; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| 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 |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional. But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.
[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
;--- None of your own command definitions should be above this line. ---
;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller. That includes things like, for example:
; * changing the recovery command to use a different combination of buttons.
; * renaming the b button command as "d", or the start button command as "s".
; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
; * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.
[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 = "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+y
time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "QCF_2P"
command = ~D, DF, F, x+y
[Command]
name = "QCF_2P"
command = ~D, DF, F, y+z
[Command]
name = "QCF_2P"
command = ~D, DF, F, x+y
[Command]
name = "QCB_2P"
command = ~D, DB, B, x+y
[Command]
name = "QCB_2P"
command = ~D, DB, B, y+z
[Command]
name = "QCB_2P"
command = ~D, DB, B, x+y
;
[Command]
name = "QCF_2K"
command = ~D, DF, F, a+b
[Command]
name = "QCF_2K"
command = ~D, DF, F, b+c
[Command]
name = "QCF_2K"
command = ~D, DF, F, a+c
[Command]
name = "QCB_2K"
command = ~D, DB, B, a+b
[Command]
name = "QCB_2K"
command = ~D, DB, B, b+c
[Command]
name = "QCB_2K"
command = ~D, DB, B, a+c
[Command]
name = "HammerUp"
command = x+y+z
time = 1
[Command]
name = "FBF_2P"
command = ~F,B,F,x+y
[Command]
name = "FBF_2P"
command = ~F,B,F,y+z
[Command]
name = "BFB_2P"
command = ~B,F,B,x+y
[Command]
name = "BFB_2P"
command = ~B,F,B,y+z
[Command]
name = "SGS"
command = ~x, x, F, a, z
time = 35
;-| Special Motions |------------------------------------------------------
[Command]
name = "HCB_x"
command = ~F, D, B, x
[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, x
[Command]
name = "HCB_y"
command = ~F, D, B, y
[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, y
[Command]
name = "HCF_x"
command = ~B, D, F, x
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, x
[Command]
name = "HCF_y"
command = ~B, D, F, y
[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, y
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_z"
command = ~F, D, DF, z
[Command]
name = "rupper_x"
command = ~B, D, DB, x
[Command]
name = "rupper_y"
command = ~B, D, DB, y
[Command]
name = "rupper_z"
command = ~B, D, DB, z
[Command]
name = "upper_a"
command = ~F, D, DF, a
[Command]
name = "upper_b"
command = ~F, D, DF, b
[Command]
name = "upper_c"
command = ~F, D, DF, c
[Command]
name = "rupper_a"
command = ~B, D, DB, a
[Command]
name = "rupper_b"
command = ~B, D, DB, b
[Command]
name = "rupper_c"
command = ~B, D, DB, c
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_z"
command = ~D, DB, B, z
[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c
[Command]
name = "QCB_a"
command = ~D, DB, B, a
[Command]
name = "QCB_b"
command = ~D, DB, B, b
[Command]
name = "QCB_c"
command = ~D, DB, B, c
[Command]
name = "HCB_a"
command = ~F, D, B, a
[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, a
[Command]
name = "HCB_b"
command = ~F, D, B, b
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, b
[Command]
name = "HCB_c"
command = ~F, D, B, c
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, c
[Command]
name = "HCF_a"
command = ~B, D, F, a
[Command]
name = "HCF_a"
command = ~B, DB, D, DF, F, a
[Command]
name = "HCF_b"
command = ~B, D, F, b
[Command]
name = "HCF_b"
command = ~B, DB, D, DF, F, b
[Command]
name = "HCF_c"
command = ~B, D, F, c
[Command]
name = "HCF_c"
command = ~B, DB, D, DF, F, c
[Command]
name = "360_x"
command = ~$F, $D, $B, $U, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $B, $U, $F, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $U, $F, $D, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $F, $D, $B, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $D, $F, $U, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $F, $U, $B, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$F, $U, $B, $D, x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $B, $D, $F, x
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $D, $B, $U, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $B, $U, $F, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $U, $F, $D, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $F, $D, $B, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $D, $F, $U, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $F, $U, $B, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $U, $B, $D, y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $B, $D, $F, y
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $D, $B, $U, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $B, $U, $F, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $U, $F, $D, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $F, $D, $B, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $D, $F, $U, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $F, $U, $B, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $U, $B, $D, z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $B, $D, $F, z
time = 15
buffer.time = 3
[Command]
name = "CBF_x"
command = ~20$B, $F, x
time = 8
[Command]
name = "CBF_y"
command = ~20$B, $F, y
time = 8
[Command]
name = "CBF_z"
command = ~20$B, $F, z
time = 8
[Command]
name = "CFB_x"
command = ~20$F, $B, x
time = 8
[Command]
name = "CFB_y"
command = ~20$F, $B, y
time = 8
[Command]
name = "CFB_z"
command = ~20$F, $B, z
