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Command List — ThanosMVC.zip ← Back to Overview

[Remap] x = x y = y z = z a = a b = b c = c s = s [Defaults] command.time = 30 command.buffer.time = 1 ;-| 2/3 Button Combination |----------------------------------------------- [command] name = "hold x" command = /$x time = 1 [command] name = "hold y" command = /$y time = 1 [command] name = "hold z" command = /$z time = 1 [command] name = "recovery";required (do not remove) command = x+y time = 1 [Command] name = "undizzy" command = ~B, F, B, F, B, F, B, F time = 35 [Command] name = "undizzy" command = ~D, U, D, U, D, U, D, U time = 35 ;-| push back |----------------------------------------------------------- [command] name = "guardpush" command = x+y time = 10 [command] name = "guardpush" command = x+z time = 10 [command] name = "guardpush" command = z+y time = 10 ;-| super jump |----------------------------------------------------------- [command] name = "du" command = ~D, $U time = 8 [command] name = "abc" command = a+b+c time = 8 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = /$D time = 1 ;-| Hold Button |-------------------------------------------------------- [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 ;-| CPU |---------------------------------------------------------------- [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+a time = 1 ;-| Hyper Motions |-------------------------------------------------------- [Command] name = "STH" command = ~D, DF, F, x+y [Command] name = "STH" command = ~D, DF, F, y+z [Command] name = "STH" command = ~D, DF, F, x+z [Command] name = "TMP" command =~D, DB, B, x+y time = 15 [Command] name = "TMP" command = ~D, DB ,B, y+z time = 15 [Command] name = "TMP" command = ~D, DB,B, x+z time = 15 [Command] name = "KTE" command = ~D, DF, F, a+b time = 15 [Command] name = "KTE" command = ~D, DF, F, b+c time = 15 [Command] name = "KTE" command =~D, DF, F, a+c time = 15 [Command] name = "EGG" command = ~F, D, DF, x+y time = 15 [Command] name = "EGG" command = ~F, D, DF, y+z time = 15 [Command] name = "EGG" command =~F, D, DF, x+z time = 15 ;-| Super Motions |------------------------------------------------------ [Command] name = "01" command = ~D, DF, F, x time = 15 [Command] name = "02" command = ~D, DF, F, y time = 15 [Command] name = "03" command = ~D, DF, F, z time = 15 [Command] name = "04" command = ~F, D, DF, x time = 15 [Command] name = "05" command = ~F, D, DF, y time = 15 [Command] name = "06" command = ~F, D, DF, z time = 15 [Command] name = "07" command = ~D, DF, F, a time = 15 [Command] name = "08" command = ~D, DF, F, b time = 15 [Command] name = "09" command = ~D, DF, F, c time = 15 [Command] name = "10" command = ~D, DB, B, a time = 15 [Command] name = "11" command = ~D, DB, B, b time = 15 [Command] name = "12" command = ~D, DB, B, c time = 15 [Command] name = "13" command = ~D, DB, B, x time = 15 [Command] name = "14" command = ~D, DB, B, y time = 15 [Command] name = "15" command = ~D, DB, B, z time = 15 [command] name = "xyz" command = x+y+z [Command] name = "bwdb" command = /B,b time = 1 [Command] name = "bwdz" command = /B,z time = 1 [Command] name = "fwdz" command = /F,z time = 1 [Command] name = "az" command =/D,z [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "down";Required (do not remove) command = $D time = 1 ;throw shouldersuplex [Command] name = "2k" command = a+b time = 5 [Command] name = "2k" command = b+c time = 5 [Command] name = "2k" command = c+a time = 5 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "DD" ;Required (do not remove) command = D, D time = 10 [Command] name = "UU" ;Required (do not remove) command = U, U time = 10 [Command] name = "DF" ;Required (do not remove) command = DF, DF time = 10 [Command] name = "UF" ;Required (do not remove) command = UF, UF time = 10 [Command] name = "DB" ;Required (do not remove) command = DB, DB time = 10 [Command] name = "UB" ;Required (do not remove) command = UB, UB time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+a time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------------------------------------------------------------------- [Statedef -1] ;=========================================================================== ;Artificial Intelligence ;=========================================================================== ;var(59) = AI variable ;var(50) = Difficulty variable [State -1, AI ON] ; Turn the AI on when Type = VarSet TriggerAll = Var(59) < 1; it is not on yet and TriggerAll = RoundState=2 ; the fight has started and is not over yet and Trigger1 = AILevel>0 ; the computer is playing the character v = 59 value= 1 ; value of 1 will mean the AI is on Ignorehitpause=1 [State -1, AI OFF] ; Turn the AI off when Type=VarSet Trigger1=var(59)>0 ; it is on and Trigger1=RoundState!=2 ; the round is not started yet or is already over Trigger2=!IsHelper ; OR if we are a player, but Trigger2=AILevel=0 ; the computer is not in control v=59 value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one. Ignorehitpause=1 [State -1] Type=VarSet Trigger1=1 var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300 ;-------------------------------------------------------------------------------------------------------------------------------- [State 0] type = changestate value = 195 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = ctrl triggerall = P2BodyDist X >= 50 triggerall = random <= 50 triggerall = life >= p2life+350 trigger1 = p2stateno = 5050 trigger2 = p2stateno = [5100,5101] trigger3 = p2stateno = 5120 || p2stateno = 5020 || p2stateno = 5030 ;AI Super Jump [State 0] type = ChangeState value = 40 triggerall = var(59) != 0 && roundstate =2; Applied if AI is activated triggerall = statetype != A ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated. triggerall = movehit >= 1 trigger1 = stateno = 420 trigger2 = stateno = 1303 [State -1: Recovery Roll] type = ChangeState triggerall = var(59) != 0 triggerall = Alive && Life > 0 triggerall = (StateNo = [5100, 5110]) triggerall = Pos Y >= -5 triggerall = time > 15 trigger1 = random < 499 value = 891 [State 0] Type=ChangeState Triggerall=Inguarddist Triggerall=var(59)>0 Triggerall=ctrl Trigger1 = random< (var(50)*2+(AiLevel>=3)*100) value=120 [State 0] Type=Assertspecial Triggerall=StateNo!