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Command List — Urien.zip ← Back to Overview

;============================================================================================== ;=======================================<COMMAND FILE>========================================= ;============================================================================================== ;====================<BUTTON REMAPPING>==================== [Remap] x = x y = y z = z a = a b = b c = c s = s ;====================<DEFAULT VALUES>==================== [Defaults] command.time = 15 command.buffer.time = 1 ;====================<SINGLE BUTTON>==================== [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;==================<HOLD DIRECTION>================== [Command] name = "holdfwd" command=/$F time=1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time=1 [Command] name = "holddown" command = /$D time = 1 ;====================<HOLD BUTTON>==================== [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;====================<DIRECTION>==================== [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 ;====================<RELEASE DIR>==================== [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;====================<RELEASE BUTTON>==================== [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;====================<SUPER MOTIONS>==================== [Command] name = "TyrantSlaughter" command = ~D, DF, F, D, DF, F, a time = 30 [Command] name = "TyrantSlaughter" command = ~D, DF, F, D, DF, F, b time = 30 [Command] name = "TyrantSlaughter" command = ~D, DF, F, D, DF, F, c time = 30 [Command] name = "TyrantSlaughter" command = ~D, DF, F, D, DF, F, ~a time = 30 [Command] name = "TyrantSlaughter" command = ~D, DF, F, D, DF, F, ~b time = 30 [Command] name = "TyrantSlaughter" command = ~D, DF, F, D, DF, F, ~c time = 30 [Command] name = "MAXTyrantSlaughter" command = ~D, DF, F, D, DF, F, a+b time = 30 [Command] name = "MAXTyrantSlaughter" command = ~D, DF, F, D, DF, F, b+c time = 30 [Command] name = "MAXTyrantSlaughter" command = ~D, DF, F, D, DF, F, a+c time = 30 [Command] name = "TemporalThunder" command = ~D, DF, F, D, DF, F, x time = 32 [Command] name = "TemporalThunder" command = ~D, DF, F, D, DF, F, y time = 32 [Command] name = "TemporalThunder" command = ~D, DF, F, D, DF, F, z time = 32 [Command] name = "TemporalThunder" command = ~D, DF, F, D, DF, F, ~x time = 32 [Command] name = "TemporalThunder" command = ~D, DF, F, D, DF, F, ~y time = 32 [Command] name = "TemporalThunder" command = ~D, DF, F, D, DF, F, ~z time = 32 [Command] name = "MAXTemporalThunder" command = ~D, DF, F, D, DF, F, x+y time = 32 [Command] name = "MAXTemporalThunder" command = ~D, DF, F, D, DF, F, y+z time = 32 [Command] name = "MAXTemporalThunder" command = ~D, DF, F, D, DF, F, x+z time = 32 [Command] name = "AegisReflector" command = ~D, DB, B, D, DB, B, x time = 32 [Command] name = "AegisReflector" command = ~D, DB, B, D, DB, B, y time = 32 [Command] name = "AegisReflector" command = ~D, DB, B, D, DB, B, z time = 32 [Command] name = "AegisReflector" command = ~D, DB, B, D, DB, B, ~x time = 32 [Command] name = "AegisReflector" command = ~D, DB, B, D, DB, B, ~y time = 32 [Command] name = "AegisReflector" command = ~D, DB, B, D, DB, B, ~z time = 32 [Command] name = "AegisReflectorAir" command = ~D, DB, B, D, DB, B, a time = 32 [Command] name = "AegisReflectorAir" command = ~D, DB, B, D, DB, B, b time = 32 [Command] name = "AegisReflectorAir" command = ~D, DB, B, D, DB, B, c time = 32 [Command] name = "AegisReflectorAir" command = ~D, DB, B, D, DB, B, ~a time = 32 [Command] name = "AegisReflectorAir" command = ~D, DB, B, D, DB, B, ~b time = 32 [Command] name = "AegisReflectorAir" command = ~D, DB, B, D, DB, B, ~c time = 32 [Command] name = "VesuvianBurnout" command = ~D, D, D, x+y time = 32 [Command] name = "VesuvianBurnout" command = ~D, D, D, y+z time = 32 [Command] name = "VesuvianBurnout" command = ~D, D, D, x+z time = 32 ;====================<SPECIAL MOTIONS>==================== [Command] name = "MetallicSphere" command = ~D, DF, F, x time = 16 [Command] name = "MetallicSphere" command = ~D, DF, F, y time = 16 [Command] name = "MetallicSphere" command = ~D, DF, F, z time = 16 [Command] name = "MetallicSphere" command = ~D, DF, F, ~x time = 16 [Command] name = "MetallicSphere" command = ~D, DF, F, ~y time = 16 [Command] name = "MetallicSphere" command = ~D, DF, F, ~z time = 16 [Command] name = "EXMetallicSphere" command = ~D, DF, F, x+y time = 16 [Command] name = "EXMetallicSphere" command = ~D, DF, F, y+z time = 16 [Command] name = "EXMetallicSphere" command = ~D, DF, F, z+x time = 16 [Command] name = "ChariotTackle" command = ~35$B, F, a time = 16 [Command] name = "ChariotTackle" command = ~35$B, F, b time = 16 [Command] name = "ChariotTackle" command = ~35$B, F, c time = 16 [Command] name = "ChariotTackle" command = ~35$B, F, ~a time = 16 [Command] name = "ChariotTackle" command = ~35$B, F, ~b time = 16 [Command] name = "ChariotTackle" command = ~35$B, F, ~c time = 16 [Command] name = "CustomComboChariotTackle" command = ~$B, F, a time = 16 [Command] name = "CustomComboChariotTackle" command = ~$B, F, b time = 16 [Command] name = "CustomComboChariotTackle" command = ~$B, F, c time = 16 [Command] name = "CustomComboChariotTackle" command = ~$B, F, ~a time = 16 [Command] name = "CustomComboChariotTackle" command = ~$B, F, ~b time = 16 [Command] name = "CustomComboChariotTackle" command = ~$B, F, ~c time = 16 [Command] name = "EXChariotTackle" command = ~35$B, F, a+b time = 16 [Command] name = "EXChariotTackle" command = ~35$B, F, b+c time = 16 [Command] name = "EXChariotTackle" command = ~35$B, F, c+a time = 16 [Command] name = "ViolenceKneeDrop" command = ~45$D, $U, a time = 16 [Command] name = "ViolenceKneeDrop" command = ~45$D, $U, b time = 16 [Command] name = "ViolenceKneeDrop" command = ~45$D, $U, c time = 16 [Command] name = "ViolenceKneeDrop" command = ~45$D, $U, ~a time = 16 [Command] name = "ViolenceKneeDrop" command = ~45$D, $U, ~b time = 16 [Command] name = "ViolenceKneeDrop" command = ~45$D, $U, ~c time = 16 [Command] name = "CustomComboViolenceKneeDrop" command = ~$D, $U, a time = 16 [Command] name = "CustomComboViolenceKneeDrop" command = ~$D, $U, b time = 16 [Command] name = "CustomComboViolenceKneeDrop" command = ~$D, $U, c time = 16 [Command] name = "CustomComboViolenceKneeDrop" command = ~$D, $U, ~a time = 16 [Command] name = "CustomComboViolenceKneeDrop" command = ~$D, $U, ~b time = 16 [Command] name = "CustomComboViolenceKneeDrop" command = ~$D, $U, ~c time = 16 [Command] name = "EXViolenceKneeDrop" command = ~45$D, $U, a+b time = 16 [Command] name = "EXViolenceKneeDrop" command = ~45$D, $U, b+c time = 16 [Command] name = "EXViolenceKneeDrop" command = ~45$D, $U, a+c time = 16 [Command] name = "DangerousHeadbutt" command = ~45$D, $U, x time = 16 [Command] name = "DangerousHeadbutt" command = ~45$D, $U, y time = 16 [Command] name = "DangerousHeadbutt" command = ~45$D, $U, z time = 16 [Command] name = "DangerousHeadbutt" command = ~45$D, $U, ~x time = 16 [Command] name = "DangerousHeadbutt" command = ~45$D, $U, ~y time = 16 [Command] name = "DangerousHeadbutt" command = ~45$D, $U, ~z time = 16 [Command] name = "CustomComboDangerousHeadbutt" command = ~$D, $U, x time = 16 [Command] name = "CustomComboDangerousHeadbutt" command = ~$D, $U, y time = 16 [Command] name = "CustomComboDangerousHeadbutt" command = ~$D, $U, z time = 16 [Command] name = "CustomComboDangerousHeadbutt" command = ~$D, $U, ~x time = 16 [Command] name = "CustomComboDangerousHeadbutt" command = ~$D, $U, ~y time = 16 [Command] name = "CustomComboDangerousHeadbutt" command = ~$D, $U, ~z time = 16 [Command] name = "EXDangerousHeadbutt" command = ~45$D, $U, x+y time = 16 [Command] name = "EXDangerousHeadbutt" command = ~45$D, $U, y+z time = 16 [Command] name = "EXDangerousHeadbutt" command = ~45$D, $U, z+x time = 16 [Command] name = "412p" command = ~B, DB, D, x time = 16 [Command] name = "412p" command = ~B, DB, D, y time = 16 [Command] name = "412p" command = ~B, DB, D, z time = 16 [Command] name = "412p" command = ~B, DB, D, ~x time = 16 [Command] name = "412p" command = ~B, DB, D, ~y time = 16 [Command] name = "412p" command = ~B, DB, D, ~z time = 16 [Command] name = "412k" command = ~B, DB, D, a time = 16 [Command] name = "412k" command = ~B, DB, D, b time = 16 [Command] name= "412k" command = ~B, DB, D, c time = 16 [Command] name = "412k" command = ~B, DB, D, ~a time = 16 [Command] name = "412k" command = ~B, DB, D, ~b time = 16 [Command] name = "412k" command = ~B, DB, D, ~c time = 16 ;====================<OTHER>==================== [Command] name = "highjump" command = $D, $U time = 15 ;====================<DOUBLE TAP>==================== [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;====================<2/3 BUTTON COMBINATION>==================== [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time=1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 ;============================================================================================== ;========================================<-1 STATES>=========================================== ;============================================================================================== [StateDef -1] [State -1, Tick Fix] type = CtrlSet triggerAll = !ctrl trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime trigger2 = (StateNo = [200,499]) && !AnimTime trigger3 = ((StateNo = [760,762]) || (StateNo = [700,715]) || (StateNo = [900,905])) && !AnimTime trigger4 = StateNo = 820 && !AnimTime trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver value = 1 [State -1, Roll Forward] type = ChangeState value = 710 triggerAll = !AILevel triggerAll = command = "a+x" triggerAll = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd" trigger2 = var(20) && var(4) [State -1, Roll Backward] type = ChangeState value = 715 triggerAll = !AILevel triggerAll = command = "a+x" triggerAll = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback" [State -1, Dodge] type = ChangeState value = 700 triggerAll = !AILevel triggerAll = command = "a+x" triggerAll = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) [State -1, Vesuvian Burnout] type = ChangeState value = 3300 triggerAll = !AILevel triggerAll = command = "VesuvianBurnout" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 3000 && !var(20) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, MAX Aegis Reflector] type = ChangeState value = 3250 triggerAll = !AILevel triggerAll = command = "AegisReflectorAir" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 1000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) trigger3 = StateNo = 1003 && AnimElemTime(5) >= 0 trigger4 = StateNo = 1100 && MoveContact && AnimElemTime(3) >= 0 [State -1, Aegis Reflector] type = ChangeState value = 3200 triggerAll = !AILevel triggerAll = command = "AegisReflector" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 1000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) trigger3 = StateNo = 1003 && AnimElemTime(5) >= 0 trigger4 = StateNo = 1100 && MoveContact && AnimElemTime(3) >= 0 [State -1, MAX Tyrant Slaughter] type = ChangeState value = 3150 triggerAll = !AILevel triggerAll = command = "MAXTyrantSlaughter" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 2000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) [State -1, Tyrant Slaughter] type = ChangeState value = 3100 triggerAll = !AILevel triggerAll = command = "TyrantSlaughter" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 1000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, MAX Temporal Thunder] type = ChangeState value = 3050 triggerAll = !AILevel triggerAll = command = "MAXTemporalThunder" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 2000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) [State -1, Temporal Thunder] type = ChangeState value = 3000 triggerAll = !AILevel triggerAll = command = "TemporalThunder" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 1000 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, EX Violence Knee Drop] type = ChangeState value = 1350 triggerAll = !AILevel triggerAll = command = "EXViolenceKneeDrop" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Violence Knee Drop] type = ChangeState value = 1300 triggerAll = !AILevel triggerAll = command = "ViolenceKneeDrop" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Custom Combo: Violence Knee Drop] type = ChangeState value = 1300 triggerAll = !AILevel TriggerAll = Var(20) triggerAll = command = "CustomComboViolenceKneeDrop" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Dangerous Headbutt] type = ChangeState value = 1250 triggerAll = !AILevel triggerAll = command = "EXDangerousHeadbutt" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Dangerous Headbutt] type = ChangeState value = 1200 triggerAll = !AILevel triggerAll = command = "DangerousHeadbutt" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Custom Combo: Dangerous Headbutt] type = ChangeState value = 1200 triggerAll = !AILevel