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Command List — ZAPDOS.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 -- 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
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