=[120,160] Trigger1=var(59)>0 flag=noairguard flag2=nocrouchguard flag3=nostandguard [State 0] type = ChangeState value = 171 triggerall = numhelper(174) = 0 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 150 triggerall = random = [0,30] trigger1 = statetype = S ignorehitpause = 1 [State 0] type = ChangeState value = 130 triggerall = numhelper(730) = 0 triggerall = var(59) != 0 && roundstate =2 triggerall = StateType = S triggerall = P2Movetype = A triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) trigger1 = ctrl trigger1 = p2stateno= [1000,3999] trigger2 = P2BodyDist X < 90 trigger2 = ctrl trigger2 = p2stateno= [200,299] [State 0] type = ChangeState value = 172 triggerall = numhelper(730) = 0 triggerall = numhelper(174) = 0 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 152 triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) trigger1 = statetype = C ignorehitpause = 1 [State 0] type = ChangeState value = 131 triggerall = numhelper(730) = 0 triggerall = var(59) != 0 && roundstate =2 triggerall = StateType = C triggerall = P2Movetype = A triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) trigger1 = ctrl trigger1 = p2stateno= [1000,3999] trigger2 = P2BodyDist X < 90 trigger2 = ctrl trigger2 = p2stateno= [400,499] [State 0] type = ChangeState value = 173 triggerall = numhelper(730) = 0 triggerall = numhelper(174) = 0 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 154 triggerall = random = [0,30] trigger1 = statetype = A ignorehitpause = 1 [State -1] type = ChangeState value = 0 triggerall = var(59) != 0 triggerall = roundstate = 3 trigger1 = statetype != A trigger1 = ctrl [State -1] type = ChangeState value = 100 triggerall = var(59) = 1 triggerall = AILevel >= 7 triggerall = statetype != A triggerall = random = [0,20] trigger1 = ctrl trigger1 = stateno != 100 trigger1 = stateno != 102 triggerall = p2bodydist x = [150,300] [State -1] type = ChangeState value = 104 triggerall = var(59) = 1 triggerall = numhelper(109) = 0 triggerall = AILevel >= 7 triggerall = statetype = A triggerall = random = [0,20] trigger1 = ctrl trigger1 = stateno != 100 trigger1 = stateno != 102 triggerall = p2bodydist x = [150,300] ;=========================================================================== ;Artificial Intelligence - Light Normals ;=========================================================================== [State 0] type = ChangeState triggerall = P2statetype != A trigger1 = p2stateno != [5100,5150] triggerall = var(59) != 0 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X <30 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 200 [State 0] type = ChangeState triggerall = P2statetype != A trigger1 = p2stateno != [5100,5150] triggerall = var(59) != 0 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 20 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 230 [State 0] type = ChangeState triggerall = P2statetype != A triggerall = var(59) != 0 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 40 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 430 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype = A triggerall = p2bodydist X <= 40 triggerall = p2dist y = [-50,0] trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 600 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype = A triggerall = p2bodydist X <= 40 triggerall = p2dist y = [-50,0] trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 trigger5 = stateno = 600 trigger5 = movehit value = 630 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 5 triggerall = statetype = A trigger1 = stateno = 600 trigger1 = movecontact value = 630 [State 0] type = ChangeState value = 800 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = movetype != H triggerall = stateno != [5000,5110] triggerall = P2movetype != H triggerall = P2statetype != A triggerall = P2statetype != L trigger1 = AIlevel > 8 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = ctrl trigger1= p2bodydist X < 10 ;=========================================================================== ;Artificial Intelligence - Normals ;=========================================================================== [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 16 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 210 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 200 triggerall = movehit = 1 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 210 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 220 triggerall = movehit > 3 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 221 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 42 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 220 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 210 triggerall = movehit = 1 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 220 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 25 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 240 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 230 triggerall = movehit = 1 