time = 8
[Command]
name = "CDU_x"
command = ~20$D, $U, x
time = 10
[Command]
name = "CDU_y"
command = ~20$D, $U, y
time = 10
[Command]
name = "CDU_z"
command = ~20$D, $U, z
time = 10
[Command]
name = "FF_x"
command = F, F, x
[Command]
name = "FF_y"
command = F, F, y
[Command]
name = "FF_z"
command = F, F, z
[Command]
name = "BB_x"
command = B, B, x
[Command]
name = "BB_y"
command = B, B, y
[Command]
name = "BB_z"
command = B, B, z
;-| N.Edge Special Motions |------------------------------------------------------
[Command]
name = "HCB_x"
command = ~F, D, B, ~x
[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, ~x
[Command]
name = "HCB_y"
command = ~F, D, B, ~y
[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, ~y
[Command]
name = "HCF_x"
command = ~B, D, F, ~x
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, ~x
[Command]
name = "HCF_y"
command = ~B, D, F, ~y
[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, ~y
[Command]
name = "upper_x"
command = ~F, D, DF, ~x
[Command]
name = "upper_y"
command = ~F, D, DF, ~y
[Command]
name = "upper_z"
command = ~F, D, DF, ~z
[Command]
name = "rupper_x"
command = ~B, D, DB, ~x
[Command]
name = "rupper_y"
command = ~B, D, DB, ~y
[Command]
name = "rupper_z"
command = ~B, D, DB, ~z
[Command]
name = "upper_a"
command = ~F, D, DF, ~a
[Command]
name = "upper_b"
command = ~F, D, DF, ~b
[Command]
name = "upper_c"
command = ~F, D, DF, ~c
[Command]
name = "rupper_a"
command = ~B, D, DB, ~a
[Command]
name = "rupper_b"
command = ~B, D, DB, ~b
[Command]
name = "rupper_c"
command = ~B, D, DB, ~c
[Command]
name = "QCF_x"
command = ~D, DF, F, ~x
[Command]
name = "QCF_y"
command = ~D, DF, F, ~y
[Command]
name = "QCF_z"
command = ~D, DF, F, ~z
[Command]
name = "QCB_x"
command = ~D, DB, B, ~x
[Command]
name = "QCB_y"
command = ~D, DB, B, ~y
[Command]
name = "QCB_z"
command = ~D, DB, B, ~z
[Command]
name = "QCF_a"
command = ~D, DF, F, ~a
[Command]
name = "QCF_b"
command = ~D, DF, F, ~b
[Command]
name = "QCF_c"
command = ~D, DF, F, ~c
[Command]
name = "QCB_a"
command = ~D, DB, B, ~a
[Command]
name = "QCB_b"
command = ~D, DB, B, ~b
[Command]
name = "QCB_c"
command = ~D, DB, B, ~c
[Command]
name = "HCB_a"
command = ~F, D, B, ~a
[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, ~a
[Command]
name = "HCB_b"
command = ~F, D, B, ~b
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, ~b
[Command]
name = "HCB_c"
command = ~F, D, B, ~c
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, ~c
[Command]
name = "HCF_a"
command = ~B, D, F, ~a
[Command]
name = "HCF_a"
command = ~B, DB, D, DF, F, ~a
[Command]
name = "HCF_b"
command = ~B, D, F, ~b
[Command]
name = "HCF_b"
command = ~B, DB, D, DF, F, ~b
[Command]
name = "HCF_c"
command = ~B, D, F, ~c
[Command]
name = "HCF_c"
command = ~B, DB, D, DF, F, ~c
[Command]
name = "360_x"
command = ~$F, $D, $B, $U, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $B, $U, $F, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $U, $F, $D, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $F, $D, $B, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$B, $D, $F, $U, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$D, $F, $U, $B, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$F, $U, $B, $D, ~x
time = 15
buffer.time = 3
[Command]
name = "360_x"
command = ~$U, $B, $D, $F, ~x
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $D, $B, $U, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $B, $U, $F, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $U, $F, $D, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $F, $D, $B, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$B, $D, $F, $U, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$D, $F, $U, $B, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$F, $U, $B, $D, ~y
time = 15
buffer.time = 3
[Command]
name = "360_y"
command = ~$U, $B, $D, $F, ~y
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $D, $B, $U, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $B, $U, $F, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $U, $F, $D, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $F, $D, $B, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$B, $D, $F, $U, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$D, $F, $U, $B, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$F, $U, $B, $D, ~z
time = 15
buffer.time = 3
[Command]
name = "360_z"
command = ~$U, $B, $D, $F, ~z
time = 15
buffer.time = 3
[Command]
name = "FF_x"
command = F, F, ~x
[Command]
name = "FF_y"
command = F, F, ~y
[Command]
name = "FF_z"
command = F, F, ~z
[Command]
name = "BB_x"
command = B, B, ~x
[Command]
name = "BB_y"
command = B, B, ~y
[Command]
name = "BB_z"
command = B, B, ~z
;-| 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 = "TapUp" ;Required (do not remove)
command = $U
[Command]
name = "SupahJump"
;command = ~$D, $U
command = ~$D, $U
time = 5
buffer.time = 2
[Command]
name = "ChargedSupahJump"
;command = ~$D, $U
command = ~12$D, $U
time = 5
buffer.time = 2
[Command]
name = "upper_what"
command = ~15$D, $U, x
time = 10
[Command]
name = "upper_what"
command = ~15$D, $U, y
time = 10
[Command]
name = "upper_what"
command = ~15$D, $U, z
time = 10
[Command]
name = "upper_what"
command = ~15$D, $U, a
time = 10
[Command]
name = "upper_what"
command = ~15$D, $U, b
time = 10
[Command]
name = "upper_what"
command = ~15$D, $U, c
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "lplk"
command = x+a
time = 1
[Command]
name = "hphk"
command = z+c
time = 1
[Command]
name = "3Punch"
command = x+y+z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; nor encounters any VarSets within State -1.
