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Command List — Axel Stone.zip ← Back to Overview

; _______________________________________ ;| Joe Higashi by Jmorphman | ; ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ ;============================================================================================== ;=======================================<COMMAND FILE>========================================= ;============================================================================================== ;====================<BUTTON REMAPPING>==================== [Remap] x = x y = y z = z a = a b = b c = c s = s ;====================<DEFAULT VALUES>==================== [Defaults] command.time = 15 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 DIRECTION>================== [Command] name = "holdfwd" command=/$F time=1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time=1 [Command] name = "holddown" command = /$D time = 1 ;====================<HOLD BUTTON>==================== [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;====================<DIRECTION>==================== [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 ;====================<RELEASE DIR>==================== [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;====================<RELEASE BUTTON>==================== [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;====================<SUPER MOTIONS>==================== [Command] name = "Dragonwings" command = ~D, DF, F, D, DF, F, x time = 32 [Command] name = "Dragonwings" command = ~D, DF, F, D, DF, F, y time = 32 [Command] name = "Dragonwings" command = ~D, DF, F, D, DF, F, z time = 32 [Command] name = "Dragonwings" command = ~D, DF, F, D, DF, F, ~x time = 32 [Command] name = "Dragonwings" command = ~D, DF, F, D, DF, F, ~y time = 32 [Command] name = "Dragonwings" command = ~D, DF, F, D, DF, F, ~z time = 32 [Command] name = "MAXDragonwings" command = ~D, DF, F, D, DF, F, x+y time = 32 [Command] name = "MAXDragonwings" command = ~D, DF, F, D, DF, F, y+z time = 32 [Command] name = "MAXDragonwings" command = ~D, DF, F, D, DF, F, x+z time = 32 [Command] name = "Dragon Smash" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "Dragon Smash" command = ~D, DF, F, D, DF, F, b time = 20 [Command] name = "Dragon Smash" command = ~D, DF, F, D, DF, F, c time = 20 [Command] name = "Dragon Smash" command = ~D, DF, F, D, DF, F, ~a time = 20 [Command] name = "Dragon Smash" command = ~D, DF, F, D, DF, F, ~b time = 20 [Command] name = "Dragon Smash" command = ~D, DF, F, D, DF, F, ~c time = 20 [Command] name = "MAXDragon Smash" command = ~D, DF, F, D, DF, F, a+b time = 32 [Command] name = "MAXDragon Smash" command = ~D, DF, F, D, DF, F, b+c time = 32 [Command] name = "MAXDragon Smash" command = ~D, DF, F, D, DF, F, a+c time = 32 [Command] name = "Fire Whirlwind" command = ~D, DB, B, D, DB, B, x+y time = 32 [Command] name = "Fire Whirlwind" command = ~D, DB, B, D, DB, B, x+z time = 32 [Command] name = "Fire Whirlwind" command = ~D, DB, B, D, DB, B, y+z time = 32 ;====================<SPECIAL MOTIONS>==================== [Command] name = "BareKnuckle" command = x+y+z time = 16 ;Bare Knucle [Command] name = "BareKnucle" command = ~D, DF, F, x time = 16 [Command] name = "BareKnucle" command = ~D, DF, F, y time = 16 [Command] name = "BareKnucle" command = ~D, DF, F, z time = 16 [Command] name = "BareKnucle" command = ~D, DF, F, ~x time = 16 [Command] name = "BareKnucle" command = ~D, DF, F, ~y time = 16 [Command] name = "BareKnucle" command = ~D, DF, F, ~z time = 16 [Command] name = "EXBareKnucle" command = ~D, DF, F, x+y time = 16 [Command] name = "EXBareKnucle" command = ~D, DF, F, y+z time = 16 [Command] name = "EXBareKnucle" command = ~D, DF, F, x+z time = 32 ;Grand Upper [Command] name = "GrandUpper" command = ~D, DF, F, x time = 16 [Command] name = "GrandUpper2" command = ~D, DF, F, y time = 16 [Command] name = "GrandUpper3" command = ~D, DF, F, z time = 16 [Command] name = "GrandUpper" command = ~D, DF, F, ~x time = 16 [Command] name = "GrandUpper2" command = ~D, DF, F, ~y time = 16 [Command] name = "GrandUpper3" command = ~D, DF, F, ~z time = 16 [Command] name = "EXGrandUpper" command = ~D, DF, F, z+y time = 16 [Command] name = "EXGrandUpper" command = ~D, DF, F, z+x time = 16 [Command] name = "EXGrandUpper" command = ~D, DF, F, x+y time = 16 ;Burning Crusher [Command] name = "Burning Crusher" command = ~D, DB, B, x time = 16 [Command] name = "Burning Crusher" command = ~D, DB, B, y time = 16 [Command] name = "Burning Crusher" command = ~D, DB, B, z time = 16 [Command] name = "EX Burning Crusher" command = ~D, DB, B, x+y time = 16 [Command] name = "EX Burning Crusher" command = ~D, DB, B, x+z time = 16 [Command] name = "EX Burning Crusher" command = ~D, DB, B, z+y time = 16 [Command] name = "SlideKick" command = ~D, DB, B, a time = 12 [Command] name = "SlideKick" command = ~D, DB, B, b time = 12 [Command] name = "SlideKick" command = ~D, DB, B, c time = 12 [Command] name = "SlideKick" command = ~D, DB, B, ~a time = 12 [Command] name = "SlideKick" command = ~D, DB, B, ~b