; 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 -- defaults to 15 if omitted)
;
; - 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.
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; 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 = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
; CREDITS TO: Staubhold in the R8A topic, now the commands are user friendly >:D
[command]
name = "ELECTRIC THUNDERS"
command = ~D, DB, B, D, DB, B, x ; for better "gameplay"
time = 30
[command]
name = "ELECTRIC THUNDERS2"
command = ~D, DB, B, D, DB, B, y ; for better "gameplay"
time = 30
[command]
name = "ELECTRIC THUNDERS3"
command = ~D, DB, B, D, DB, B, z ; for better "gameplay"
time = 30
[command]
name = "BIG ZAP"
command = ~D, DF, F,x+y
time = 30
[command]
name = "BIG ZAP2"
command = ~D, DF, F,y+z
time = 30
[command]
name = "SUPER ELECTRIC TACKLE"
command = ~D, DB,x+y
time = 30
[command]
name = "SUPER ELECTRIC TACKLE2"
command = ~D, DB,y+z
time = 30
[command]
name = "THUNDERS STORM"
command = ~D, DB,a+b
time = 30
[command]
name = "THUNDERS STORM2"
command = ~D, DB,b+c
time = 30
[command]
name = "THUNDER GRIP"
command = ~D, DF, F, D, DF, F, x
time = 30
[command]
name = "THUNDER GRIP2"
command = ~D, DF, F, D, DF, F, y
time = 30
[command]
name = "THUNDER GRIP3"
command = ~D, DF, F, D, DF, F, z
time = 30
[command]
name = "TO THE AIR"
command = ~D, DF,a+b
time = 30
[command]
name = "TO THE AIR2"
command = ~D, DF,b+c
time = 30
[command]
name = "THE LEGENDARY BIRDS"
command = ~D, DF,x+z
time = 30
;-| Special Motions |------------------------------------------------------
[command]
name = "Thunder!"
command = ~D, DF, F, x ; for better "gameplay"
[command]
name = "Thunder!!"
command = ~D, DF, F, y ; for better "gameplay"
[command]
name = "Thunder!!!"
command = ~D, DF, F, z ; for better "gameplay"
[command]
name = "Low kick"
command = ~D, DB, B, a ; for better "gameplay"
[command]
name = "Low kick 2"
command = ~D, DB, B, b ; for better "gameplay"
[command]
name = "Low kick 3"
command = ~D, DB, B, c ; for better "gameplay"
[command]
name = "Electric tackle"
command = ~D, DB, B, x ; for better "gameplay"
[command]
name = "Electric tackle 2"
command = ~D, DB, B, y ; for better "gameplay"
[command]
name = "Electric tackle 3"
command = ~D, DB, B, z ; for better "gameplay"
[command]
name = "Grip"
command = ~B,x+y
time = 30
[command]
name = "Grip in the air"
command = x+y
time = 30
[command]
name = "electric punch"
command = B,F,x
time = 30
[command]
name = "electric punch2"
command = B,F,y
time = 30
[command]
name = "electric punch3"
command = B,F,z
time = 30
;-| 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
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
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 = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
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]
;===========================================================================
;---------------------------------------------------------------------------
;===========================================================================
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
[State -1]
Type=VarSet
Trigger1=1
var(50)= 10 ;Change the 60 to whatever you want. Take note of this value, as I mention it below.
