="b" command=b time=1 [Command] name="c" command=c time=1 [Command] name="x" command=x time=1 [Command] name="y" command=y time=1 [Command] name="z" command=z time=1 [Command] name="start" command=s time=1 ;========================================= hold direction ======================================= [Command] name="holdfwd";Required (do not remove) command=/$F time=1 [Command] name="holdback";Required (do not remove) command=/$B time=1 [Command] name="holdup";Required (do not remove) command=/$U time=1 [Command] name="holddown";Required (do not remove) command=/$D time=1 [Command] name="holdup2" command=$U time=1 ;=========================================== direction ========================================== [Command] name="fwd" command=F time=1 [Command] name="back" command=B time=1 [Command] name="down" command=D time=1 [Command] name="up" command=U time=1 ;=============================================================================================== ; Hyper Attacks ;=============================================================================================== ;GAMMA WAVE [Command] name="gammawave" command=~D,DF,F,y+z time=20 [Command] name="gammawave" command=~D,DF,F,x+y time=20 [Command] name="gammawave" command=~D,DF,F,x+z time=20 [Command] name="gammawave" command=~D,DF,F,~y+z time=20 [Command] name="gammawave" command=~D,DF,F,~x+y time=20 [Command] name="gammawave" command=~D,DF,F,~x+z time=20 ;GAMMA CRUSH [Command] name="gammacrush" command=~D,DB,B,x+y time=20 [Command] name="gammacrush lvl2" command=~D,DB,B,y+z time=20 [Command] name="gammacrush" command=~D,DB,B,x+z time=20 [Command] name="gammacrush" command=~D,DB,B,~x+y time=20 [Command] name="gammacrush lvl2" command=~D,DB,B,~y+z time=20 [Command] name="gammacrush" command=~D,DB,B,~x+z time=20 ;GAMMA CHARGE [Command] name="gammachargeair" command=~D,DF,F,a+b time=20 [Command] name="gammachargeair lvl2" command=~D,DF,F,b+c time=20 [Command] name="gammachargeair" command=~D,DF,F,a+c time=20 [Command] name="gammachargeair" command=~D,DF,F,~a+b time=20 [Command] name="gammachargeair lvl2" command=~D,DF,F,~b+c time=20 [Command] name="gammachargeair" command=~D,DF,F,~a+c time=20 ;GAMMA QUAKE [Command] name="gammaquake" command=~D,DB,B,a+b time=20 [Command] name="gammaquake" command=~D,DB,B,b+c time=20 [Command] name="gammaquake" command=~D,DB,B,a+c time=20 [Command] name="gammaquake" command=~D,DB,B,~a+b time=20 [Command] name="gammaquake" command=~D,DB,B,~b+c time=20 [Command] name="gammaquake" command=~D,DB,B,~a+c time=20 ;Gamma Drop [Command] name="gammadrop" command=~D,DF,F,a+b time=20 [Command] name="gammadrop lvl2" command=~D,DF,F, b+c time=20 [Command] name="gammadrop" command=~D,DF,F,a+c time=20 [Command] name="gammadrop" command=~D,DF,F,~a+b time=20 [Command] name="gammadrop lvl2" command=~D,DF,F,~b+c time=20 [Command] name="gammadrop" command=~D,DF,F,~a+c time=20 ;GAMMA BOMB [Command] name="gammabomb" command=~D,DB,B,a+b time=20 [Command] name="gammabomb lvl2" command=~D,DB,B,b+c time=20 [Command] name="gammabomb" command=~D,DB,B,a+c time=20 [Command] name="gammabomb" command=~D,DB,B,~a+b time=20 [Command] name="gammabomb lvl2" command=~D,DB,B,~b+c time=20 [Command] name="gammabomb" command=~D,DB,B,~a+c time=20 ;=============================================================================================== ; Special Attacks ;=============================================================================================== ;GAMMA CHARGE(horizontal) [Command] name="gammachargea" command=~5B,F,a time=20 [Command] name="gammachargeb" command=~5B,F,b time=20 [Command] name="gammachargec" command=~5B,F,c time=20 [Command] name="gammachargea" command=~5B,F,~a time=20 [Command] name="gammachargeb" command=~5B,F,~b time=20 [Command] name="gammachargec" command=~5B,F,~c time=20 ;GAMMA CHARGE(vertical) [Command] name="gammachargeua" command=~$D,$U,a time=20 [Command] name="gammachargeub" command=~$D,$U,b time=20 [Command] name="gammachargeuc" command=~$D,$U,c time=20 [Command] name="gammachargeua" command=~$D,$U,~a time=20 [Command] name="gammachargeub" command=~$D,$U,~b time=20 [Command] name="gammachargeuc" command=~$D,$U,~c time=20 [Command] name="gammachargeua" command=~F,D,DF,a time=20 [Command] name="gammachargeub" command=~F,D,DF,b time=20 [Command] name="gammachargeuc" command=~F,D,DF,c time=20 [Command] name="gammachargeua" command=~F,D,DF,~a time=20 [Command] name="gammachargeub" command=~F,D,DF,~b time=20 [Command] name="gammachargeuc" command=~F,D,DF,~c time=20 ;GAMMA LIFT [Command] name="gammalift" command=D,D,x time=20 [Command] name="gammalift" command=D,D,y time=20 [Command] name="gammalift" command=D,D,z time=20 [Command] name="gammalift" command=D,D,~x time=20 [Command] name="gammalift" command=D,D,~y time=20 [Command] name="gammalift" command=D,D,~z time=20 ;GAMMA SLAM [Command] name="gammaslamx" command=~B,D,F,x time=20 [Command] name="gammaslamy" command=~B,D,F,y time=20 [Command] name="gammaslamz" command=~B,D,F,z time=20 [Command] name="gammaslamx" command=~B,D,F,~x time=20 [Command] name="gammaslamy" command=~B,D,F,~y time=20 [Command] name="gammaslamz" command=~B,D,F,~z time=20 ;GAMMA WAVE [Command] name="gammawavex" command=~D,DF,F,x time=20 [Command] name="gammawavey" command=~D,DF,F,y time=20 [Command] name="gammawavez" command=~D,DF,F,z time=20 [Command] name="gammawavex" command=~D,DF,F,~x time=20 [Command] name="gammawavey" command=~D,DF,F,~y time=20 [Command] name="gammawavez" command=~D,DF,F,~z time=20 ;CHIROPRACTOR [Command] name="chiropractor" command=~D,DF,F,a time=20 [Command] name="chiropractor" command=~D,DF,F,b time=20 [Command] name="chiropractor" command=~D,DF,F,c time=20 [Command] name="chiropractor" command=~D,DF,F,~a time=20 [Command] name="chiropractor" command=~D,DF,F,~b time=20 [Command] name="chiropractor" command=~D,DF,F,~c time=20 ;TORNADO THROW [Command] name="tornadox" command=~F,D,B,x time=20 [Command] name="tornadoy" command=~F,D,B,y time=20 [Command] name="tornadoz" command=~F,D,B,z time=20 [Command] name="tornadox" command=~F,D,B,~x time=20 [Command] name="tornadoy" command=~F,D,B,~y time=20 [Command] name="tornadoz" command=~F,D,B,~z time=20 ;WALL THROW [Command] name="wall" command=~F,D,B,a time=15 [Command] name="wall" command=~F,D,B,b time=15 [Command] name="wall" command=~F,D,B,c time=15 [Command] name="wall" command=~F,D,B,~a time=15 [Command] name="wall" command=~F,D,B,~b time=15 [Command] name="wall" command=~F,D,B,~c time=15 ;Guard Break/Stun [Command] name="stun" command=z+c time=20 ;=========================================== 2 commands ======================================== [command] name="SJump" command=$D,$U time=15 [Command] name = "FF";Required (do not remove) command = F, F time = 10 [Command] name = "BB";Required (do not remove) command = B, B time = 10 ;========================================== double buttons ===================================== [Command] name = "recovery";Required (do not remove) command = a+b time = 1 [Command] name = "recovery_roll" command = B,DB,D,a time = 1 [Command] name = "recovery_roll" command = B,DB,D,b time = 1 [Command] name = "recovery_roll" command = B,DB,D,c time = 1 [Command] name = "recovery_roll" command = /F,a time = 1 [Command] name = "recovery_roll" command = /F,b time = 1 [Command] name = "recovery_roll" command = /F,c time = 1 [Command] name = "recovery_rollback" command = /B,a time = 1 [Command] name = "recovery_rollback" command = /B,b time = 1 [Command] name = "recovery_rollback" command = /B,c time = 1 [Command] name = "alpha_counter" command = /B,x time = 10 [Command] name = "alpha_counter" command = ~B,D,y time = 10 [Command] name = "alpha_counter" command = ~B,D,z time = 10 [Command] name = "alpha_counter_kick" command = /B,a time = 10 [Command] name = "alpha_counter_kick" command = ~B,D,b time = 10 [Command] name = "alpha_counter_kick" command = ~B,D,c time = 10 [Command] name = "guardpush" command = x+y time = 4 [Command] name = "guardpush" command = y+z time = 4 [Command] name = "guardpush" command = x+z time = 4 [Command] name = "guardpush" command = x+y+z time = 40 [Command] name="2p" command=x+y time=1 [Command] name="2p" command=y+z time=1 [Command] name="2p" command=x+z time=1 [Command] name="2k" command=a+b time=1 [Command] name="2k" command=a+c time=1 [Command] name="2k" command=b+c time=1 [Command] name="slam" command=a+x time=1 [Command] name="dodge" command=x+a time=1 [Command] name="charge" command=y+b time=1 ;========================================== command + button =================================== [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 = "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 = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 ;-------------------------------------------------------------------------------------------- ;AI Commands [command] name = "CPU1" command = D, D, D, D, D, D, D, D time = 1 [command] name = "CPU11" command = D, D, D, D, D, D, D, D time = 1 [command] name = "CPU12" command = D, D, D, D, D, D, D, D time = 1 [command] name = "CPU2" command = z, z, z, z, z, z, z, z time = 1 [command] name = "CPU13" command = z, z, z, z, z, z, z, z time = 1 [command] name = "CPU14" command = z, z, z, z, z, z, z, z time = 1 [command] name = "CPU3" command = B, B, B, B, B, B, B, B time = 1 [command] name = "CPU15" command = B, B, B, B, B, B, B, B time = 1 [command] name = "CPU16" command = B, B, B, B, B, B, B, B time = 1 [command] name = "CPU4" command = x, x, x, x, x, x, x, x time = 1 [command] name = "CPU17" command = x, x, x, x, x, x, x, x time = 1 [command] name = "CPU18" command = x, x, x, x, x, x, x, x time = 1 [command] name = "CPU5" command = U, U, U, U, U, U, U, U time = 1 [command] name = "CPU19" command = U, U, U, U, U, U, U, U time = 1 [command] name = "CPU20" command = U, U, U, U, U, U, U, U time = 1 [command] name = "CPU6" command = a, a, a, a, a, a, a, a time = 1 [command] name = "CPU21" command = a, a, a, a, a, a, a, a time = 1 [command] name = "CPU22" command = a, a, a, a, a, a, a, a time = 1 [command] name = "CPU7" command = F, F, F, F, F, F, F, F time = 1 [command] name = "CPU23" command = F, F, F, F, F, F, F, F time = 1 [command] name = "CPU24" command = F, F, F, F, F, F, F, F time = 1 [command] name = "CPU8" command = b, b, b, b, b, b, b, b time = 1 [command] name = "CPU25" command = b, b, b, b, b, b, b, b time = 1 [command] name = "CPU26" command = b, b, b, b, b, b, b, b time = 1 [command] name = "CPU9" command = y, y, y, y, y, y, y, y time = 1 [command] name = "CPU27" command = y, y, y, y, y, y, y, y time = 1 [command] name = "CPU28" command = y, y, y, y, y, y, y, y time = 1 [command] name = "CPU10" command = s, s, s, s, s, s, s, s time = 1 [command] name = "CPU29" command = s, s, s, s, s, s, s time = 1 [command] name = "CPU30" command = s, s, s, s, s, s time = 1 [command] name = "CPU31" command = s, s, s, s, s time = 1 [command] name = "CPU32" command = s, s, s, s, U time = 1 [command] name = "CPU33" command = s, s, s, U, U time = 1 ;=============================================================================================== ; VALUES ;=============================================================================================== [Statedef -1] [State -1, AIhelper] type=changestate trigger1=ishelper(9741) value=9741 ;SuperJump [State -1] type =null; ChangeState value = 110 triggerall = Command = "SJump" triggerall = var(20) != 20&&p2life!=0 trigger1 = statetype = S trigger1 = ctrl = 1 ;----------------------------------- ;Dash Forward [State -1] type = ChangeState value = 100 triggerall = Roundstate=2&&command = "FF" triggerall = var(20) != 20 triggerall = stateno!=[100,661] trigger1 = statetype = S trigger1 = ctrl = 1 ;------------------------------------ ;Dash Back [State -1] type = ChangeState value = 105 triggerall = Roundstate=2&&command = "BB" triggerall = var(20) != 20&&p2life!=0 trigger1 = statetype = S trigger1 = ctrl = 1 ;------------------------------------ ;Taunt [State -1] type = ChangeState value = 106 triggerall = Roundstate=2&&command = "start" triggerall = var(20) != 20&&p2life!