; But they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741
[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(9) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = time;movecontact
trigger2 = (stateno != 240) || (stateno = 240 && anim = 240 && animelemtime(22)>= 0)
trigger3 = stateno = 100
trigger4 = stateno = 40
trigger4 = animtime != 0
var(9) = 1
; AI-related stuff starts here
[State AI, RESET]
type = VarSet
trigger1 = fvar(35)=0
trigger2 = random >= (fvar(35)-8)*2
var(52) = 0
ignorehitpause = 1
; NORMAL AI
[State AI, Consider backing off]
type = VarSet
triggerall = roundstate = 2
triggerall = fvar(35)
triggerall = var(52) = 0 || random < 80+fvar(35)
triggerall = random < 200 + (123*(prevstateno = 440 && (p2stateno=[5070,5100]) ) )
triggerall = numenemy
triggerall = (p2stateno = [5110,5130]) || ((enemynear,time <= 10) && (enemynear,prevstateno = 5120))
triggerall = p2bodydist x <= 40
trigger1 = stateno != 40
trigger1 = ctrl
var(52) = ifelse(random<64,720,105)
ignorehitpause = 1
[State AI, Consider C.H]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2)
triggerall = fvar(35)
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 50)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),25-(8*movecontact)]
triggerall = p2dist y >= -30 - (enemynear,vel y*6)
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -30
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = !numtarget(420)
triggerall = prevstateno != 420
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 11) || (movecontact)
var(52) = 420
ignorehitpause = 1
[State AI, Consider S.P]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2)
triggerall = fvar(35)
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),45-(3*movecontact)]
triggerall = p2dist y >= ifelse(p2bodydist x<=17,-20,-40) - (enemynear,vel y*4)
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= ifelse(p2bodydist x<=17,-20,-40)
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = prevstateno != 200
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211)
trigger2 = (time > 11) || (movecontact)
var(52) = 200
ignorehitpause = 1
[State AI, Consider C.P]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2)
triggerall = fvar(35)
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),45-(4*movecontact)]
triggerall = p2dist y >= -15 - (enemynear,vel y*4)
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = prevstateno != 400
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 11) || (movecontact)
var(52) = 400
ignorehitpause = 1
[State AI, Consider S.K]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2)
triggerall = fvar(35)
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),70-(6*movecontact)]
triggerall = p2dist y >= ifelse(p2bodydist x<=17,-20,-50) - (enemynear,vel y*6)
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= ifelse(p2bodydist x<=17,-20,-50)
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 11) || (movecontact)
var(52) = 210
ignorehitpause = 1
[State AI, Consider S.H]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2) * ifelse(p2bodydist x<=15&&p2statetype=C&&moveguarded,2,1)
triggerall = fvar(35)
triggerall = random < (0.7*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) * ifelse(p2bodydist x<=15&&p2statetype=C,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 32)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),80-(10*movecontact)]
triggerall = p2dist y >= -80 - (enemynear,vel y*10)
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -80
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = !numtarget(220)
triggerall = prevstateno != 220
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 11) || (movecontact)
var(52) = 220
ignorehitpause = 1
[State AI, Consider C.K]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2)
triggerall = fvar(35)
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),100-(9*movecontact)]
triggerall = p2dist y >= -15 - (enemynear,vel y*2)
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = prevstateno != 410
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 11) || (movecontact)
var(52) = 410
ignorehitpause = 1
[State AI, Consider S.FH]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+(fvar(35)*2) * ifelse(p2bodydist x<=15&&p2statetype=C&&moveguarded,2,1)
triggerall = fvar(35)
triggerall = random < (0.25*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [64,250]
triggerall = p2dist y >= -80 - (enemynear,vel y*10)
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 14 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = !numtarget(240)
triggerall = prevstateno != 240
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 88 || p2movetype = H
trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 11) || (movecontact)
var(52) = 240
ignorehitpause = 1
[State AI, J.L]
type = Varset
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 123
triggerall = fvar(35)
triggerall = p2bodydist x = [-10,60]
triggerall = p2dist y >= -75
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -60
triggerall = Statetype = A
triggerall = p2stateno != [5100,5120]
triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A
triggerall = (stateno != [120,169])
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35)))