[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)* 90) ; Feel free to change the * 99 to whatever you want,
value=120
[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard
;==========================================================================
;===========================================================================
;---------------------------------------------------------------------------
; EP3
[State -1, elec punch3]
type = ChangeState
value = 3082
TriggerAll = Var(59) <= 0
triggerall = command = "electric punch3"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; EP2
[State -1, elec punch2]
type = ChangeState
value = 3081
TriggerAll = Var(59) <= 0
triggerall = command = "electric punch2"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; EP
[State -1, elec punch]
type = ChangeState
value = 3080
TriggerAll = Var(59) <= 0
triggerall = command = "electric punch"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; T3LB
[State -1, Articuno Zapdos Moltres]
type = ChangeState
value = 4060
TriggerAll = Var(59) <= 0
triggerall = command = "THE LEGENDARY BIRDS"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; TTA
[State -1, to the air]
type = ChangeState
value = 4050
TriggerAll = Var(59) <= 0
triggerall = command = "TO THE AIR2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; TTA
[State -1, to the air]
type = ChangeState
value = 4050
TriggerAll = Var(59) <= 0
triggerall = command = "TO THE AIR"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; TG
[State -1, thunder grip]
type = ChangeState
value = 4040
TriggerAll = Var(59) <= 0
triggerall = command = "THUNDER GRIP3"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; TG
[State -1, thunder grip]
type = ChangeState
value = 4040
TriggerAll = Var(59) <= 0
triggerall = command = "THUNDER GRIP2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; TG
[State -1, thunder grip]
type = ChangeState
value = 4040
TriggerAll = Var(59) <= 0
triggerall = command = "THUNDER GRIP"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; TT
[State -1, thunders torment]
type = ChangeState
value = 4030
TriggerAll = Var(59) <= 0
triggerall = command = "THUNDERS STORM2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; TT
[State -1, thunders torment]
type = ChangeState
value = 4030
TriggerAll = Var(59) <= 0
triggerall = command = "THUNDERS STORM"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; grip in the air
[State -1, Air]
type = ChangeState
value = 3070
TriggerAll = Var(59) <= 0
triggerall = command = "Grip in the air"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600,650]
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; SET
[State -1, super electric tackle]
type = ChangeState
value = 4020
TriggerAll = Var(59) <= 0
triggerall = command = "SUPER ELECTRIC TACKLE2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; SET
[State -1, super electric tackle]
type = ChangeState
value = 4020
TriggerAll = Var(59) <= 0
triggerall = command = "SUPER ELECTRIC TACKLE"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; grip TTW
[State -1, to the wall]
type = ChangeState
value = 3060
TriggerAll = Var(59) <= 0
triggerall = command = "Grip"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = [200,450]
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; BZT
[State -1, big zap thunder]
type = ChangeState
value = 4010
TriggerAll = Var(59) <= 0
triggerall = command = "BIG ZAP2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; BZT
[State -1, big zap thunder]
type = ChangeState
value = 4010
TriggerAll = Var(59) <= 0
triggerall = command = "BIG ZAP"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; ET3
[State -1, et like the alien lol]
type = ChangeState
value = 4000
TriggerAll = Var(59) <= 0
triggerall = command = "ELECTRIC THUNDERS3"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; ET2
[State -1, et like the alien lol]
type = ChangeState
value = 4000
TriggerAll = Var(59) <= 0
triggerall = command = "ELECTRIC THUNDERS2"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; ET
[State -1, et like the alien lol]
type = ChangeState
value = 4000
TriggerAll = Var(59) <= 0
triggerall = command = "ELECTRIC THUNDERS"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; electric tackle type.3
[State -1, tackle 3]
type = ChangeState
value = 3052
TriggerAll = Var(59) <= 0
triggerall = command = "Electric tackle 3"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; electric tackle type.2
[State -1, tackle 2]
type = ChangeState
value = 3051
TriggerAll = Var(59) <= 0
triggerall = command = "Electric tackle 2"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; electric tackle
[State -1, tackle]
type = ChangeState
value = 3050
TriggerAll = Var(59) <= 0
triggerall = command = "Electric tackle"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Low Kick 3
[State -1, low kick 3]
type = ChangeState
value = 3042
TriggerAll = Var(59) <= 0
triggerall = command = "Low kick 3"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Low Kick 2
[State -1, low kick 2]
type = ChangeState
value = 3041
TriggerAll = Var(59) <= 0
triggerall = command = "Low kick 2"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Low Kick
[State -1, low kick]