=0 trigger1 = statetype = S trigger1 = ctrl = 1 ;------------------------------------- ;Dodge Roll Back [State -1] type = ChangeState value = 67 triggerall = Roundstate=2&&var(20) != 20 triggerall = command = "dodge" && command = "holdback" trigger1 = StateType != A && ctrl ;------------------------------------- ;Dodge Roll Forward [State -1] type = ChangeState value = 66 triggerall = Roundstate=2&&var(20) != 20 triggerall = command = "dodge" && command = "holdfwd" trigger1 = StateType != A && ctrl ;------------------------------------- ;Guard Push [State -1] type = ChangeState value = 700 triggerall = Roundstate=2&&command = "guardpush" triggerall = statetype = S triggerall = var(20) != 20 trigger1 = stateno = [150,153] ;------------------------------------- [State -1] type = ChangeState value = 705 triggerall = Roundstate=2&&command = "guardpush" triggerall = statetype = C triggerall = var(20) != 20 trigger1 = stateno = [150,153] ;------------------------------------- [State -1] type = ChangeState value = 710 triggerall = Roundstate=2&&command = "guardpush" triggerall = statetype = A triggerall = var(20) != 20 trigger1 = stateno = [154,155] ;------------------------------------------ ;Alpha Counter [State -1] type = ChangeState value = 750 triggerall = Roundstate=2&&command="alpha_counter" triggerall=statetype !=A triggerall=Power >=500 triggerall=P2BodyDist x=[0,80] triggerall=p2bodydist Y=[-50,10] triggerall=var(20) !=20 trigger1=stateno=150||stateno=152 ;------------------------------------------ ;Air Alpha Counter [State -1] type = ChangeState value = 760 triggerall = Roundstate=2&&command="alpha_counter" triggerall = statetype = A triggerall = Power >= 500 triggerall = P2BodyDist x = [0,100] triggerall = p2bodydist Y = [-35,35] triggerall = var(20) != 20 trigger1 = stateno = [154,155] ;------------------------------------- ;Recovery Roll Foward [State -1] type = ChangeState value = 940 triggerall = Roundstate=2&&command = "holdfwd" triggerall = var(20) != 20 triggerall = time = 1 trigger1 = stateno = 5120 trigger1 = alive = 1 ;------------------------------------- ;Recovery Roll Back [State -1] type = ChangeState value = 941 triggerall = Roundstate=2&&command = "holdback" triggerall = var(20) != 20 triggerall = time = 1 trigger1 = stateno = 5120 trigger1 = alive = 1 ;-------------------------------------- ;Recovery - Roll Forward [State -1] type = VarSet trigger1 = (p2stateno = [3000, 3999]) && (movetype = H) v = 31 value = 1 [State -1, Rolling] type = ChangeState value = 942 triggerall = !ctrl && Command = "recovery_roll" && Life != 0 triggerall = (StateNo = 5030) || (StateNo = 5035) || (StateNo = 5050) || (StateNo = 5071) triggerall = var(20) != 20 triggerall = Var(31) != 1 triggerall = movetype != A trigger1 = pos Y > -10 ;-------------------------------------- ;Recovery - Roll Back [State -1] type = VarSet trigger1 = (p2stateno = [3000, 3999]) && (movetype = H) v = 31 value = 1 [State -1, Rolling] type = ChangeState value = 943 triggerall = !ctrl && Command = "recovery_rollback" && Life != 0 triggerall = (StateNo = 5030) || (StateNo = 5035) || (StateNo = 5050) || (StateNo = 5071) triggerall = var(20) != 20 triggerall = Var(31) != 1 triggerall = movetype != A trigger1 = pos Y > -10 ;=============================================================================================== ; Hypers Moves ;=============================================================================================== ;Hyper Gama Wave [State -1] type=ChangeState value=3000 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammawave"&&power>=1000 triggerall=roundstate=2 && statetype!=A trigger1=ctrl trigger2=(StateNo=[200,299])||(StateNo=[400,499]) ;--------------------------------------------------------------------------- ;Gamma Crush lvl2 [State -1] type=ChangeState value=3150 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammacrush lvl2"&&power>=2000 triggerall=Roundstate=2&&Statetype!=A trigger1=Ctrl trigger2=(StateNo=[200,299])||(StateNo=[400,499]) ;--------------------------------------------------------------------------- ;Gamma Crush [State -1] type=ChangeState value=3100 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammacrush"||command="gammacrush lvl2"&&power>=1000 triggerall=Roundstate=2&&Statetype!=A trigger1=Ctrl trigger2=(StateNo=[200,299])||(StateNo=[400,499]) ;--------------------------------------------------------------------------- ;Gamma Drop LvL2 [State -1] type=ChangeState value=3250 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammadrop lvl2"&&power>=2000 triggerall=Roundstate=2&&Statetype!=A trigger1=ctrl=1 trigger2=(StateNo=[200,299])||(StateNo=[400,499]) ;--------------------------------------------------------------------------- ;Gamma Drop [State -1] type=ChangeState value=3200 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammadrop"||command="gammadrop lvl2"&&power>=1000 triggerall=Roundstate=2&&Statetype!=A trigger1=ctrl=1 trigger2=(StateNo=[200,299])||(StateNo=[400,499]) ;--------------------------------------------------------------------------- ;Gamma Quake [State -1] type=ChangeState value=3300 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammaquake"&&power>=1000 triggerall=Roundstate=2&&Statetype!=A trigger1=ctrl trigger2=(StateNo=[200,299])||(StateNo=[400,499]) ;--------------------------------------------------------------------------- ;Gamma Charge Air LvL2 [State -1] type=ChangeState value=3650 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammachargeair lvl2"&&power>=2000 triggerall=roundstate=2&&statetype=A triggerall=pos Y <=-50 trigger1=ctrl trigger2=StateNo=[600,650] trigger3=MoveContact && StateNo = [1010,1012] trigger4=MoveContact && StateNo = 1400 ;--------------------------------------------------------------------------- ;Gamma Charge Air [State -1] type=ChangeState value=3600 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammachargeair"||command="gammachargeair lvl2"&&power>=1000 triggerall=roundstate=2&&statetype=A triggerall=pos Y <=-50 trigger1=ctrl trigger2=StateNo=[600,650] trigger3=MoveContact && StateNo = [1010,1012] trigger4=MoveContact && StateNo = 1400 ;--------------------------------------------------------------------------- ;Gamma Bomb LvL2 Air [State -1] type=ChangeState value=3750 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammabomb lvl2"&&power>=2000 triggerall=roundstate=2&&statetype=A triggerall=Pos Y <=-50 trigger1=ctrl trigger2=MoveContact&&StateNo=650 trigger3=StateNo=[851,855] ;--------------------------------------------------------------------------- ;Gamma Bomb Air [State -1] type=ChangeState value=3700 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="gammabomb"||command="gammabomb lvl2"&&power>=1000 triggerall=roundstate=2&&statetype=A triggerall=Pos Y <=-50 trigger1=ctrl trigger2=MoveContact&&StateNo=650 trigger3=StateNo=[851,855] ;=============================================================================================== ; Specials ;=============================================================================================== ;GAMMA CHARGE(vertical) [State -1] type= ChangeState value= 1010 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "gammachargeua" triggerall= roundstate=2 && statetype!=A trigger1= ctrl||stateno=40||stateno=52||(stateno=[100,101]) trigger2= MoveContact && StateNo = [200,250] trigger3= MoveContact && StateNo = [400,450] ;---------------------------------- ;GAMMA CHARGE(vertical) [State -1] type= ChangeState value= 1011 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "gammachargeub" triggerall= roundstate=2 && statetype!=A trigger1= ctrl||stateno=40||stateno=52||(stateno=[100,101]) trigger2= MoveContact && StateNo = [200,250] trigger3= MoveContact && StateNo = [400,450] ;---------------------------------- ;GAMMA CHARGE(vertical) [State -1] type= ChangeState value= 1012 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "gammachargeuc" triggerall= roundstate=2 && statetype!=A trigger1= ctrl||stateno=40||stateno=52||(stateno=[100,101]) trigger2= MoveContact && StateNo = [200,250] trigger3= MoveContact && StateNo = [400,450] ;---------------------------------- ;GAMMA CHARGE(horizontal) [State -1] type = ChangeState value = 1000 triggerall=Roundstate=2&&var(20)!=20 triggerall=command ="gammachargea" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2= StateNo = [200,250] trigger3= StateNo = [400,450] trigger4= (movecontact)&&(StateNo = [200,250]) trigger5= (movecontact)&&(StateNo = [400,450]) ;---------------------------------- ;GAMMA CHARGE(horizontal) [State -1] type = ChangeState value = 1001 triggerall=Roundstate=2&&var(20)!=20 triggerall=command ="gammachargeb" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2= StateNo = [200,250] trigger3= StateNo = [400,450] trigger4= (movecontact)&&(StateNo = [200,250]) trigger5= (movecontact)&&(StateNo = [400,450]) ;---------------------------------- ;GAMMA CHARGE(horizontal) [State -1] type = ChangeState value = 1002 triggerall=Roundstate=2&&var(20)!=20 triggerall=command ="gammachargec" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2= StateNo = [200,250] trigger3= StateNo = [400,450] trigger4= (movecontact)&&(StateNo = [200,250]) trigger5= (movecontact)&&(StateNo = [400,450]) ;---------------------------------- ;GAMMA LIFT [State -1] type = ChangeState value = 1100 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "gammalift" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2 = MoveContact ;----------------------------------- ;Gamma Slam [State -1] type = ChangeState value = 1200 triggerall=Roundstate=2&&var(20)!=20&&Var(33)=0 triggerall=command="gammaslamx" triggerall= roundstate=2 && statetype!=A triggerall = var(50) = 0 trigger1 = ctrl = 1 trigger2 = MoveContact ;---------------------------------- ;Gamma Slam [State -1] type = ChangeState value = 1201 triggerall=Roundstate=2&&var(20)!=20&&Var(33)=0 triggerall=command = "gammaslamy" triggerall= roundstate=2 && statetype!=A triggerall = var(50) = 0 trigger1 = ctrl = 1 trigger2 = MoveContact ;---------------------------------- ;Gamma Slam [State -1] type = ChangeState value = 1202 triggerall=Roundstate=2&&var(20)!=20&&Var(33)=0 triggerall=command = "gammaslamz" triggerall= roundstate=2 && statetype!=A triggerall = var(50) = 0 trigger1 = ctrl = 1 trigger2 = MoveContact ;---------------------------------- ;Gamma Wave [State -1] type = ChangeState value = 1300 triggerall=Roundstate=2&&var(20)!=20&&Var(33)=0 triggerall=command ="gammawavex" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2 = MoveContact ;---------------------------------- ;Gamma Wave [State -1] type = ChangeState value = 1301 triggerall=Roundstate=2&&var(20)!=20&&Var(33)=0 triggerall=command ="gammawavey" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2 = MoveContact ;---------------------------------- ;Gamma Wave [State -1] type = ChangeState value = 1302 triggerall=Roundstate=2&&var(20)!=20&&Var(33)=0 triggerall=command ="gammawavez" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 trigger2 = MoveContact ;---------------------------------- ;Gamma Dive [State -1] type = ChangeState value = 1400 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "x" && command = "y" && command = "z" triggerall=roundstate=2 && statetype=A triggerall=stateno!=[112,113] triggerall=P2stateno!=429 trigger1 = ctrl = 1 trigger2 = MoveContact && StateNo = [600,650] ;---------------------------------- ;Chiropractor [State -1] type = ChangeState value = 1500 triggerall=Roundstate=2&&var(20)!=20 triggerall=command ="chiropractor" triggerall= roundstate=2 && statetype!=A trigger1 = ctrl = 1 ;=============================================================================================== ; Throws ;=============================================================================================== ;Ground Throw Punch [State -1, Throw] type =ChangeState value =800 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="z"&&statetype=S&&p2life!=0 triggerall =p2bodydist X <20 triggerall =p2statetype !=A triggerall =stateno!=[100,105] trigger1 =ctrl trigger1 =command="holdfwd"||command="holdback" trigger1 =p2movetype!=H ;------------------------------------- ; Gamma Tornado Throw Light [State -1, Throw] type = ChangeState value = 810 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "tornadox" triggerall = roundstate=2 && statetype!