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 12 || movecontact
var(52) = 600
ignorehitpause = 1
[State AI, J.M]
type = Varset
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 123
triggerall = fvar(35)
triggerall = p2bodydist x = [-40,32]
triggerall = p2dist y >= -70 ; - (enemynear,vel y*6)
;triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -5
triggerall = Statetype = A
triggerall = p2stateno != [5100,5120]
triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A
triggerall = (stateno != [120,169])
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35)))
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 12
var(52) = 610
ignorehitpause = 1
[State AI, J.H]
type = Varset
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 123
triggerall = fvar(35)
triggerall = p2bodydist x = [-40+(enemynear,vel x*7),50+(enemynear,vel x*7)]
triggerall = p2dist y >= -50
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= 22+(vel y*8)
triggerall = Statetype = A
triggerall = p2stateno != [5100,5120]
triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A
triggerall = (stateno != [120,169])
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35)))
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = !numtarget(620)
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 12
var(52) = 620
ignorehitpause = 1
[State AI, Consider a standin-for an air throw/air throwing]
type = VarSet
triggerall = numenemy
triggerall = var(52) = 0 || random < 900
triggerall = fvar(35)
triggerall = roundstate = 2
triggerall = random < (15*(fvar(35)*fvar(35)))
triggerall = p2stateno != [5080,5130]
triggerall = abs(p2bodydist x) < 6
triggerall = abs(p2bodydist y) < 50
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = prevstateno != [800,830]
triggerall = enemynear,prevstateno != [5120,5129]
trigger1 = stateno != 40
trigger1 = ctrl
var(52) = 610
ignorehitpause = 1
[State AI, Consider Throwing]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 900
triggerall = fvar(35)
triggerall = random < (15*(fvar(35)*fvar(35)))
triggerall = p2stateno != [5080,5130]
triggerall = abs(p2bodydist x) < 6
triggerall = statetype != A
triggerall = p2movetype != H
triggerall = p2statetype != A
triggerall = prevstateno != [800,830]
triggerall = prevstateno != 1350
triggerall = enemynear,prevstateno != [5120,5129]
triggerall = var(8) = 0
trigger1 = stateno != 40
trigger1 = ctrl
var(52) = 800;ifelse(random<500,1200,ifelse(random<500,830,800))
ignorehitpause = 1
[State AI, Consider Upper Fan]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.8*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 80)
triggerall = p2stateno != [5110,5130]
triggerall = (p2bodydist x <= 30 + (enemynear,vel x*4))
triggerall = (p2dist y >= -116 - (enemynear,vel y*12))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 6 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1050,1070])
triggerall = !numtarget(1050)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit)
;trigger1 = !moveguarded
var(52) = 1050; + ifelse(movehit,0,(random%3) * 10)
ignorehitpause = 1
[State AI, Consider HAMMER 1]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.4*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=C,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 24&&p2statetype=C)
triggerall = p2stateno != [5110,5130]
triggerall = (p2bodydist x = [50,131])
triggerall = (p2dist y >= -32 - (enemynear,vel y*20))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*20) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 21 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1100,1120])
triggerall = !numtarget(1100)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit) || (moveguarded && p2statetype=C)
;trigger1 = !moveguarded
var(52) = 1100; + ifelse(movehit,0,(random%3) * 10)
ignorehitpause = 1
[State AI, Consider Trolley 1]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.21*(fvar(35)*fvar(35)*fvar(35)))
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 14)
triggerall = p2stateno != [5110,5130]
triggerall = (p2bodydist x = [-5,160])
triggerall = (p2dist y >= -10 - (enemynear,vel y*9))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*20) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 9 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1150,1170])
triggerall = !numtarget(1151)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit) || (moveguarded)
var(52) = 1150
ignorehitpause = 1
[State AI, Consider HAMMER 2]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.4*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=C,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 24&&p2statetype=C)
triggerall = p2stateno != [5110,5130]
triggerall = (p2bodydist x = [190,250])
triggerall = (p2dist y >= -32 - (enemynear,vel y*20))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*20) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 23 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1100,1120])
triggerall = !numtarget(1100)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit) || (moveguarded && p2statetype=C)
;trigger1 = !moveguarded
var(52) = 1110; + ifelse(movehit,0,(random%3) * 10)
ignorehitpause = 1
[State AI, Consider Trolley 2]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.19*(fvar(35)*fvar(35)*fvar(35)))