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 240 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 40 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 250 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 240 triggerall = movehit = 1 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 250 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 450 triggerall = movehit > 3 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 251 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 13 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 410 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 400 triggerall = movecontact trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 410 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 25 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = p2bodydist x = [0,25] trigger4 = random < 600 value = 420 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 410|| stateno = 440 triggerall = movehit = 1 trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 420 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 12 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 440 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 430 triggerall = movecontact trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 440 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype != A triggerall = p2bodydist X < 39 triggerall = enemynear, statetype = S trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 450 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = stateno = 250||stateno = 440 triggerall = movecontact trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 450 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype = A triggerall = p2bodydist X <= 100 triggerall = p2dist y = [-30,60] trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 610 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype = A triggerall = stateno = 600 || stateno = 630 triggerall = movecontact trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 610 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype = A triggerall = p2bodydist X <= 100 triggerall = p2dist y = [-30,60] trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 620 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype = A triggerall = stateno = 610 || stateno = 640 triggerall = movecontact trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 620 [State 0] type = ChangeState triggerall = var(59) != 0 && roundstate =2 triggerall = Ctrl triggerall = statetype = A triggerall = p2bodydist X <= 100 triggerall = p2dist y = [-30,60] trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 640 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype = A triggerall = stateno = 600 || stateno = 630 triggerall = movecontact trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 640 ;=========================================================================== ;Artificial Intelligence - Specials ;=========================================================================== [State -1,32] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = (p2dist x = [50,100]) && (p2dist y = [-200,-50]) triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1110 [State 0] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2movetype=A && ctrl && p2bodydist x <100 triggerall = p2stateno=[400,499] trigger1 = AIlevel > 1 trigger1 = random <= 50 trigger2 = AIlevel > 3 trigger2 = random <= 300 trigger3 = AIlevel > 6 trigger3 = random <= 500 trigger4 = AIlevel > 8 trigger4 = random <= 900 value = 1200 [State -1,32] type = ChangeState triggerall = numhelper(2000) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1400 [State -1,32] type = ChangeState triggerall = numhelper(2100) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1410 [State -1,32] type = ChangeState triggerall = numhelper(2200) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1420 [State -1,32] type = ChangeState triggerall = numhelper(2300) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1430 [State -1,32] type = ChangeState triggerall = numhelper(2400) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1440 [State -1,32] type = ChangeState triggerall = numhelper(2500) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = statetype != A triggerall = p2bodydist X > 100 triggerall = ctrl trigger1 = AIlevel < 6 trigger1 = random <= 3 trigger2 = AIlevel > 8 trigger2 = random <= 100 value = 1450 ;=========================================================================== ;Artificial Intelligence - Supers ;=========================================================================== [State -1, ] type = ChangeState value = 3000 triggerall = power >= 1000 triggerall = statetype = S && var(59) != 0 triggerall = statetype !=A triggerall = stateno != [800,850] triggerall = p2bodydist x = [50,150] triggerall = AIlevel > 6 || (( random = [0,3] ) && Time <= 1) trigger1=(stateno=[200,210]) trigger1 =movehit && p2movetype=H trigger2=(stateno=[230,499]) trigger2 =movehit && p2movetype=H trigger3 = stateno = [1200,1399] trigger3 = movehit&& p2movetype=H trigger4= enemynear,anim=5300 && ctrl [State 0] type = ChangeState value = 3100 triggerall = power >= 1000 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 5 triggerall = p2bodydist x < 40 triggerall = statetype = S triggerall = stateno != [800,899] trigger1=(stateno=[200,210]) trigger1 =movehit && p2movetype=H trigger2=(stateno=[230,499]) trigger2 =movehit && p2movetype=H trigger3 = stateno = [1200,1399] trigger3 = movehit&& p2movetype=H trigger4= enemynear,anim=5300 && ctrl [State -1, ] type = ChangeState value = 3200 triggerall = numhelper(2000) = 1 triggerall = numhelper(2100) = 1 triggerall = numhelper(2200) = 1 triggerall = numhelper(2300) = 1 triggerall = numhelper(2400) = 1 triggerall = numhelper(2500) = 1 triggerall = statetype = S && var(59) != 0 && random <= 400 triggerall = stateno != [800,850] triggerall = power >= 3000 triggerall = AILevel >= 8 triggerall = p2statetype !