=A trigger1 = Ctrl = 1 ;------------------------------------- ; Gamma Tornado Throw Medium [State -1, Throw] type = ChangeState value = 810 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "tornadoy" triggerall = roundstate=2 && statetype!=A trigger1 = Ctrl = 1 ;------------------------------------- ; Gamma Tornado Throw Hard [State -1, Throw] type = ChangeState value = 810 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "tornadoz" triggerall = roundstate=2 && statetype!=A trigger1 = Ctrl = 1 ;------------------------------------- ; Gamma Wall Throw Hard [State -1, Throw] type = ChangeState value = 860 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "wall" triggerall = roundstate=2 && statetype!=A trigger1 = Ctrl = 1 ;------------------------------------- ; Air Throw [State -1, Air Throw] type = ChangeState value = 850 triggerall=var(20)!=20&&Roundstate=2 triggerall=(command = "slam") triggerall = p2BodyDist X < 15 && p2BodyDist Y = [-80,80] triggerall = roundstate=2 && statetype=A triggerall = p2StateType = A triggerall = (command = "holdfwd")||(command = "holdback") trigger1 = ctrl trigger2 = (Stateno=[600,610])||(Stateno=[630,640]) trigger2 = Movetype=I ;=============================================================================================== ; Basic attacks ;=============================================================================================== ;Stand Light Punch Far [State -1] type = ChangeState value = 200 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="x"&&command!="holddown"&&statetype!=A trigger1 = ctrl ;---------------------------------- ;Stand Medium Punch Far [State -1] type = ChangeState value = 210 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="y"&&command!="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,205] trigger3 = MoveContact && StateNo = [230,235] trigger4 = MoveContact && StateNo = 400 trigger5 = MoveContact && StateNo = 430 ;---------------------------------- ;Stand Hard Punch Far [State -1] type = ChangeState value = 220 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="z"&&command!="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,210] trigger3 = MoveContact && StateNo = [230,240] trigger4 = MoveContact&&StateNo=[400,410] trigger5 = MoveContact&&StateNo=[430,440] ;---------------------------------- ;Stand Light Kick Far [State -1] type = ChangeState value = 230 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="a"&&command!="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,205] trigger3 = MoveContact && StateNo = 400 trigger4 = MoveContact && StateNo = 430 ;---------------------------------- ;Stand Medium Kick Far [State -1] type = ChangeState value = 240 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="b"&&command!="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,215] trigger3 = MoveContact && StateNo = 230 trigger4 = MoveContact && StateNo = 400 trigger5 = MoveContact && StateNo = 430 ;---------------------------------- ;Stand Hard Kick Far [State -1] type = ChangeState value = 250 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="c"&&command!="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,215] trigger3 = MoveContact && StateNo = [230,245] trigger4 = MoveContact&&StateNo=[400,410] trigger5 = MoveContact&&StateNo=[430,440] ;---------------------------------- ;Crouhing Light Punch [State -1] type = ChangeState value = 400 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="x"&&command="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,205] trigger3 = MoveContact && StateNo = [230,235] trigger4 = MoveContact && StateNo = 430 ;---------------------------------- ;Crouhing Medium Punch [State -1] type = ChangeState value = 410 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="y"&&command="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,215] trigger3 = MoveContact && StateNo = [230,235] trigger4 = MoveContact && StateNo = 400 trigger5 = MoveContact && StateNo = [430,440] ;---------------------------------- ;Crouhing Hard Punch [State -1] type = ChangeState value = 420 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="z"&&command="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,215] trigger3 = MoveContact && StateNo = [230,245] trigger4 = MoveContact && StateNo = [400,410] trigger5 = MoveContact && StateNo = [430,440] ;launcher [State -1, Aerial-Rave Jump] type = ChangeState value = 110 triggerall=Roundstate=2&&var(20)!=20 triggerall=command = "holdup" triggerall= MoveHit trigger1= stateno = 420&&enemy,hitshakeover ;---------------------------------- ;Crouhing Light Kick [State -1] type = ChangeState value = 430 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="a"&&command="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,205] trigger3 = MoveContact && StateNo = [230,235] trigger4 = MoveContact && StateNo = 400 trigger5 = MoveContact && StateNo = 430 ;---------------------------------- ;Crouhing Medium Kick [State -1] type = ChangeState value = 440 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="b"&&command="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,215] trigger3 = MoveContact && StateNo = [230,235] trigger4 = MoveContact && StateNo = [400,410] trigger5 = MoveContact && StateNo = 430 ;---------------------------------- ;Crouhing Hard Kick [State -1] type = ChangeState value = 450 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="c"&&command="holddown"&&statetype!=A trigger1 = ctrl trigger2 = MoveContact && StateNo = [200,215] trigger3 = MoveContact && StateNo = [230,235] trigger4 = MoveContact && StateNo = [400,410] trigger5 = MoveContact && StateNo = [430,440] ;---------------------------------- ;Air Light Punch [State -1] type=changestate value=600 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="x"&&statetype=A trigger1=ctrl trigger2=MoveContact&&StateNo=630 ;---------------------------------- ;Air Medium Punch [State -1] type=changestate value=610 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="y"&&statetype=A trigger1=ctrl trigger2 = MoveContact && StateNo = 600 trigger3 = MoveContact && StateNo = [630,640] ;---------------------------------- ;Air Heavy Punch [State -1] type=changestate value=625;;620 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="z"&&statetype=A trigger1=ctrl trigger2 = MoveContact && StateNo = [600,610] trigger3 = MoveContact && StateNo = [630,640] ;---------------------------------- ;Air Light Kick [State -1] type=changestate value=630 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="a"&&statetype=A trigger1=ctrl trigger2=MoveContact&&StateNo=600 ;---------------------------------- ;Air Medium Kick [State -1] type=changestate value=640 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="b"&&statetype=A trigger1=ctrl trigger2 = MoveContact && StateNo = [600,610] trigger3 = MoveContact && StateNo = 630 ;---------------------------------- ;Air Heavy Kick [State -1] type=changestate value=650 triggerall=Roundstate=2&&var(20)!