type = ChangeState
value = 3040
TriggerAll = Var(59) <= 0
triggerall = command = "Low kick"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; thunder N.3
[State -1, thunder Type 3]
type = ChangeState
value = 303000
TriggerAll = Var(59) <= 0
triggerall = command = "Thunder!!!"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; thunder N.2
[State -1, thunder Type 2]
type = ChangeState
value = 30300
TriggerAll = Var(59) <= 0
triggerall = command = "Thunder!!"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; thunder
[State -1, thunder Type 1]
type = ChangeState
value = 3030
TriggerAll = Var(59) <= 0
triggerall = command = "Thunder!"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 220 || stateno = 230 || StateNo = 240 || StateNo = 250
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
TriggerAll = Var(59) <= 0
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(59) <= 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
TriggerAll = Var(59) <= 0
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
TriggerAll = Var(59) <= 0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 210 || stateno = 230 || StateNo = 240
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
TriggerAll = Var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || stateno = 230 || StateNo = 240
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
TriggerAll = Var(59) <= 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || stateno = 230 || StateNo = 240
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || StateNo = 240
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
TriggerAll = Var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || stateno = 230
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
TriggerAll = Var(59) <= 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = 200 || Stateno = 210 || stateno = 230 || StateNo = 240
trigger2 = movehit = 1
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = ctrl || Stateno = 410 || stateno = 430 || StateNo = 440
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Stateno = 400 || stateno = 430 || StateNo = 440
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(59) <= 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Stateno = 400 || Stateno = 410 || stateno = 430 || StateNo = 440
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Stateno = 400 || Stateno = 410 || StateNo = 440
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Stateno = 400 || Stateno = 410 || stateno = 430
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
TriggerAll = Var(59) <= 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Stateno = 400 || Stateno = 410 || StateNo = 420 || StateNo = 430 || StateNo = 440
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) <= 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 610 || stateno = 630 || StateNo = 640
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) <= 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 600 || stateno = 630 || StateNo = 640
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(59) <= 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 600 || Stateno = 610 || stateno = 630 || StateNo = 640
trigger3 = stateno = 610
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(59) <= 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 600 || Stateno = 610 || StateNo = 640
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) <= 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 600 || Stateno = 610 || stateno = 630
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
TriggerAll = Var(59) <= 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 600 || Stateno = 610 || stateno = 630 || StateNo = 640
trigger2 = movehit && movecontact
;---------------------------------------------------------------------------
;----ZAPDOS AI STUFF----
; dash
[State -1, Dash State]
Type = ChangeState
TriggerAll = Var(59)>0
TriggerAll = alive >= 1
TriggerAll = roundstate = 2
TriggerAll = ctrl
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 30
Trigger1 = Random <= Var(50) * 6
Value = 100
; dash
[State -1, Dash State]
Type = ChangeState
TriggerAll = Var(59)>0
TriggerAll = alive >= 1
TriggerAll = roundstate = 2
TriggerAll = ctrl
TriggerAll = StateType != A
TriggerAll = (EnemyNear,StateNo = [30060, 300600]) && EnemyNear,MoveType = H && P2Dist X > 32
Trigger1 = 1
Value = 100
; backdash
[State -1, BackDash State]
Type = ChangeState
TriggerAll = Var(59)>0
TriggerAll = alive >= 1
TriggerAll = roundstate = 2
TriggerAll = ctrl
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 100
triggerall = p2stateno != 300600
Trigger1 = Random <= Var(50) * 1.5
Value = 105
[State -1, BackDash State]
Type = ChangeState
TriggerAll = Var(59)>0
TriggerAll = alive >= 1
TriggerAll = roundstate = 2
TriggerAll = ctrl
TriggerAll = StateType != A
TriggerAll = P2BodyDist X <= 100
triggerall = p2stateno != 300600
triggerall = p2statetype = L
Trigger1 = Random <= Var(50) * 1.5
Value = 105
[State -1, throw]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = p2bodydist x <= 0
TriggerAll = StateType != A
TriggerAll = p2StateType != A
triggerall = p2statetype != L
triggerall = p2stateno != 300600
trigger1 = random<var(50) * 12