time = 12 [Command] name = "SlideKick" command = ~D, DB, B, ~c time = 12 [Command] name = "EXSlideKick" command = ~D, DB, B, a+b time = 12 [Command] name = "EXSlideKick" command = ~D, DB, B, b+c time = 12 [Command] name = "EXSlideKick" command = ~D, DB, B, a+c time = 12 [Command] name = "EXSlashKick" command = ~D, DF, F, b+c time = 25 [Command] name = "EXSlashKick" command = ~D, DF, F, a+b time = 25 [Command] name = "EXSlashKick" command = ~D, DF, F, a+c time = 25 [Command] name = "SlashKick" command = ~D, DF, F, b time = 16 [Command] name = "SlashKick" command = ~D, DF, F, a time = 16 [Command] name = "SlashKick" command = ~D, DF, F, c time = 16 [Command] name = "412p" command = ~B, DB, D,x time = 20 [Command] name = "412p" command = ~B, DB, D, y time = 20 [Command] name = "412p" command = ~B, DB, D, z time = 20 [Command] name = "412p" command = ~B, DB, D, ~x time = 20 [Command] name = "412p" command = ~B, DB, D, ~y time = 20 [Command] name = "412p" command = ~B, DB, D, ~z time = 20 [Command] name = "412k" command = ~B, DB, D, a time = 20 [Command] name = "412k" command = ~B, DB, D, b time = 20 [Command] name= "412k" command = ~B, DB, D, c time = 20 [Command] name = "412k" command = ~B, DB, D, ~a time = 20 [Command] name = "412k" command = ~B, DB, D, ~b time = 20 [Command] name = "412k" command = ~B, DB, D, ~c time = 20 ;====================<OTHER>==================== [Command] name = "highjump" command = $D, $U time = 15 ;====================<DOUBLE TAP>==================== [Command] name = "focusFF" command = F, F time = 30 buffer.time = 2 [Command] name = "focusBB" command = B, B time = 30 buffer.time = 2 [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;====================<2/3 BUTTON COMBINATION>==================== [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time=1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 ;============================================================================================== ;========================================<-1 STATES>=========================================== ;============================================================================================== [StateDef -1] [State -1, Tick Fix] type = CtrlSet triggerAll = !ctrl trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime trigger2 = (StateNo = [200,499]) && !AnimTime trigger3 = ((StateNo = [760,762]) || (StateNo = [700,715]) || (StateNo = [900,905])) && !AnimTime trigger4 = StateNo = 810 && !AnimTime trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver value = 1 [State -1, Roll Forward] type = ChangeState value = 710 triggerAll = !AILevel triggerAll = command = "a+x" triggerAll = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd" trigger2 = var(20) && var(4) [State -1, Roll Backward] type = ChangeState value = 715 triggerAll = !AILevel triggerAll = command = "a+x" triggerAll = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback" [State -1, Dodge] type = ChangeState value = 700 triggerAll = !AILevel triggerAll = command = "a+x" triggerAll = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) [State -1, Dragon Burst] type = ChangeState value = 3300 triggerAll = !AILevel triggerAll = command = "Fire Whirlwind" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 3000 && !var(20) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, MAX Dragon Smash] type = ChangeState value = 3150 triggerAll = !AILevel triggerAll = command = "MAXDragon Smash" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 2000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) [State -1, MAX Grand Hurricane] type = ChangeState value = 3050 triggerAll = !AILevel triggerAll = command = "MAXDragonwings" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 2000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) [State -1, Dragon Smash] type = ChangeState value = 3100 triggerAll = !AILevel triggerAll = command = "Dragon Smash" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 1000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, Grand Hurricane] type = ChangeState value = 3000 triggerAll = !AILevel triggerAll = command = "Dragonwings" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 1000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, EX Grand Upper] type = ChangeState value = 1130 triggerAll = !AILevel triggerAll = command = "EXGrandUpper" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Bare Knucle] type = ChangeState value = 1030 triggerAll = !AILevel triggerall = life >100 triggerAll = command = "BareKnuckle" triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Burning Crusher] type = ChangeState value = 1230 triggerAll = !AILevel triggerAll = command = "EX Burning Crusher" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])||( stateno=220 || stateno=250) trigger2 = var(6) [State -1, EX Golden Heel] type = ChangeState value = 1330 triggerAll = !AILevel && !var(40) triggerAll = command = "EXSlideKick" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])|| ( stateno=220 || stateno=225) trigger2 = var(6) [State -1, EX Slash Kick] type = ChangeState value = 1430 