=20 triggerall=command="c"&&statetype=A trigger1=ctrl trigger2 = MoveContact && StateNo = [600,610] trigger3 = MoveContact && StateNo = [630,640] ;============================================================================================== ; BACKUP AI ;============================================================================================== [State -1, Activate AI] type = VarSet triggerall = (Var(20) != 20) trigger1 = command = "CPU1" || command = "CPU2" || command = "CPU3" trigger2 = command = "CPU4" || command = "CPU5" || command = "CPU6" trigger3 = command = "CPU7" || command = "CPU8" || command = "CPU9" trigger4 = command = "CPU10" || command = "CPU11" || command = "CPU12" trigger5 = command = "CPU13" || command = "CPU14" || command = "CPU15" trigger6 = command = "CPU16" || command = "CPU17" || command = "CPU18" trigger7 = command = "CPU19" || command = "CPU20" || command = "CPU21" trigger8 = command = "CPU22" || command = "CPU23" || command = "CPU24" trigger9 = command = "CPU25" || command = "CPU26" || command = "CPU27" trigger10 = command = "CPU28" || command = "CPU29" || command = "CPU30" trigger11 = command = "CPU31" || command = "CPU32" || command = "CPU33" var(20) = 20 ;============================================================================================== ;AI Stand Guard [State -1] type = ChangeState value = ifelse(p2statetype=C,131,130) triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = statetype = S triggerall = p2movetype = A triggerall = p2statetype != C trigger1 = enemy, numproj > 0 trigger1 = Random <= 900 trigger2 = p2bodydist X <= 150 ;=================================== ;AI Stand to Crouch Guard [State -1] type = ChangeState value = 152 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = statetype = S triggerall = p2movetype = A trigger1 = p2bodydist X <= 150 trigger1 = StateNo = 150 ;=================================== ;AI Crouching Guard [State -1] type = ChangeState value = 131 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = statetype = C triggerall = p2movetype = A triggerall = p2statetype = C triggerall=enemy,HitDefAttr=SC,NA,SA,HA trigger1 = enemy, numproj > 0 trigger1 = random <= 900 trigger2 = p2bodydist X <= 150 ;=================================== ;AI Crouch to Stand Guard [State -1] type = ChangeState value = 150 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = statetype = C triggerall = p2movetype = A triggerall = P2statetype != C trigger1 = p2bodydist X <= 150 trigger2 = StateNo = 152 ;=================================== ;AI Air Guard [State -1] type = ChangeState value = 132 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = Statetype = A triggerall = P2Movetype = A trigger1 = enemy, numproj > 0 trigger2 = p2bodydist X <= 150 ;==================================== ;AI Jump [State -1] type=changestate value=ifelse((P2BodyDist X =[150,190])&&(Var(33)=0)&&enemy, Numproj <= 0&&enemy,stateno<2999,1200,40) triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1);;;&&Random < 550 triggerall = StateType = S ;triggerall = p2movetype = A triggerall = p2statetype != L triggerall = Stateno!= 40 && Prevstateno!= 40 trigger1 = P2BodyDist X = [100,250] trigger1 = enemy, Numproj <= 0&&enemy,stateno<2999 trigger2 = P2BodyDist X = [100,250] trigger2 = enemy, Numhelper <= 0&&enemy,stateno<2999 trigger3 = Stateno = 140 trigger3 = ctrl && enemynear,movetype=A && (p2bodydist x=[20,200]) trigger3 = (enemy,vel X != [-2,2]) && (P2BodyDist Y >= -100) trigger4 = (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AT) && (p2bodydist x=[-20,200]) trigger4 = (enemy,vel X != [-2,2]) && (P2BodyDist Y >= -100) trigger4 = Stateno = 140 trigger4 = (enemynear,p2bodydist x>0) && (enemynear,facing!=facing) trigger4 = random<ifelse((enemy,hitdefattr=SC,AT),500,100) trigger5 = Stateno = 140 trigger5 = ctrl && enemynear,movetype=A && (p2bodydist x=[20,200]) trigger5 = (enemy,vel X != [-2,2]) && P2BodyDist Y >= -100 trigger6 = (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AT) && (p2bodydist x=[20,200]) trigger6 = (enemy,vel X != [-2,2]) && P2BodyDist Y >= -100 trigger6 = Stateno = [130,140] trigger7 = InGuardDist || P2bodydist X = [-60,180] trigger7 = ctrl trigger7 = statetype != A trigger7 = enemynear,HitDefAttr = SC,AT trigger7 = random = [0,900] ;==================================== ;AI Jump [State -1] type=changestate value=40 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = (StateType != A) && (p2bodydist x >=0) triggerall = (ctrl) && (p2movetype != H) triggerall = (enemy,stateno>=1000) triggerall = (p2movetype = A) && (P2statetype!=A) triggerall = !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) trigger1 = (enemy, numproj > 0)||(enemy, numhelper > 0) trigger1 = P2BodyDist X >=50 ;==================================== ;AI Roll Forward [State -1] type = ChangeState value = ifelse(Frontedgebodydist<=90,105,ifelse(random>=750,1011,66)) triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1) triggerall = StateType != A && StateType != L triggerall = MoveType != H triggerall = stateno != [66,67] triggerall = enemy,stateno!=459 trigger1 = P2BodyDist X = [10,55] trigger1 = enemy, statetype != A trigger1 = Random <= 500 trigger1 = enemy, movetype = I trigger2 = P2BodyDist X = [30,75] trigger2 = enemy, statetype = A trigger2 = Random <= 500 trigger2 = enemy, movetype = I ;==================================== ;AI Light Punch [State -1] type = ChangeState value =ifelse(P2StateType=C,400,ifelse(random>=750,430,200)) triggerall = Var(20) = 20 triggerall = StateType = S triggerall = p2StateType = S && P2StateType != A && P2StateType != C triggerall = ctrl && p2life!