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 14)
triggerall = p2stateno != [5110,5130]
triggerall = p2stateno != [120,156]
triggerall = (p2bodydist x = [100,210])
triggerall = (p2dist y >= -10 - (enemynear,vel y*11))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*11) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 11 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1150,1170])
triggerall = !numtarget(1151)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit)
var(52) = 1160
ignorehitpause = 1
[State AI, Consider HAMMER 3]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.4*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=C,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 24&&p2statetype=C)
triggerall = p2stateno != [5110,5130]
triggerall = (p2bodydist x = [300,350])
triggerall = (p2dist y >= -32 - (enemynear,vel y*20))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*9) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 25 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1100,1120])
triggerall = !numtarget(1100)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit) || (moveguarded && p2statetype=C)
;trigger1 = !moveguarded
var(52) = 1120; + ifelse(movehit,0,(random%3) * 10)
ignorehitpause = 1
[State AI, Consider Trolley 3]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.17*(fvar(35)*fvar(35)*fvar(35)))
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 14)
triggerall = p2stateno != [5110,5130]
triggerall = p2stateno != [120,156]
triggerall = (p2bodydist x = [100,270])
triggerall = (p2dist y >= -10 - (enemynear,vel y*13))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*13) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 13 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1150,1170])
triggerall = !numtarget(1151)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit)
var(52) = 1170
ignorehitpause = 1
[State AI, Consider Projectile]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 80)
triggerall = p2stateno != [5080,5130]
;triggerall = (p2bodydist x = [ifelse(p2statetype!=A,-10,-22),64])
triggerall = (p2dist y >= -45 - (enemynear,vel y*12))
triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -45
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120])
triggerall = statetype != A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 9 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1000,1020])
triggerall = !numhelper(1000)
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 500 || p2movetype = H
trigger1 = var(9)
trigger1 = ctrl || (movehit) || (moveguarded && p2statetype!=C)
;trigger1 = !moveguarded
var(52) = 1000 + ((random%3)*10)
ignorehitpause = 1
[State AI, Consider Air Projectile]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[600,650]) && (var(52)!=[400,650]) )
triggerall = fvar(35)
triggerall = random < (0.32*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1)
triggerall = p2stateno != [5080,5130]
triggerall = (p2bodydist x = [-5,170])
triggerall = (p2dist y >= -45 - (enemynear,vel y*12))
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120])
triggerall = statetype = A
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 18 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
triggerall = (prevstateno != [1200,1220])
triggerall = numhelper(1200)
triggerall = helper(1200),stateno = 1201
triggerall = helper(1200),var(9)=1
triggerall = pos y*const(size.yscale) = [-40,-20]
trigger1 = ctrl
trigger2 = stateno = [600,620]
trigger2 = movecontact
;trigger1 = !moveguarded
var(52) = 1200 + ((random%3)*10)
ignorehitpause = 1
[State AI, Calculate the angle for the gun]
type = VarSet
fvar(19) = (atan((p2bodydist y+30+(enemynear,const(size.mid.pos.y)/ifelse(p2statetype=C,2,1) ))/(ifelse(facing = 1, enemy, pos X - Pos X , Pos X - enemy, Pos X)))*(-180/Pi))
triggerall = roundstate = 2
triggerall = fvar(35)
triggerall = numenemy
triggerall = numhelper(3051)
trigger1 = stateno = 3050
ignorehitpause = 1
[State AI, Aim down]
type = VarSet
var(52) = 3054
triggerall = roundstate = 2
triggerall = fvar(35)
triggerall = numenemy
triggerall = numhelper(3051)
trigger1 = stateno = 3050
trigger1 = fvar(0) > fvar(19)+5
ignorehitpause = 1
[State AI, Aim up]
type = VarSet
var(52) = 3052
triggerall = roundstate = 2
triggerall = fvar(35)
triggerall = numenemy
triggerall = numhelper(3051)
trigger1 = stateno = 3050
trigger1 = fvar(0) < fvar(19)-5
ignorehitpause = 1
[State AI, Consider Widescreen]
type = VarSet
triggerall = !numhelper(3300)
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 140+fvar(35)
triggerall = fvar(35)
triggerall = random < (0.35*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) + ((lifemax - life)/8)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 111)
triggerall = (p2bodydist x = [-230,230])
;triggerall = p2statetype != A
triggerall = statetype != A
triggerall = power >= 3000
triggerall =(p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || (random < 80)
triggerall = prevstateno != [3330,3302]
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*6) + (enemynear, pos y) <= -4 ) || (p2stateno != [5030,5120])
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