triggerAll = !AILevel triggerAll = command = "EXSlashKick" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 triggerAll = Enemy, StateNo != [1145,1148] trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, GrandUpper] type = ChangeState value = 1100 triggerAll = !AILevel triggerAll = command = "GrandUpper" triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, GrandUpper] type = ChangeState value = 1110 triggerAll = !AILevel triggerAll = command = "GrandUpper2" triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, GrandUpper] type = ChangeState value = 1120 triggerAll = !AILevel triggerAll = command = "GrandUpper3" triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Burning Crusher] type = ChangeState value = 1200 triggerAll = !AILevel triggerAll = command = "Burning Crusher" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])|| ( stateno=220 || stateno=250) trigger2 = var(6) [State -1, Golden Heel] type = ChangeState value = 1300 triggerAll = !AILevel triggerAll = command = "SlideKick" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])|| ( stateno=220 || stateno=225) trigger2 = var(6) [State -1, Slash Kick] type = ChangeState value = 1400 triggerAll = !AILevel triggerAll = command = "SlashKick" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Zero Counter] type = ChangeState value = 750 triggerAll = !AILevel trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "412p" || command = "412k" trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) [State -1, Custom Combo] type = ChangeState value = ifElse(StateType = A, 905, 900) triggerAll = !AILevel trigger1 = command = "c+z" trigger1 = RoundState = 2 trigger1 = power >= 1000 && !var(20) trigger1 = ctrl || StateNo = 52 || (StateNo = [100,101]) [State -1, Power Charge] type = ChangeState value = 730 triggerAll = !AILevel trigger1 = command = "holdb" && command = "holdy" trigger1 = RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) [State -1, Dash Forward/Run] type = ChangeState value = 110 triggerAll = !AILevel trigger1 = command = "FF" trigger1 = roundstate = 2 && StateType = S trigger1 = ctrl [State -1, Dash Backward] type = ChangeState value = 105 triggerAll = !AILevel trigger1 = command = "BB" trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Throw] type = ChangeState value = 800 triggerAll = !AILevel trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp" || command = "kk") trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Air Throw] type = changestate value = 850 trigger1 = !AIlevel trigger1 = (command = "pp" || command = "kk") && (command = "holdfwd" || command = "holdback") trigger1 = roundstate = 2 && statetype = A trigger1 = ctrl && (pos y <= -42 || vel y < 0) [State -1, Medium Kick Foward] type = ChangeState value = 251 triggerAll = !AILevel triggerAll = command != "holddown" && command = "holdfwd" && command = "c" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Standing Far/Close Heavy Punch] type = ChangeState value = 220 + (Abs(P2bodydist X) <= 15) * 5 triggerAll = !AILevel triggerAll = command != "holddown" && command = "z" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Standing Far/Close Heavy Kick] type = ChangeState value = 250 triggerAll = !AILevel triggerall = command != "holddown" && command = "c" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Standing Medium Punch] type = ChangeState value = 210 triggerAll = !AILevel triggerAll = command != "holddown" && command = "y" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerAll = !AILevel triggerAll = command != "holddown" && command = "b" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Standing Far/Close Light Punch] type = ChangeState value = 200 + (Abs(P2BodyDist X) <= 25) * 5 triggerAll = !AILevel triggerAll = command != "holddown" && command = "x" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 430) && Time >= 5 trigger3 = var(4) [State -1, Standing Far/Close Light Kick] type = ChangeState value = 230 triggerAll = !AILevel triggerall = command != "holddown" && command = "a" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Heavy Punch] type = ChangeState value = 420 triggerAll = !AILevel triggerAll = command = "holddown" && command = "z" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Heavy Kick] type = ChangeState value = 450 triggerAll = !AILevel triggerAll = command = "holddown" && command = "c" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerAll = !AILevel triggerAll = command ="holddown" && command = "y" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerAll = !AILevel triggerAll = command = "holddown" && command = "b" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerAll = !AILevel triggerAll = command = "holddown" && command = "x" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 430) && Time >= 5 trigger3 = var(4) [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerAll = !AILevel triggerAll = command = "holddown" && command = "a" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 430) && Time >= 5 trigger3 = var(4) [State -1, Jumping Heavy Punch] type = ChangeState value = 620 triggerAll = !AILevel triggerAll = command = "z" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Heavy Kick] type = ChangeState value = 650 triggerAll = !AILevel triggerAll = command = "c" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerAll = !AILevel triggerAll = command = "y" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerAll = !AILevel triggerAll = command = "b" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Light Punch] type = ChangeState value = 600 triggerAll = !AILevel triggerAll = command = "x" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Light Kick] type = ChangeState value = 630 triggerAll = !AILevel triggerAll = command = "a" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Taunt] type = ChangeState value = 195 triggerAll = !AILevel triggerAll = command = "start" triggerAll = StateType != A triggerAll = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(6) ;============================================================================================== ;===========================================< A.I >============================================== ;============================================================================================== [State -1, Fall Recovery (Air)] type = ChangeState value = 5210 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && Alive trigger1 = StateNo = 5050 && CanRecover trigger1 = vel y > 0 && pos y < -20 trigger1 = Random < (25 * (AILevel ** 2 / 64.0)) [State -1, Fall Recovery (Ground)] type = ChangeState value = 5200 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && Alive trigger1 = StateNo = 5050 && GetHitVar(fall.recover) trigger1 = vel y > 0 && pos y >= -20 trigger1 = Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Jump] type = ChangeState value = 40 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A && ctrl trigger1 = EnemyNear, MoveType = A && P2BodyDist x < 160 && EnemyNear, HitDefAttr = SC, AT [State -1, Roll Forward] type = ChangeState value = 710 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Random < (50 * (AILevel ** 2 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26) trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [92,122]) [State -1, Dodge] type = ChangeState value = 700 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Random < (50 * (AIlevel ** 2 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26) trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [0,60]) [State -1, Dash Backward] type = ChangeState value = 105 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = ctrl && (StateNo != [100,106]) && var(20) <= 150 && !var(26) trigger1 = (EnemyNear, MoveType = A) && BackEdgeDist >= 80 && (P2BodyDist x = [80,120]) && (EnemyNear, vel x) trigger1 = Random < (ifElse((EnemyNear, HitDefAttr = SC, AT), 150, 50) * (AILevel ** 2 / 64.0)) trigger2 = (P2BodyDist x = [0,80]) && BackEdgeBodyDist >= 80 trigger2 = EnemyNear, StateNo = 5120 && EnemyNear, AnimTime = -4 && Random < (750 * (AILevel ** 2 / 64.0)) [State -1, Guard] type = ChangeState value = 120 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && InGuardDist trigger1 = ctrl && (StateNo != [120, 155]) && !var(20) trigger1 = !var(26) || P2BodyDist x >= 40 trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120) trigger1 = StateType != A || P2StateType = A trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1) trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (AILevel ** 2 / 64.0)) [State -1, Zero Counter] type = ChangeState value = 750 trigger1 = AILevel && NumEnemy trigger1 = StateNo = 150 || StateNo = 152 trigger1 = RoundState = 2 && StateType != A trigger1 = Power >= 1000 && var(20) <= 60 trigger1 = Random < (25 * (AILevel ** 2 / 64.0)) trigger1 = (P2BodyDist x = [0,50]) && (Life < 0.5 * LifeMax) [State -1, Power Charge] type = ChangeState value = 730 triggerAll = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Power < const(data.power) && !var(20) trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20) trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Custom Combo] type = ChangeState value = ifElse(StateType = A, 905, 900) trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && (StateType != A || (vel x > 0 && vel y >= 0)) trigger1 = Power >= 1000 && !var(20) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) trigger1 = (EnemyNear, MoveType = A) && (P2BodyDist x = [0,40]) && (P2Dist y = [-60,60]) && (EnemyNear, vel y >= 0) trigger1 = (EnemyNear, StateNo = [200,699]) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Air Throw] type = changestate value = 850 trigger1 = AIlevel && numenemy trigger1 = roundstate = 2 && statetype = A trigger1 = !var(27) && (var(14) < 1 || var(20)) trigger1 = ctrl && p2statetype = A trigger1 = (p2bodydist x = [0, 20]) && (p2dist y = [ -80, -40]) && random < (200 * (AIlevel ** 2 / 64.0)) [State -1, Throw] type = ChangeState value = 800 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H triggerAll = (P2BodyDist x = [-20,24]) && P2BodyDist y = 0 trigger1 = ctrl && Random < (125 * (AIlevel ** 2 / 64.0)) trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Run] type = ChangeState value = 100 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl && (StateNo != [100,106]) trigger1 = (EnemyNear, MoveType != A) && P2BodyDist x >= 160 && Random < (25 * (AILevel ** 2 / 64.0)) [State -1, Golden Heel (after EX Slash Kick)] type = ChangeState value = 1300 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [-8,140]) triggerAll = NumTarget(1300) && var(11) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Standing Heavy Punch] type = ChangeState value = 220 + (Abs(P2BodyDist x) <= 15) * 5 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,80]) && (P2Dist y = [-68,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Standing Far/Close Heavy Kick] type = ChangeState value = 250 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,93]) && (P2Dist y = [-60,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Heavy Punch] type = ChangeState value = 420 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && Statetype != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,63]) && (p2dist y = [-35,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Heavy Kick] type = ChangeState value = 450 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,105]) && (P2Dist y = [-30,0]) && P2StateType != A && P2StateType != L triggerAll = (P2StateType = S || (P2StateType = C && P2MoveType = H)) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 6) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Jumping Heavy Punch] type = ChangeState value = 620 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-68,48]) && P2StateType = S trigger1 = ctrl trigger1 = vel y > 0 && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Jumping Heavy Kick] type = ChangeState value = 650 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-63,27]) && P2StateType = S trigger1 = ctrl && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Standing Far/Close Medium Punch] type = ChangeState value = 210 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,61]) && (P2Dist y = [-55,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Standing Far/Close Medium Kick] type = ChangeState value = 240 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,80]) && (P2Dist y = [-40,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,55]) && (P2Dist y = [-35,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,59]) && (P2Dist y = [-8,0]) && P2StateType != A && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,33]) && (P2Dist y = [-70,40]) && P2StateType = S trigger1 = ctrl trigger1 = vel y > 0 && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,48]) && (P2Dist y = [-50,51]) && P2StateType = A trigger1 = ctrl trigger1 = vel y <= 0 && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, 空中弱P] type = ChangeState value = 600 triggerAll = AILevel && NumEnemy triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = RoundState = 2 && StateType = A trigger1 = Random < (100 * (AILevel ** 2 / 64.0)) trigger1 = p2bodydist X <= 60 trigger1 = ctrl [State -1, 空中強P] type = ChangeState value = 630 triggerAll = AILevel && NumEnemy triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = RoundState = 2 && StateType = A trigger1 = random <= 200 trigger1 = p2bodydist X <= 50 trigger1 = ctrl [State -1, Standing Far/Close Light Punch] type = ChangeState value = 200 + (Abs(P2BodyDist X) <= 25) * 5 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-67,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Standing Far/Close Light Kick] type = ChangeState value = 230 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,70]) && (P2Dist y = [-52,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-40,0]) && P2StateType != A && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,45]) && (P2Dist y = [-5,0]) && P2StateType != A && P2StateType != L trigger1 = (ctrl || (StateNo = [100, 101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Jumping Light Punch] type = ChangeState value = 600 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-70,28]) && P2StateType = S trigger1 = ctrl trigger1 = vel y > 0 && Random < (100 * (AIlevel ** 2 / 64.0)) [State -1, Jumping Light Kick] type = ChangeState value = 630 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,34]) && (P2Dist y = [-67,40]) && P2StateType != L trigger1 = ctrl trigger1 = vel y > 0 && Random < (ifElse(P2Dist x < 0, 250, 50) * (AILevel ** 2 / 64.0)) [State -1, Tiger Kick] type = ChangeState value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1230, 1200) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = P2StateType != L && (P2Dist y = [-80,32]) triggerAll = ((P2BodyDist x = [-55,55]) && P2StateType != A) || ((P2BodyDist x = [-60,60]) && P2StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 3 trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Slash Kick] type = ChangeState value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1430, 1400) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035) triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [-8,256]) && (P2StateType != L || P2StateNo = 5120) triggerAll = (P2StateType != A || P2MoveType = H) && P2StateType != L trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) trigger1 = P2BodyDist x >= 25 && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) trigger2 = (EnemyNear, StateNo = 5120 || EnemyNear, StateNo = 5201) && (EnemyNear, AnimTime = -18) && Random < (250 * (AILevel ** 2 / 64.0)) trigger3 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0)) trigger3 = EnemyNear, GetHitVar(HitTime) >= 6 [State -1, Grand Upper] type = ChangeState value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1130, 1100) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (EnemyNear, MoveType != A) || (EnemyNear, StateNo = [200,499]) triggerAll = (P2BodyDist x = [-20,130]) && (P2Dist y = [-70,0]) && (P2StateType != L || P2StateNo = 5120) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger1 = P2BodyDist x >= 25 && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = (EnemyNear, StateNo = 5120 || EnemyNear, StateNo = 5201) && (EnemyNear, AnimTime = -18) && Random < (250 * (AILevel ** 2 / 64.0)) trigger3 = var(6) && MoveHit && Random < (200 * (AILevel ** 2 / 64.0)) trigger3 = EnemyNear, GetHitVar(HitTime) >= 6 [State -1, Golden Heel] type = ChangeState value = ifElse(Power >= 500 && Random < 133 && var(20) <= 60, 1330, 1300) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035) triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = P2StateType != L && (P2Dist y = [-80,32]) triggerAll = ((P2BodyDist x = [-8,150]) && P2StateType != A) || ((P2BodyDist x = [-10,100]) && P2StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 3 trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Bare Knuckle] type = ChangeState value = 1030 triggerall = life >100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerall = p2bodydist X = (1,55) triggerall = random <= 150 trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger1 = P2BodyDist x >= 25 && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = (EnemyNear, StateNo = 5120 || EnemyNear, StateNo = 5201) && (EnemyNear, AnimTime = -18) && Random < (250 * (AILevel ** 2 / 64.0)) trigger3 = var(6) && MoveHit && Random < (200 * (AILevel ** 2 / 64.0)) trigger3 = EnemyNear, GetHitVar(HitTime) >= 6 [State -1, Double Cyclone] type = ChangeState value = 3300 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 3000 && var(20) <= 60 triggerAll = !var(16) && (var(15) < 2 || (StateNo = [1000,4999])) triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A) triggerAll = EnemyNear, StateType != L triggerAll = (P2BodyDist x = [0,110]) && (P2Dist y = [-90,0]) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(7) && MoveHit && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 [State -1, MAX Exploding Hurricane Tiger Heel] type = ChangeState value = 3150 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 2000 && var(20) <= 60 triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999])) triggerAll = !(EnemyNear, ctrl) && (EnemyNear, StateNo != [120,155]) triggerAll = (P2BodyDist x = [0,75]) triggerAll = P2StateType != A && P2StateType != L trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]),200,50) * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 [State -1, MAX Screw Upper] type = ChangeState value = 3050 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 2000 && var(20) <= 60 triggerAll = !var(16) && (var(15) < 2 || (StateNo = [1000,4999])) triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A) triggerAll = EnemyNear, StateType != L triggerAll = (P2BodyDist x = [0,75]) && (P2Dist y = [-60,0]) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(7) && MoveHit && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 [State -1, Dragon Smash] type = ChangeState value = 3100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && var(20) <= 60 triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000, 4999])) triggerAll = !(EnemyNear, ctrl) && (EnemyNear, StateNo != [120,155]) triggerall= (p2bodydist x=[0,60]) && (p2bodydist y=[-50,50]) triggerAll = P2StateType != A && P2StateType != L && P2MoveType != A trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]),200,50) * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 [State -1, Screw Upper] type = ChangeState value = 3000 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035) triggerAll = Power >= 1000 && var(20) <= 60 triggerAll = !var(16) && (var(15) < 1 || (StateNo = [1000,4999])) triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A) triggerAll = (EnemyNear, MoveType != A) || (EnemyNear, StateType = A) triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-60,0]) && P2StateType != L trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 2 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 [State -1, Taunt] type = ChangeState value = 195 triggerAll = AILevel && NumEnemy triggerAll = StateType != A && Life >= 0.5 * LifeMax triggerAll = (EnemyNear, Life) <= 0.5 * (EnemyNear, LifeMax) trigger1 = ctrl trigger1 = P2Dist x >= 160 && !(EnemyNear, ctrl) trigger1 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (50 * (AILevel ** 2 / 64.0))
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