TriggerAll = Var(20) triggerAll = command = "CustomComboDangerousHeadbutt" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Chariot Tackle] type = ChangeState value = 1150 triggerAll = !AILevel triggerAll = command = "EXChariotTackle" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Chariot Tackle] type = ChangeState value = 1100 triggerAll = !AILevel triggerAll = command = "ChariotTackle" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Custom Combo: Chariot Tackle] type = ChangeState value = 1100 triggerAll = !AILevel TriggerAll = Var(20) triggerAll = command = "CustomComboChariotTackle" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Metallic Sphere] type = ChangeState value = 1050 triggerAll = !AILevel triggerAll = command = "EXMetallicSphere" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Metallic Sphere] type = ChangeState value = 1000 triggerAll = !AILevel triggerAll = command = "MetallicSphere" triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) && !(StateNo = 1100 && AnimElemTime(3) >= 0 && MoveContact) [State -1, Custom Combo] type = ChangeState value = ifElse(StateType = A, 905, 900) triggerAll = !AILevel trigger1 = command = "c+z" trigger1 = RoundState = 2 trigger1 = power >= 1000 && !var(20) trigger1 = ctrl || StateNo = 52 || (StateNo = [100,101]) [State -1, Throw] type = ChangeState value = 800 triggerAll = !AILevel trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp" || command = "kk") trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Zero Counter] type = ChangeState value = 750 triggerAll = !AILevel trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "412p" || command = "412k" trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) [State -1, Power Charge] type = ChangeState value = 730 triggerAll = !AILevel trigger1 = command = "holdb" && command = "holdy" trigger1 = RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) [State -1, Standing Light Punch] type = ChangeState value = 200 triggerAll = !AILevel triggerAll = command != "holddown" && command = "x" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = StateNo = 200 && MoveContact trigger3 = var(4) [State -1, Standing Medium Punch] type = ChangeState value = 210 + (command = "holdfwd") * 5 triggerAll = !AILevel triggerAll = command != "holddown" && command = "y" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = StateNo = 200 && MoveContact && (!command = "holdfwd") trigger3 = var(4) [State -1, FWD Standing Heavy Punch] type = ChangeState value = 225 triggerAll = !AILevel triggerAll = (command = "z") && (command = "holdfwd" && command = "z") triggerAll = command != "holddown" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = StateNo = 215 && AnimElemTime(5) <= 0 && MoveContact trigger3 = var(4) [State -1, Standing Heavy Punch] type = ChangeState value = 220 + (command = "holdfwd") * 5 triggerAll = !AILevel triggerAll = command != "holddown" && command = "z" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Standing Light Kick] type = ChangeState value = 230 triggerAll = !AILevel triggerAll = command != "holddown" && command = "a" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (StateNo = 200 || StateNo = 230) && (MoveContact && AnimElemTime(6) >= 0) trigger3 = var(4) [State -1, Standing Medium Kick] type = ChangeState value = 240 + (command = "holdfwd") * 5 triggerAll = !AILevel triggerAll = command != "holddown" && command = "b" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Standing Heavy Kick] type = ChangeState value = 250 triggerAll = !AILevel triggerAll = command != "holddown" && command = "c" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerAll = !AILevel triggerAll = command = "holddown" && command = "x" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 230 || StateNo = 400 || StateNo = 430) && Time >= 5 trigger3 = var(4) [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerAll = !AILevel triggerAll = command ="holddown" && command = "y" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Heavy Punch] type = ChangeState value = 420 triggerAll = !AILevel triggerAll = command = "holddown" && command = "z" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerAll = !AILevel triggerAll = command = "holddown" && command = "a" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (StateNo = 200 || StateNo = 205 || StateNo = 230 || StateNo = 400 || StateNo = 430) && Time >= 5 trigger3 = var(4) [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerAll = !AILevel triggerAll = command = "holddown" && command = "b" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Crouching Heavy Kick] type = ChangeState value = 450 triggerAll = !AILevel triggerAll = command = "holddown" && command = "c" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Jumping Light Punch] type = ChangeState value = 600 triggerAll = !AILevel triggerAll = command = "x" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerAll = !AILevel triggerAll = command = "y" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Heavy Punch] type = ChangeState value = 620 triggerAll = !AILevel triggerAll = command = "z" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Light Kick] type = ChangeState value = 630 triggerAll = !AILevel triggerAll = command = "a" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerAll = !AILevel triggerAll = command = "b" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Jumping Heavy Kick] type = ChangeState value = 650 triggerAll = !AILevel triggerAll = command = "c" triggerAll = StateType = A trigger1 = ctrl trigger2 = var(4) [State -1, Taunt] type = ChangeState value = 195 triggerAll = !AILevel triggerAll = command = "start" triggerAll = StateType != A triggerAll = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(4) [State -1, Dash Forward/Run] type = ChangeState value = 110 triggerAll = !AILevel trigger1 = command = "FF" trigger1 = roundstate = 2 && StateType = S trigger1 = ctrl [State -1, Dash Backward] type = ChangeState value = 105 triggerAll = !AILevel trigger1 = command = "BB" trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl ;============================================================================================== ;===========================================< A.I >============================================== ;============================================================================================== [State -1, Fall Recovery (Air)] type = ChangeState value = 5210 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && Alive trigger1 = StateNo = 5050 && CanRecover trigger1 = vel y > 0 && pos y < -20 trigger1 = Random < (25 * (AILevel ** 2 / 64.0)) [State -1, Fall Recovery (Ground)] type = ChangeState value = 5200 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && Alive trigger1 = StateNo = 5050 && GetHitVar(fall.recover) trigger1 = vel y > 0 && pos y >= -20 trigger1 = Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Jump] type = ChangeState value = 40 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A && ctrl trigger1 = EnemyNear, MoveType = A && P2BodyDist x < 160 && EnemyNear, HitDefAttr = SC, AT [State -1, Roll Forward] type = ChangeState value = 710 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Random < (50 * (AILevel ** 2 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26) trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [92,122]) [State -1, Dodge] type = ChangeState value = 700 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Random < (50 * (AIlevel ** 2 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26) trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [0,60]) [State -1, Run] type = ChangeState value = 100 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl && (StateNo != [100,106]) trigger1 = (EnemyNear, MoveType != A) && P2BodyDist x >= 160 && Random < (25 * (AILevel ** 2 / 64.0)) [State -1, Dash Backward] type = ChangeState value = 105 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = ctrl && (StateNo != [100,106]) && var(20) <= 150 && !var(26) trigger1 = (EnemyNear, MoveType = A) && BackEdgeDist >= 80 && (P2BodyDist x = [80,120]) && (EnemyNear, vel x) trigger1 = Random < (ifElse((EnemyNear, HitDefAttr = SC, AT), 150, 50) * (AILevel ** 2 / 64.0)) trigger2 = (P2BodyDist x = [0,80]) && BackEdgeBodyDist >= 80 trigger2 = EnemyNear, StateNo = 5120 && EnemyNear, AnimTime = -4 && Random < (750 * (AILevel ** 2 / 64.0)) [State -1, Guard] type = ChangeState value = 120 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && InGuardDist trigger1 = ctrl && (StateNo != [120, 155]) && !var(20) trigger1 = !var(26) || P2BodyDist x >= 40 trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120) trigger1 = StateType != A || P2StateType = A trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1) trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (AILevel ** 2 / 64.0)) [State -1, Zero Counter] type = ChangeState value = 750 trigger1 = AILevel && NumEnemy trigger1 = StateNo = 150 || StateNo = 152 trigger1 = RoundState = 2 && StateType != A trigger1 = Power >= 1000 && var(20) <= 60 trigger1 = Random < (250 * (AILevel ** 2 / 64.0)) trigger1 = (P2BodyDist x = [0,50]) && (Life < 0.5 * LifeMax) [State -1, Power Charge] type = ChangeState value = 730 triggerAll = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Power < const(data.power) && !var(20) trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20) trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (95 * (AILevel ** 2 / 64.0)) [State -1, Throw] type = ChangeState value = 800 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H triggerAll = (P2BodyDist x = [-23,37]) && P2BodyDist y = 0 trigger1 = ctrl && Random < (2000 * (AIlevel ** 2 / 64.0)) trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (3250 * (AILevel ** 2 / 64.0)) [State -1, Custom Combo] type = ChangeState value = ifElse(StateType = A, 905, 900) trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && (StateType != A || (vel x > 0 && vel y >= 0)) trigger1 = Power >= 1000 && !var(20) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) trigger1 = (EnemyNear, MoveType = A) && (P2BodyDist x = [0,40]) && (P2Dist y = [-60,60]) && (EnemyNear, vel y >= 0) trigger1 = (EnemyNear, StateNo = [200,699]) && Random < (300 * (AILevel ** 2 / 64.0)) [State -1, Standing Light Punch] type = ChangeState value = 200 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,35]) && (P2Dist y = [-75,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, SLP Target Combo 1] type = ChangeState value = 200 trigger1 = AILevel trigger1 = StateNo = 230 && AnimElemTime(5) < 0 && MoveContact [State -1, SLP Target Combo 2] type = ChangeState value = 210 trigger1 = AILevel trigger1 = StateNo = 200 && AnimElemTime(5) < 0 && MoveContact [State -1, SLP Target Combo 3] type = ChangeState value = 230 trigger1 = AILevel trigger1 = StateNo = 230 && AnimElemTime(5) < 0 && MoveContact [State -1, Quarrel Punch/Standing Normal Medium Punch] type = ChangeState value = ifElse(Random < 50, 215, 210) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-80,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (250 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Standing Normal Hard Punch] type = ChangeState value = 220 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-100,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (250 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) [State -1, Terrible Smash] type = ChangeState value = 225 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-100,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (250 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, QP < TS Target Combo] type = ChangeState value = 225 trigger1 = AILevel trigger1 = StateNo = 215 && AnimElemTime(6) < 0 && MoveContact [State -1, Standing Light Kick] type = ChangeState value = 230 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,53]) && (P2Dist y = [-17,0]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, SLK Target Combo 1] type = ChangeState value = 200 trigger1 = AILevel trigger1 = StateNo = 230 && AnimElemTime(5) < 0 && MoveContact [State -1, SLK Target Combo 2] type = ChangeState value = 230 trigger1 = AILevel trigger1 = StateNo = 230 && AnimElemTime(5) < 0 && MoveContact [State -1, Standing FWD/Medium Kick] type = ChangeState value = 240 + (Abs(P2BodyDist X) <= 25) * 5 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-80,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (250 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Standing Hard Kick] type = ChangeState value = 250 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-120,0]) && P2StateType != C && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (250 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,53]) && (P2Dist y = [-30,0]) && P2StateType != A && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,70]) && P2StateType != A && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Hard Punch] type = ChangeState value = 420 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-90,0]) && P2StateType != A && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (200 