;===============================================================================================
; 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