=A||((p2bodydist y =[-55,-20])&&enemy,vel y >=0) triggerall = p2statetype !=L triggerall = enemynear,anim!=5120 triggerall = p2bodydist x = [0,300] trigger1= p2movetype=A && ctrl && p2bodydist x >90 trigger2=(stateno=[200,499]) trigger2 =movehit && p2movetype=H trigger3 = stateno = [1200,1399] trigger3 = movehit&& p2movetype=H trigger4= enemynear,anim=5300 && ctrl ;======================================================================================= ;HYPER COMBOS [State -1, ] type = ChangeState value = 3200 triggerall = numhelper(2000) = 1 triggerall = numhelper(2100) = 1 triggerall = numhelper(2200) = 1 triggerall = numhelper(2300) = 1 triggerall = numhelper(2400) = 1 triggerall = numhelper(2500) = 1 triggerall = Command = "KTE" triggerall = var(59) = 0 triggerall = statetype != a triggerall = power >= 3000 trigger1 = ctrl trigger2=(stateno=[200,699]) trigger3 = stateno = [1000,1999] [State -1, ] type = ChangeState value = 3100 triggerall = Command = "TMP" triggerall = var(59) = 0 triggerall = statetype != a triggerall = power >= 1000 trigger1 = ctrl trigger2=(stateno=[200,699]) trigger3 = stateno = [1000,1999] [State -1, ] type = ChangeState value = 3000 triggerall = Command = "STH" triggerall = var(59) = 0 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2=(stateno=[200,699]) trigger3 = stateno = [1000,1999] ;======================================================================================= ;SUPER COMBOS ; [state -1, a2] type = ChangeState value = 1400 triggerall = statetype != A triggerall = numhelper(2000) = 0 triggerall = command = "13" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1410 triggerall = statetype != A triggerall = numhelper(2100) = 0 triggerall = command = "14" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1420 triggerall = statetype != A triggerall = numhelper(2200) = 0 triggerall = command = "15" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1430 triggerall = statetype != A triggerall = numhelper(2300) = 0 triggerall = command = "10" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1440 triggerall = statetype != A triggerall = numhelper(2400) = 0 triggerall = command = "11" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1450 triggerall = statetype != A triggerall = numhelper(2500) = 0 triggerall = command = "12" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1100 triggerall = statetype != A triggerall = numhelper(1100) = 0 triggerall = command = "04" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1110 triggerall = statetype != A triggerall = numhelper(1100) = 0 triggerall = command = "05" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1120 triggerall = statetype != A triggerall = numhelper(1100) = 0 triggerall = command = "06" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1300 triggerall = numhelper(2000) = 1 triggerall = statetype != A triggerall = command = "13" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1310 triggerall = numhelper(2100) = 1 triggerall = statetype != A triggerall = command = "14" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1320 triggerall = numhelper(2200) = 1 triggerall = numhelper(1320) = 0 triggerall = statetype != A triggerall = command = "15" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1330 triggerall = statetype != A triggerall = command = "10" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1340 triggerall = statetype != A triggerall = command = "11" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1350 triggerall = statetype != A triggerall = command = "12" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1200 triggerall = statetype != A triggerall = command = "07" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1210 triggerall = statetype != A triggerall = command = "08" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1220 triggerall = statetype != A triggerall = command = "09" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1000 triggerall = statetype != A triggerall = command = "01" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1010 triggerall = statetype != A triggerall = command = "02" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1020 triggerall = statetype != A triggerall = command = "03" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1030 triggerall = statetype = A triggerall = command = "01" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1040 triggerall = statetype = A triggerall = command = "02" trigger1 = ctrl trigger2 = stateno = [200,699] ; [state -1, a2] type = ChangeState value = 1050 triggerall = statetype = A triggerall = command = "03" trigger1 = ctrl trigger2 = stateno = [200,699] ;Super Jump [state -1] type = changestate value = 40 triggerall = var(59) = 0 triggerall = command = "abc" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 420 ;Dash Foward [State -1] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = statetype != a trigger1 = (command = "FF") && (stateno !=[100,106]) trigger1 = ctrl trigger2 = (command = "xyz") && (command != "holdback")&& (stateno !=[100,106]) trigger2 = ctrl ;Air Dash FWD [State -1] type = ChangeState value = 104 triggerall = numhelper(109) = 0 triggerall = var(59) = 0 triggerall = statetype = a trigger1 = (command = "FF") && (stateno !=[100,106]) trigger1 = ctrl trigger2 = (command = "xyz") && (command != "holdback")&& (stateno !