= 0 triggerall = stateno < 800 trigger1 = P2BodyDist X = [35,75] trigger1 = ctrl = 1 ;=================================== ;AI Crouch Light Kick [State -1] type = ChangeState value = 430 triggerall = Var(20) = 20 && random > life && time % 4 triggerall = Life != 0 && stateno < 410 triggerall = p2bodydist X <= 50 triggerall = ctrl && p2life!= 0 triggerall = StateType != A && MoveType != H trigger1 = (p2stateno = [5050,5110])||(p2stateno = [753,754]) trigger2 = enemy, numproj = 0 trigger3 = p2movetype != A trigger4 = P2stateno=[1006,1007] ;=================================== ;AI Crouch Light Punch [State -1] type = ChangeState value = 400 triggerall = Var(20) = 20 && random > life && time % 4 triggerall = Life != 0 && stateno < 600 triggerall = p2bodydist X <= 75 triggerall = roundstate = 2 && ctrl = 1 triggerall = StateType != A && MoveType != H triggerall = p2statetype != A triggerall = movetype != H triggerall = var(45)=0 trigger1 = enemy, numproj = 0 trigger2 = p2movetype != A trigger3 = p2movetype = I ;=================================== ;AI Crouch Heavy Punch [State -1] type = changestate value = 420 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(20) = 20 && stateno < 800 triggerall = StateType != A && MoveType != H triggerall = ctrl triggerall = (numenemy)&&(enemy,vel y >=0) triggerall = P2BodyDist X = [-10,80] triggerall = P2BodyDist Y = [-50,-1] triggerall = p2StateType = A trigger1 = p2stateno = [5000,5999] trigger2 = 1 trigger3 = P2stateno = [1006,1007] trigger3 = time >= 15 ;=================================== ;AI Jump Light Punch [State -1] type = ChangeState value = 600 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(20) = 20 && random > life && time % 4 triggerall = StateType = A && MoveType != H triggerall = p2statetype = A triggerall = ctrl && p2life!= 0 trigger1 = stateno = 113 trigger1 = anim = [41,43] trigger1 = time >= 4 ;=================================== ;AI Jump Light Kick [State -1] type = ChangeState value = 650;;630 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1)&&Random > 450 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = Pos Y >= -60 trigger1 = P2BodyDist X = [-5,80] trigger1 = P2BodyDist Y = [30,100] ;trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) ;trigger1 = Vel Y > 2 ;=================================== ;AI Jump Heavy Kick [State -1] type = ChangeState value = 650 triggerall = (Var(20)=20)&&(Roundstate=2)&&(ctrl=1)&&Random > 450 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2stateno != 5120 triggerall = P2stateno != 5201 triggerall = Pos Y >= -50 trigger1 = P2BodyDist X = [-5,80] trigger1 = P2BodyDist Y = [30,100] trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999]) trigger1 = Vel Y > 2 ;=================================== ;AI Chiropractor [State -1] type = changestate value =ifelse(power>=2000,3200,1500) triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(20) = 20 && stateno < 800 triggerall = StateType != A && MoveType != H && p2life!= 0 triggerall = ctrl triggerall = P2BodyDist X = [30,150] triggerall = P2BodyDist Y <= -80 triggerall = (Numenemy)&&(enemy,vel x>=0) triggerall = p2movetype != H trigger1 = p2movetype = A trigger1 = random < 989 trigger2 = p2statetype = A trigger2 = random < 989 ;=================================== ;AI Diving Hulk [State -1] type = changestate value = 1400 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(20) = 20 && stateno < 800 triggerall = StateType = A && MoveType != H && p2life!= 0 triggerall = ctrl triggerall = Pos Y <= -60 triggerall = P2BodyDist X = [0,250] triggerall = P2BodyDist Y >= -100 triggerall = stateno!=112&&p2stateno!=423 trigger1 = p2MoveType = A trigger1 = random >= 500 trigger2 = enemy, Numproj > 0 && random >= 10 trigger3 = enemy, Numhelper > 0 && random >= 10 trigger4 = p2MoveType = I trigger4 = p2StateType != A trigger5 = stateno=5210 trigger5 = P2bodydist X !=[-80,80] ;=================================== ;AI Alpha Counter Charge [State -1, Alpha Counter] type = ChangeState value = 750 triggerall = Var(20) = 20 && Roundstate=2 && random > life triggerall = StateType != A && StateType != L triggerall = (life<=600)&&(power >= 500) trigger1 = P2BodyDist x <= 100 trigger1 = StateNo = [150,153] trigger1 = Random = [0,500] ;=================================== ;AI Air Throw [State -1, Air Throw] type=changestate value=850 trigger1= Var(20)=20 trigger1= roundstate=2&&statetype=A trigger1= ctrl trigger1= p2statetype=A&&p2movetype!=H trigger1= (p2bodydist x=[-10,20]) && (p2dist y=[-80,-40]) && random<333 ;=================================== ;AI Gamma Charge [State -1] type = changestate value = 1000 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(20) = 20 && p2life!= 0 && Random >= 450 triggerall = statetype != A triggerall = ctrl triggerall = P2BodyDist X = [100,175] trigger1 = p2movetype = A trigger1 = random >= 50 trigger2 = enemy, Numproj > 0 trigger3 = enemy, Numhelper > 0 trigger4 = (enemynear,facing!=facing) ;=================================== ;AI Gamma Wave [State -1] type = changestate value = ifelse((p2bodydist x>=190)&&(var(33)=0),1200,ifelse((var(33)!=0),100,1302)) triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(20) = 20 && p2life!= 0 && Random < 450 triggerall = statetype != A triggerall = ctrl triggerall = P2BodyDist X >= 176 trigger1 = p2movetype = A trigger1 = random >= 50 trigger2 = enemy, Numproj > 0 trigger3 = enemy, Numhelper > 0 ;=================================== ;AI Tornado Throw [State -1] type=ChangeState value=810 triggerall = Var(20) = 20 && Roundstate=2 && ctrl&&statetype!=A triggerall= (enemynear,vel x=[-1,1]) && (enemynear,vel y>0) triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) && p2statetype!=L triggerall = P2BodyDist X = [-30,55] triggerall = P2BodyDist Y = [-165,-85] trigger1 = P2stateno=[3000,3999] trigger1 = random <=900 trigger2 = P2stateno=[1000,1999] trigger2 = random <=900 ;=================================== ;AI Tornado Throw [State -1] type=ChangeState value=810 triggerall = Var(20) = 20 && Roundstate=2 && ctrl&&statetype!