trigger1 = ctrl || stateno = 100
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 250
trigger2 = var(9)
trigger2 = movehit
trigger3 = (stateno = [1000,1020]) || (stateno = [1050,1070]) || (stateno = 1101)
trigger3 = time >= 17
trigger4 = (stateno = [1150,1170])
trigger4 = (animtime >= -16)
var(52) = 3300
ignorehitpause = 1
[State AI, Consider taking you to da movies]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 140+fvar(35)
triggerall = fvar(35)
triggerall = random < (0.35*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) + ((lifemax - life)/8)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 96)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x = [-5,90]
triggerall = p2dist y >= -120*const(size.yscale) - (enemynear,vel y*3)
;triggerall = p2statetype != A
triggerall = statetype != A
triggerall = power >= 1000
triggerall =(p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || (random < 80)
triggerall = prevstateno != [3000,3002]
triggerall = p2stateno != [120,156]
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*6) + (enemynear, pos y) <= -4 ) || (p2stateno != [5030,5120])
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
trigger1 = ctrl || stateno = 100
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 250
trigger2 = var(9)
trigger2 = movehit
trigger3 = (stateno = [1000,1020]) || (stateno = [1050,1070]) || (stateno = 1101)
trigger3 = time >= 17
trigger4 = (stateno = [1150,1170])
trigger4 = (animtime >= -16)
var(52) = 3000
ignorehitpause = 1
[State AI, Consider gatling]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 140+fvar(35)
triggerall = fvar(35)
triggerall = random < (0.35*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) + ((lifemax - life)/8)
triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64)
triggerall = p2stateno != [5080,5130]
triggerall = p2bodydist x >= 40
;triggerall = p2dist y >= -120*const(size.yscale) - (enemynear,vel y*3)
;triggerall = p2statetype != A
triggerall = statetype != A
triggerall = power >= 1000
triggerall =(p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || (random < 80)
triggerall = prevstateno != [3050,3052]
triggerall = p2stateno != [120,156]
triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*6) + (enemynear, pos y) <= -4 ) || (p2stateno != [5030,5120])
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10
triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025])
trigger1 = ctrl || stateno = 100
trigger1 = stateno != 40
trigger1 = stateno != 20 || random < 250
trigger2 = var(9)
trigger2 = movehit
trigger3 = (stateno = [1000,1020]) || (stateno = [1050,1070]) || (stateno = 1101)
trigger3 = time >= 17
trigger4 = (stateno = [1150,1170])
trigger4 = (animtime >= -16)
var(52) = 3050
ignorehitpause = 1
[State AI, Consider Advancing]
type = VarSet
triggerall = roundstate = 2
triggerall = fvar(35)
triggerall = var(52) = 0 || random < 80+fvar(35)
triggerall = random < (33*fvar(35)) * ifelse(numhelper(3050),2,1)
triggerall = ((enemynear, ctrl = 0) && p2movetype != A) || (p2movetype = A && (enemynear, facing = facing))
triggerall = (p2stateno != [5080,5130]) || (p2bodydist x = [45,100])
triggerall = p2bodydist x >= 45
triggerall = statetype != A
triggerall = time >= 7-fvar(35) || random < 10
trigger1 = stateno != 40
trigger1 = stateno != 100
trigger1 = ctrl
trigger1 = !moveguarded
var(52) = ifelse(random<200&&stateno!=100,ifelse(random<500,720,41),100)
ignorehitpause = 1
[State AI, Consider Countering/Guard Canceling]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 55+fvar(35)
triggerall = fvar(35)
triggerall = random < (0.05*(fvar(35)*fvar(35)*fvar(35))) + ifelse(p2life - life<0,0,(p2life - life)/4)
;triggerall = p2bodydist x = [-5,60]
;triggerall = p2dist y >= -50
triggerall = statetype != A
triggerall = power >= 1000
triggerall = power < 2000 || random < 32 || power >= 3000
triggerall = time >= 7-fvar(35) || random < 10
triggerall = (enemynear,time >= 14-(fvar(35)*2)) || random < 10
trigger1 = stateno = 150 || stateno = 152
var(52) = ifelse(random<500&&p2bodydist x<=80,710,720);720
ignorehitpause = 1
[State AI, Consider Being Romantic]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 55+fvar(35)
triggerall = fvar(35)
triggerall = random < (0.1*(fvar(35)*fvar(35)*fvar(35))) + ifelse(p2life - life<0,0,(p2life - life)/4)
triggerall = inguarddist
triggerall = p2movetype = A
;triggerall = p2dist y >= -50
triggerall = power >= 1000
triggerall = power < 2000 || random < 32 || power >= 3000
triggerall = time >= 7-fvar(35) || random < 10
triggerall = (enemynear,time >= 14-(fvar(35)*2)) || random < 10
triggerall = moveguarded
triggerall = !(var(23) & floor(exp(1*ln(2)) + 0.5) )
trigger1 = (stateno = [200,620])
trigger2 = (stateno = [1000,1250])
var(52) = 720
ignorehitpause = 1
[State AI, Consider jumping in]
type = VarSet
triggerall = roundstate = 2
triggerall = numenemy
triggerall = var(52) = 0 || random < 80+fvar(35) + (100*(stateno = 410))
triggerall = fvar(35)
triggerall = p2stateno != [5080,5130]
;triggerall = statetype != A || stateno = 410
triggerall = p2statetype = A && p2movetype = H
triggerall = (enemynear, pos y <= -45) || (stateno = 410)
trigger1 = ctrl || stateno = 100 || stateno = 40 || helper(10003),var(30)