=[100,106]) trigger2 = ctrl ;Hop back [State -1] type = ChangeState value = 102 triggerall = var(59) = 0 triggerall = numhelper(9998) = 0 triggerall = statetype != a trigger1 = (command = "BB") && (stateno !=[100,106]) trigger1 = ctrl trigger2 = (command = "xyz") && (command != "holdfwd")&& (stateno !=[100,106]) trigger2 = ctrl ;Air Hop Back [State -1] type = ChangeState value = 106 triggerall = var(59) = 0 triggerall = numhelper(109) = 0 triggerall = statetype = a trigger1 = (command = "BB") && (stateno !=[100,106]) trigger1 = ctrl trigger2 = (command = "xyz") && (command != "holdfwd")&& (stateno !=[100,106]) trigger2 = ctrl ;Taunt [State -1] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State -1, Throw] type = changestate value = 800 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdfwd" trigger1 = statetype = s trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype = s || p2statetype = c trigger1 = p2movetype != h [State -1, Throw] type = changestate value = 810 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdback" trigger1 = statetype = s trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype = s || p2statetype = c trigger1 = p2movetype != h ;Stand Light Punch [state -1] type = changestate value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl ;Stand Medium Punch [state -1] type = changestate value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact ;Stand Strong Punch [state -1] type = changestate value = 221 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9= stateno = 410 && movecontact trigger10= stateno = 430 && movecontact trigger11= stateno = 440 && movecontact trigger12= stateno = 450 && movecontact ;Stand Strong Punch [state -1] type = changestate value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 250 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9= stateno = 430 && movecontact trigger10= stateno = 440 && movecontact trigger11= stateno = 450 && movecontact ;Standing Light Kick [state -1] type = changestate value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 && movecontact ;Standing Medium Punch [state -1] type = changestate value = 240 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 430 && movecontact ;Standing Strong Kick 02 [state -1] type = changestate value = 251 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9= stateno = 410 && movecontact trigger10= stateno = 430 && movecontact trigger11= stateno = 440 && movecontact trigger12= stateno = 450 && movecontact ;Standing Strong Kick 01 [state -1] type = changestate value = 250 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9= stateno = 440 && movecontact ;Crouching Light Punch [state ] type = changestate value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact ;Crouching Medium Punch [state -1] type = changestate value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 430 && movecontact ;Crouching Strong Punch [state -1] type = changestate value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 450 && movecontact trigger13 = stateno = 451 && movecontact ;Crouching Light Kick [state -1] type = changestate value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact ;Crouching Medium Kick [state -1] type = changestate value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact ;Crouching Strong Kick 01 [state -1] type = changestate value = 450 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 250 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact trigger10 = stateno = 440 && movecontact ;Jump Light Punch [state -1] type = changestate value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = a trigger1 = ctrl ;Jump Medium Punch [state -1] type = changestate value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = a trigger1 = ctrl trigger2 = stateno = 600&& MoveContact trigger3 = StateNo = 630&& MoveContact ;Jump Strong Punch [state -1] type = changestate value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = a trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;Jump Light Kick [state -1] type = changestate value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact ;Jump Medium Kick [state -1] type = changestate value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 610) && movecontact ;Jump Strong Kick 02 [state -1] type = changestate value = 651 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holdfwd" && command = "holddown" trigger1 = statetype = a trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ;Jump Strong Kick 01 [state -1] type = changestate value = 650 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = a trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact ; Push Block (Stand) [State -1] type = ChangeState value = 171 triggerall = var(59) = 0 triggerall = numhelper(174) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = [150,151] ;Push Block (crouching) [State -1] type = ChangeState value = 172 triggerall = var(59) = 0 triggerall = numhelper(174) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = [152,153] ;Push Block (aerial) [State -1] type = ChangeState value = 173 triggerall = var(59) = 0 triggerall = numhelper(174) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = 154 trigger2 = stateno = 155 trigger2 = Time <= 10 [State -1, Forward Recovery Roll] type = ChangeState value = 891 triggerall = !Var(59) triggerall = command = "holdfwd" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 [State -1, Backward Recovery Roll] type = ChangeState value = 895 triggerall = !Var(59) triggerall = command = "holdback" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1
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