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Command List — kinyo.zip ← Back to Overview

; 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
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