=A triggerall= (enemynear,vel x=[-1,1]) && (enemynear,vel y=0) triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) && p2statetype!=L triggerall = P2BodyDist X = [0,150] trigger1 = P2stateno=[3000,3999] trigger1 = P2movetype=I trigger1 = random <=900 trigger2 = P2stateno=[1000,1999] trigger2 = P2movetype=I trigger2 = random <=900 ;=================================== ;AI Gamma Avalanche [State -1] type=ChangeState ;value=ifelse(power>=1000,3300,1500) value=ifelse(power>=1000,3300,810) triggerall = Var(20) = 20 && Roundstate=2 && ctrl&&statetype!=A triggerall= (enemynear,vel x=[-1,1]) && (enemynear,vel y>0) triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) && p2statetype!=L triggerall = P2BodyDist X = [-30,55] triggerall = P2BodyDist Y = [-225,-85] trigger1 = P2stateno=[3000,3999] trigger1 = random <=900 trigger2 = P2stateno=[1000,1999] trigger2 = random <=900 ;=================================== ;AI Wall Throw [State -1] type = ChangeState value = 860 triggerall = Var(20) = 20 && random > life triggerall = roundstate = 2 && ctrl = 1 triggerall = StateType != A && MoveType != H triggerall = p2bodydist X = [36,80] triggerall = P2MoveType != H triggerall = P2StateNo != 40 triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5000,5999] triggerall = movetype != H trigger1 = enemy, numproj = 0 trigger2 = p2movetype != A trigger3 = p2movetype = I trigger4 = (enemynear,facing!=facing) trigger5 = p2stateno = 3513 ;=================================== ;AI Lie Down Roll Foward [State -1,Lie Down Roll Foward Hard AI] type = ChangeState value = 940 triggerall = Var(20) = 20 && time % 4 triggerall = p2bodydist X >= 0 triggerall = Life != 0 && MoveType != H triggerall = stateno = 5120 triggerall = P2Life != 0 trigger1 = P2movetype = A trigger1 = random <= 998 trigger2 = (enemy, numproj > 0) trigger2 = random <= 998 trigger3 = (enemy,vel X != [-3,3]) && (P2BodyDist Y >= -100) ;==================================== ;AI Lie Down Roll Back [State -1,Lie Down Roll Back Hard AI] type = ChangeState value = 941 triggerall = Var(20) = 20 && time % 4 triggerall = Life != 0 && MoveType != H triggerall = p2bodydist X <=-1 triggerall = stateno = 5120 triggerall = P2Life != 0 trigger1 = P2movetype = A trigger1 = random <= 998 trigger2 = (enemy, numproj > 0) trigger2 = random <= 998 trigger3 = (enemy,vel X != [-3,3]) && (P2BodyDist Y >= -100) ;==================================== ;AI Recovery Roll Foward [State -1,Recovery Roll Forward Hard AI] type =ChangeState value =942 triggerall = Var(20) = 20 && time % 4 triggerall = Life != 0 && pos y >= 0 triggerall = p2bodydist X >= 100 triggerall = P2stateno!=[3000,3999] triggerall = (StateNo = 5030) || (StateNo = 5035) || (StateNo = 5050) || (StateNo = 5071) trigger1 = P2movetype = A trigger1 = random <= 998 trigger2 = (enemy, numproj > 0) trigger2 = random <= 998 trigger3 = (enemy,vel X != [-3,3]) && (P2BodyDist Y >= -100) trigger4 = P2movetype != A&& Random<=300 ;==================================== ;AI Recovery Roll Back [State -1,Recovery Roll Back Hard AI] type =ChangeState value =943 triggerall = Var(20) = 20 && time % 4 triggerall = Life != 0 && pos y >= 0 triggerall = p2bodydist X <=-1 triggerall = P2stateno!=[3000,3999] triggerall = (StateNo = 5030) || (StateNo = 5035) || (StateNo = 5050) || (StateNo = 5071) trigger1 = P2movetype = A trigger1 = random <= 998 trigger2 = (enemy, numproj > 0) trigger2 = random <= 998 trigger3 = (enemy,vel X != [-3,3]) && (P2BodyDist Y >= -100) trigger4 = P2movetype != A&& Random<=300 ;==================================== ;AI Tornado Throw [State -1] type=changestate value=810 triggerall = Var(20) = 20 && Random > life triggerall = StateType = S triggerall = ctrl=1 && Roundstate=2 triggerall = p2statetype != L triggerall = (enemynear,animtime<=-30) trigger1 = (enemynear,movetype=A) && (p2bodydist x=[0,180]) trigger1 = (P2BodyDist Y >= -100) trigger1 = Stateno = 140 trigger1 = (enemynear,facing!=facing) ;=================================== ;AI Ground Throw [State -1] type = ChangeState value = 800 triggerall = Var(20) = 20 && random > life && time % 4 triggerall = Life != 0 && stateno < 600 triggerall = p2bodydist X <= 35 triggerall = roundstate = 2 && ctrl = 1 triggerall = StateType != A && MoveType != H triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5000,5999] triggerall = movetype != H trigger1 = enemy, numproj = 0 trigger2 = p2movetype != A trigger3 = (enemynear,facing!=facing) ;==================================== [State -1, AI Guard Push (Standing)] type = ChangeState value = 700 triggerall = Var(20) = 20 && random > life triggerall = StateType != A && StateType != L triggerall = P2StateType != C triggerall = P2life != 0 triggerall = stateno!=[5130,5138] triggerall = StateNo = [151,153] triggerall = StateNo != [700,710] trigger1 = P2BodyDist x > 75 trigger1 = Random = [0,500] trigger1 = time >= 4 trigger2 = Backedgedist<=80 trigger2 = P2BodyDist x > 75 trigger2 = Random = [0,900] trigger2 = time >= 4 ;==================================== [State -1, AI Guard Push (Crouching)] type = ChangeState value = 705 triggerall = Var(20) = 20 && random > life && ctrl triggerall = StateType = C && StateType != L triggerall = stateno!=[5130,5138] triggerall = StateNo != [700,710] triggerall = P2life != 0 triggerall = StateNo = [150,153] trigger1 = P2BodyDist x > 75 trigger1 = Random = [0,500] trigger1 = time >= 4 trigger2 = Backedgedist<=80 trigger2 = P2BodyDist x > 75 trigger2 = Random = [0,900] trigger2 = time >= 4 ;==================================== [State -1, AI Guard Push (Air)] type = ChangeState value = 710 triggerall = Var(20) = 20 && random > life && ctrl triggerall = StateType = A && StateType != L triggerall = P2life != 0 triggerall = StateNo = [154,155] triggerall = StateNo != [700,710] trigger1 = P2BodyDist x > 75 trigger1 = Random = [0,500] trigger1 = time >= 4 trigger2 = Backedgedist<=80 trigger2 = P2BodyDist x > 75 trigger2 = Random = [0,900] trigger2 = time >= 4
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