value= 800
[State -1, throw]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = p2bodydist x < 15
TriggerAll = StateType != A
TriggerAll = p2StateType != A
triggerall = p2statetype != L
triggerall = p2stateno != 300600
trigger1 = random<var(50) * 17
value= 3060
[State -1, Example ChangeState] ; A SUPER FROM NOWHERE
type = changestate
TriggerAll = Var(59) > 0
TriggerAll = Alive = 1
Triggerall = Power >= 1000
TriggerAll = StateNo = 210
TriggerAll = MoveHit
TriggerAll = P2BodyDist X <= 60
TriggerAll = P2StateType != L
Trigger1 = random<var(50) * 6.5
Value = 4010
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 200
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
trigger1 = 1
value= 210
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
Triggerall = p2bodydist x < 20
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 10
value= 200
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 220
Triggerall = p2StateType != A
TriggerAll = P2StateType = S
TriggerAll = P2MoveType = H
TriggerAll = MoveHit
trigger1 = random<var(50) * 29.5
value= 3052
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 250
Triggerall = p2StateType != A
TriggerAll = P2StateType = S
TriggerAll = P2MoveType = H
TriggerAll = MoveHit
trigger1 = random<var(50) * 30
value= 3051
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 230 || Stateno = 250
Triggerall = p2StateType != A
TriggerAll = P2StateType = S
TriggerAll = P2MoveType = H
TriggerAll = MoveHit
trigger1 = random<var(50) * 10
value= 3050
; combos
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 230
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = random<var(50) * 50
trigger1 = 1
value= 250
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 210
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = 1
value= 230
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 230
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = random<var(50) * 80
trigger1 = 1
value= 220
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 200
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = random<var(50) * 10
trigger1 = 1
value= 210
[State -1, Example ChangeState] ; this is, smth or idk
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
Triggerall = p2bodydist x <= 20
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 10
value= 210
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
Triggerall = p2bodydist x <= 20
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 10
value= 200
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 440
Triggerall = p2StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = random<var(50) * 40
trigger1 = 1
value= 450
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 420
Triggerall = p2StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = random<var(50) * 40
value= 430
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 410
Triggerall = p2StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = random<var(50) * 60
value= 440
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 440
Triggerall = p2StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
TriggerAll = MoveContact
trigger1 = 1
value= 420
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 400
Triggerall = p2StateType != A
TriggerAll = P2StateType != L
TriggerAll = P2MoveType = H
triggerall = movecontact
trigger1 = 1
value= 410
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
Triggerall = p2bodydist x <= 20
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 10
value= 400
; grip in air finisher
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 630
Triggerall = p2bodydist x <= 18
TriggerAll = StateType != S
Triggerall = movehit && movecontact
trigger1 = random<var(50) * 25
value= 3070
; honestly, idk
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 50
triggerall = p2bodydist x < 15
triggerall = p2bodydist y < 30
TriggerAll = StateType != S
Triggerall = p2statetype != L
trigger1 = random<var(50) * 3.5
value= 620
; Air combos
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 630
triggerall = p2bodydist x < 35
Triggerall = p2bodydist y < 50
TriggerAll = StateType != S
Triggerall = movehit && movecontact
trigger1 = 1
value= 650
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 610
triggerall = p2bodydist x < 35
Triggerall = p2bodydist y < 50
TriggerAll = StateType != S
Triggerall = movehit && movecontact
trigger1 = random<var(50) * 99
value= 630
; Air combos
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 610
triggerall = p2bodydist x < 35
Triggerall = p2bodydist y < 50
TriggerAll = StateType != S
Triggerall = movehit && movecontact
trigger1 = random<var(50) * 99
value= 620
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 600
triggerall = p2bodydist x < 35
Triggerall = p2bodydist y < 50
TriggerAll = StateType != S
Triggerall = movehit && movecontact
trigger1 = 1
value= 610
[State -1, Example ChangeState] ; Air
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 50
triggerall = p2bodydist x < 35
Triggerall = p2bodydist y < 50
TriggerAll = StateType != S
Triggerall = p2statetype != L
Triggerall = p2statetype != S
trigger1 = random<var(50) * 80
value= 600
[State -1, Example ChangeState] ; Hey look, i punch you!