trigger2 = stateno = 210 && anim = 211
trigger2 = movecontact
trigger2 = p2statetype=A
var(52) = ifelse(p2bodydist x>=20,ifelse(p2bodydist x>=160,44,41),42)
ignorehitpause = 1
[State AI, Guard S]
type = ChangeState
triggerall = roundstate = 2
triggerall = stateno != 40
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35)))
triggerall = (fvar(35)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) && (var(50)<40)
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 14-(fvar(35)*2)))
trigger1 = (P2StateType != C) && (((P2MoveType = A) && (inguarddist)) || (EnemyNear, NumProj > 0))
;value = 130;ifelse(random<50&&(stateno!=[120,159])&&(prevstateno!=[700,705]),ifelse(random<123&&p2bodydist x<=55,ifelse(statetype=A,1120,1110),ifelse(random<500,700,705)),130)
value = ifelse(random<50&&(stateno!=[120,159])&&(prevstateno!=[720,730]),720,130)
[State AI, Guard L]
type = ChangeState
triggerall = roundstate = 2
triggerall = stateno != 40
triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35)))
triggerall = (fvar(35)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) && (var(50)<40)
triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 14-(fvar(35)*2)))
trigger1 = (P2StateType = C) && (((P2MoveType = A) && (inguarddist)) || (EnemyNear, NumProj > 0))
;value = 131;ifelse(random<50&&(stateno!=[120,159])&&(prevstateno!=[700,705]),ifelse(random<123&&p2bodydist x<=55,1100,ifelse(random<500,700,705)),131)
value = ifelse(random<50&&(stateno!=[120,159])&&(prevstateno!=[720,730]),720,131)
; AI-related stuff ends here
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Widescreen]
type = ChangeState
value = 3300
;triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "FBF_2P",command = "BFB_2P")) || (var(52) = [3300,3301])
triggerall = (fvar(35)<5 && command = "HammerUp") || (var(52) = [3300,3301])
triggerall = power >= 3000
triggerall = !numhelper(3302)
trigger1 = var(9)
trigger2 = (stateno = [1000,1020]) || (stateno = [1050,1070]) || (stateno = 1101) || (stateno = [1150,1170])
trigger2 = time
[State -1, Trap]
type = ChangeState
value = 3000
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_2P",command = "QCF_2P")) || (var(52) = [3000,3001])
triggerall = power >= 1000
trigger1 = var(9)
trigger2 = (stateno = [1000,1020]) || (stateno = [1050,1070]) || (stateno = 1101) || (stateno = [1150,1170])
trigger2 = time
[State -1, Gatling gun]
type = ChangeState
value = 3050
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_2P",command = "QCB_2P")) || (var(52) = [3050,3051])
triggerall = power >= 1000
trigger1 = var(9)
trigger2 = (stateno = [1000,1020]) || (stateno = [1050,1070]) || (stateno = 1101) || (stateno = [1150,1170])
trigger2 = time
[State -1, Tripod Blade]
type = ChangeState
value = 1050
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_x",command = "rupper_x")) || var(52) = 1050
trigger1 = var(9) ;Use combo condition (above)
[State -1, Tripod Blade]
type = ChangeState
value = 1060
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_y",command = "rupper_y")) || var(52) = 1060
trigger1 = var(9) ;Use combo condition (above)
[State -1, Tripod Blade]
type = ChangeState
value = 1070
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_z",command = "rupper_z")) || var(52) = 1070
trigger1 = var(9) ;Use combo condition (above)
[State -1, Reshin]
type = ChangeState
value = 1100
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "rupper_x",command = "upper_x")) || var(52) = 1100
trigger1 = var(9) ;Use combo condition (above)
[State -1, Reshin]
type = ChangeState
value = 1110
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "rupper_y",command = "upper_y")) || var(52) = 1110
trigger1 = var(9) ;Use combo condition (above)
[State -1, Reshin]
type = ChangeState
value = 1120
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "rupper_z",command = "upper_z")) || var(52) = 1120
trigger1 = var(9) ;Use combo condition (above)
[State -1, Cannon 1]
type = ChangeState
value = 1000
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_x",command = "QCB_x")) || var(52) = 1000
triggerall = numhelper(1000) < 2
trigger1 = var(9) ;Use combo condition (above)
[State -1, Cannon 2]
type = ChangeState
value = 1010
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_y",command = "QCB_y")) || var(52) = 1010
triggerall = numhelper(1000) < 2
trigger1 = var(9) ;Use combo condition (above)
[State -1, Cannon 3]
type = ChangeState
value = 1020
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_z",command = "QCB_z")) || var(52) = 1020
triggerall = numhelper(1000) < 2
trigger1 = var(9) ;Use combo condition (above)
[State -1, Trolley 1]
type = ChangeState
value = 1150
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_x",command = "QCF_x")) || var(52) = 1150
trigger1 = var(9) ;Use combo condition (above)
[State -1, Trolley 2]
type = ChangeState
value = 1160
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_y",command = "QCF_y")) || var(52) = 1160
trigger1 = var(9) ;Use combo condition (above)
[State -1, Trolley 3]
type = ChangeState
value = 1170
triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_z",command = "QCF_z")) || var(52) = 1170
trigger1 = var(9) ;Use combo condition (above)
[State -1, Text throw]
type = ChangeState
value = 1200
triggerall = (fvar(35)<5 && command = "QCF_x") || var(52) = 1200
triggerall = numhelper(1200)
triggerall = helper(1200),stateno = 1201
triggerall = helper(1200),var(9)=1
triggerall = pos y*const(size.yscale) = [-40,-20]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620
[State -1, Text throw]
type = ChangeState
value = 1210
triggerall = (fvar(35)<5 && command = "QCF_y") || var(52) = 1210
triggerall = numhelper(1200)
triggerall = helper(1200),stateno = 1201
triggerall = helper(1200),var(9)=1
triggerall = pos y*const(size.yscale) = [-40,-20]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620
[State -1, Text throw]
type = ChangeState
value = 1220
triggerall = (fvar(35)<5 && command = "QCF_z") || var(52) = 1220
triggerall = numhelper(1200)
triggerall = helper(1200),stateno = 1201
triggerall = helper(1200),var(9)=1
triggerall = pos y*const(size.yscale) = [-40,-20]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(19)
trigger1 = (command = "FF") || (var(52) = 100)
trigger1 = statetype = S
trigger1 = ctrl || stateno = 105
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(19)
trigger1 = (command = "BB") || (var(52) = 105)
trigger1 = statetype = S
trigger1 = ctrl || stateno = 100
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = (command = "z" && (command = "holdfwd" || command = "holdback")) || var(52) = 800
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(8) <= 0
trigger1 = p2bodydist X <= 6
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Stuff
[State -1, Wraparound]
type = ChangeState
value = 720
triggerall = (fvar(35)<5 && command = "a") || var(52) = [720,722]
triggerall = stateno != [720,721]
triggerall = prevstateno != [720,721]
triggerall = !(var(23) & floor(exp(1*ln(2)) + 0.5) )
;trigger1 = statetype != A
trigger1 = ctrl || stateno = 100 || stateno = 105
trigger2 = stateno = [150,156]
trigger2 = power >= 1000
trigger3 = (stateno = [200,699]) || (stateno = [1000,1200])
trigger3 = power >= 1000
trigger3 = movecontact
[State -1, Stand BZIU]
type = ChangeState
value = 240
triggerall = (fvar(35)<5 && (command = "z" && command = "holdfwd" && command != "holddown")) || var(52) = 240
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 9) || (movecontact)
[State -1, Guard Counter Attack]
type = ChangeState
value = 710
triggerall = (fvar(35)<5 && command = "z" ) || var(52) = 710
triggerall = statetype != A
trigger1 = stateno = [150,156]
trigger1 = power >= 1000
;---------------------------------------------------------------------------
;Stand Attacks
[State -1, Stand Punch]
type = ChangeState
value = 200
triggerall = (fvar(35)<5 && (command = "x" && command != "holddown")) || var(52) = 200
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211)
trigger2 = (time > 9) || (movecontact)
[State -1, Stand Kick]
type = ChangeState
value = 210
triggerall = (fvar(35)<5 && (command = "y" && command != "holddown")) || var(52) = 210
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 9) || (movecontact)
[State -1, Stand Roundhouse]
type = ChangeState
value = 220
triggerall = (fvar(35)<5 && (command = "z" && command != "holddown")) || var(52) = 220
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 9) || (movecontact)
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = (command = "start") || var(52) = 195; || (var(58) = -2 && winko && !var(48))
triggerall = stateno != 195
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
;---------------------------------------------------------------------------
;Crouching Attacks
[State -1, Crouch Punch]
type = ChangeState
value = 400
triggerall = (fvar(35)<5 && (command = "x" && command = "holddown")) || var(52) = 400
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 9) || (movecontact)
[State -1, Crouch Kick]
type = ChangeState
value = 410
triggerall = (fvar(35)<5 && (command = "y" && command = "holddown")) || var(52) = 410
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 9) || (movecontact)
[State -1, Crouch Uppercut]
type = ChangeState
value = 420
triggerall = (fvar(35)<5 && (command = "z" && command = "holddown")) || var(52) = 420
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger2 = stateno = 200 || (stateno = 210 && anim = 211) || (stateno = 400)
trigger2 = (time > 9) || (movecontact)
;---------------------------------------------------------------------------
;Jump
[State -1, Jump Punch]
type = ChangeState
value = 600
triggerall = (fvar(35)<5 && command = "x") || var(52) = 600
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time > 7 || movecontact
[State -1, Jump Kick]
type = ChangeState
value = 610
triggerall = (fvar(35)<5 && command = "y") || var(52) = 610
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time > 7 || movecontact
[State -1, Jump Roll]
type = ChangeState
value = 620
triggerall = (fvar(35)<5 && command = "z") || var(52) = 620
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time > 7 || movecontact
[State -1, Air combo lol]
type = ChangeState
value = ifelse(statetype=A,45,40)
triggerall = (command = "holdup") || var(52) = [40,45]
trigger1 = fvar(35)
trigger1 = stateno != 40
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 100 || stateno = 105
trigger3 = (stateno = 210 && anim = 211) || (stateno = 420)
trigger3 = p2statetype=A
trigger3 = movehit