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 50
triggerall = p2bodydist x = [0,30]
Triggerall = p2bodydist y = [5,90]
TriggerAll = StateType != S
Triggerall = p2statetype != L
trigger1 = random<var(50) * 95
value= 600
; special
[State -1, Thunder]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = P2BodyDist X = [210,300]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 4
value= 303000
[State -1, Thunder]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = P2BodyDist X = [100,190]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 4
value= 30300
[State -1, Thunder]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = P2BodyDist X = [10,90]
TriggerAll = StateType != A
TriggerAll = P2StateType != L
trigger1 = random<var(50) * 4
value= 3030
; special
[State -1, electric tackle]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = p2bodydist x <= 170
TriggerAll = StateType != A
TriggerAll = p2statetype = S
trigger1 = random<var(50) * 2
value= 3052
[State -1, electric tackle]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = p2bodydist x <= 110
TriggerAll = StateType != A
TriggerAll = p2statetype = S
trigger1 = random<var(50) * 2
value= 3051
[State -1, electric tackle]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = p2bodydist x <= 75
TriggerAll = StateType != A
TriggerAll = p2statetype = S
trigger1 = random<var(50) * 2
value= 3050
; special
[State -1, low kick]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
Triggerall = p2bodydist x <= 45
TriggerAll = StateType != A
TriggerAll = p2statetype = L
trigger1 = random<var(50) * 2.5
value= 3041
; THIS JUMP TIME!
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 420
TriggerAll = P2MoveType = H
TriggerAll = Movehit
Trigger1 = 1
value= 40
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 3052
TriggerAll = P2MoveType = H
TriggerAll = Movehit
Trigger1 = 1
value= 40
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 3051
TriggerAll = P2MoveType = H
TriggerAll = Movehit
Trigger1 = 1
value= 40
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = StateNo = 3050
TriggerAll = P2MoveType = H
TriggerAll = Movehit
Trigger1 = 1
value= 40
; Supers
;
[State -1, 3 LEGENDARY BIRDS]
Type=Changestate
triggerall = power >= 2000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
triggerall = P2BodyDist X = [95,170]
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 6.5
value= 4060
;
[State -1, To the air]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
triggerall = P2BodyDist X = [100,230]
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 1.1
value= 4050
;
[State -1, Thunder GRIP!!!1!!]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = p2bodydist x = [0,40]
TriggerAll = StateType != A
TriggerAll = p2StateType != A
triggerall = p2statetype != L
triggerall = p2stateno != 300600
trigger1 = random<var(50) * 16.5
value= 4040
;
[State -1, Thunders storm]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
triggerall = P2BodyDist X = [120,240]
TriggerAll = StateType != A
trigger1 = random<var(50) * 2.3
value= 4030
;
[State -1, Super electric tackle]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
triggerall = p2bodydist x < 70
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 1.3
value= 4020
[State -1, Super electric tackle]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
triggerall = StateNo = 230
triggerall = movehit
triggerall = p2bodydist x < 70
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 1
value= 4020
[State -1, Super electric tackle]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
triggerall = Stateno = 250
triggerall = movehit
triggerall = p2bodydist x < 70
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 1
value= 4020
[State -1, super electric tackle]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl
triggerall = p2bodydist x < 65
triggerall = p2bodydist y < 35
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 1.2
value= 4020
;
[State -1, Big Thunder]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
triggerall = P2BodyDist X = [18,60]
triggerall = p2bodydist y < 35
TriggerAll = StateType != A
triggerall = p2statetype != S
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = p2stateno != 401010
triggerall = p2stateno != 300600
triggerall = p2stateno != 40042
trigger1 = random<var(50) * 9
value= 4010
[State -1, Big thunder]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
triggerall = P2BodyDist X = [18,60]
TriggerAll = StateType != A
triggerall = p2statetype != L
triggerall = p2movetype = H
triggerall = p2stateno != 40042
triggerall = p2stateno != 401010
triggerall = p2stateno != 300600
trigger1 = random<var(50) * 6
value= 4010
;
[State -1, Electric thunders]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
triggerall = p2bodydist x < 55
TriggerAll = StateType != A
triggerall = p2statetype != L
trigger1 = random<var(50) * 1.8
value= 4000
[State -1, Electric thunders]
Type=Changestate
triggerall = power >= 1000
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = Ctrl || StateNo = 100
triggerall = p2bodydist x < 55
triggerall = p2bodydist y < 30
TriggerAll = StateType != A
triggerall = P2MoveType = H
triggerall = p2statetype != L
trigger1 = random<var(50) * 1.8
value= 4000