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (200 * (AILevel ** 2 / 64.0)) [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,48]) && P2StateType != A && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,68]) && (P2Dist y = [-12,10]) && P2StateType != A && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Crouching Heavy Kick] type = ChangeState value = 450 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-20,60]) && P2StateType != A && P2StateType != L triggerAll = (P2StateType = S || (P2StateType = C && P2MoveType = H)) trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 6) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Jumping Light Punch] type = ChangeState value = 600 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,23]) && (P2Dist y = [-28,13]) && P2StateType = S trigger1 = ctrl trigger1 = vel y > 0 && Random < (100 * (AIlevel ** 2 / 64.0)) [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,40]) && (P2Dist y = [-35,45]) && P2StateType = S trigger1 = ctrl trigger1 = vel y > 0 && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Jumping Heavy Punch] type = ChangeState value = 620 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,48]) && (P2Dist y = [-35,45]) && P2StateType = S trigger1 = ctrl trigger1 = vel y > 0 && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Jumping Light Kick] type = ChangeState value = 630 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,20]) && (P2Dist y = [-25,55]) && P2StateType != L trigger1 = ctrl trigger1 = vel y > 0 && Random < (ifElse(P2Dist x < 0, 250, 50) * (AILevel ** 2 / 64.0)) [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,28]) && (P2Dist y = [-25,25]) && P2StateType = A trigger1 = ctrl trigger1 = vel y <= 0 && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Jumping Heavy Kick] type = ChangeState value = 650 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-22,40]) && P2StateType = S trigger1 = ctrl && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(4) && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Jumping Heavy Kick CC] type = ChangeState value = 650 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-22,40]) && P2StateType = S trigger1 = ctrl && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = var(4) && Random < (100 * (AILevel ** 2 / 64.0)) [State -1, Metallic Sphere] type = ChangeState value = ifElse(Power >= 500 && Random < 100, 1050, 1000) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(39) triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = P2BodyDist x >= 25 && P2Dist y >= -120 && EnemyNear, vel y >= 0 triggerAll = P2StateType != A || EnemyNear, vel x < 0 trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (AILevel ** 2 / 64.0)) trigger3 = NumHelper(var(44)) && Random < (300 * (AILevel ** 2 / 64.0)) && !StateNo = 1000 [State -1, Chariot Tackle] type = ChangeState value = ifElse(Power >= 500 && Random < 100, 1150, 1100) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,115]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (37 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -146 && P2Dist Y >= -20 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 1205 && AnimElemTime(1)>= 0 && Random < (250 * (AIlevel ** 2 / 64.0)) trigger5 = StateNo = 2900 && AnimElemTime(4)>= 1 && MoveContact && Random < (333 * (AIlevel ** 2 / 64.0)) [State -1, Chariot Tackle (Custom Combo)] type = ChangeState value = 1100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && var(20) > 30 triggerAll = (P2BodyDist x = [0,115]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -146 && P2Dist Y >= -20 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 1205 && AnimElemTime(1)>= 0 && Random < (250 * (AIlevel ** 2 / 64.0)) [State -1, Dangerous HeadButt] type = ChangeState value = 1200 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,70]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) TriggerALL = Enemy,Name = "Urien" && Enemy, AuthorName = "Froz" && Enemy, NumHelper(44) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (150 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -70 && P2Dist Y >= -60 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 1205 && PrevStateNo = 1250 && AnimElemTime(1)>= 0 && Random < (333 * (AIlevel ** 2 / 64.0)) trigger5 = StateNo = 2900 && AnimElemTime(4)>= 1 && MoveContact && Random < (333 * (AIlevel ** 2 / 64.0)) [State -1, Dangerous HeadButt (Custom Combo)] type = ChangeState value = 1200 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && var(20) > 30 triggerAll = (P2BodyDist x = [0,70]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (150 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -70 && P2Dist Y >= -60 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 1205 && PrevStateNo = 1250 && AnimElemTime(1)>= 0 && Random < (333 * (AIlevel ** 2 / 64.0)) [State -1, Dangerous HeadButt] type = ChangeState value = 1250 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 500 && var(20) <= 60 triggerAll = (P2BodyDist x = [0,70]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (150 * (AILevel ** 2 / 64.0)) trigger1 = P2Dist x <= -80 && P2Dist Y >= -70 trigger2 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (333 * (AIlevel ** 2 / 64.0)) trigger3 = StateNo = 2900 && AnimElemTime(4)>= 1 && MoveContact && Random < (333 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 1205 && var(20) <= 60 && AnimElemTime(1)>= 0 && Random < (333 * (AIlevel ** 2 / 64.0)) [State -1, Violence Knee Drop] type = ChangeState value = ifElse(Power >= 500 && Random < 75, 1350, 1300) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,70]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (150 * (AILevel ** 2 / 64.0)) [State -1, Temporal Thunder] type = ChangeState value = ifElse(Power >= 2000 && Random < 100, 3050, 3000) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && !var(20) triggerAll = P2BodyDist x >= 25 && P2Dist y >= -120 && EnemyNear, vel y >= 0 triggerAll = P2StateType != A || EnemyNear, vel x < 0 trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (15 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, Tyrant Punish] type = ChangeState value = 3100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && !var(20) triggerAll = (P2BodyDist x = [0,115]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -146 && P2Dist Y >= -20 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 1100 && AnimElemTime(3)>= 0 && MoveContact && Random < (333 * (AIlevel ** 2 / 64.0)) [State -1, Tyrant Punish] type = ChangeState value = 3150 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 2000 && !var(20) triggerAll = (P2BodyDist x = [0,115]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -146 && P2Dist Y >= -20 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = StateNo = 3100 && AnimElemTime(3)>= 0 && AnimElemTime(26)<= 0 && MoveContact && Random < (333 * (AIlevel ** 2 / 64.0)) [State -1, Tyrant Punish (Custom Combo)] type = ChangeState value = 3100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && var(20) <= 60 triggerAll = (P2BodyDist x = [0,115]) && P2StateType != L triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x <= -146 && P2Dist Y >= -20 trigger3 = StateNo = 420 && AnimElemTime(4)>= 1 && MoveContact && Random < (200 * (AIlevel ** 2 / 64.0)) [State -1, Aegis Reflector] type = ChangeState value = 3200 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && !var(20) triggerAll = P2Dist y >= -120 && EnemyNear, vel y >= 0 triggerAll = P2StateType != A || EnemyNear, vel x < 0 triggerAll = !NumHelper(var(44)) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (AILevel ** 2 / 64.0)) trigger3 = NumHelper(var(44)) && Random < (300 * (AILevel ** 2 / 64.0)) && !StateNo = 1000 [State -1, Aegis Reflector] type = ChangeState value = 3250 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && !var(20) triggerAll = !NumHelper(var(44)) triggerAll = P2BodyDist x >= 25 && P2Dist y >= -120 && EnemyNear, vel y >= 0 trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (30 * (AILevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (50 * (AILevel ** 2 / 64.0)) trigger2 = P2StateType = A [State -1, Vesuvian Burnout] type = ChangeState value = 3300 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 3000 && !var(20) triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999])) triggerAll = !(EnemyNear, ctrl) && P2StateNo != 5201 triggerAll = P2Dist x >= 0 && P2BodyDist x <= 35 triggerAll = (EnemyNear, HitOver || !(EnemyNear, MoveType = H) || var(21)) && !(EnemyNear, StateNo = [150,155]) && EnemyNear, Anim != 5040 triggerAll = !(EnemyNear, StateNo = 40 && EnemyNear, Time >= 1) && !(EnemyNear, StateNo = 52 && !(EnemyNear, ctrl) && EnemyNear, PrevStateNo = [5020,5040]) triggerAll = P2StateType != A && P2StateType != L && (P2Dist y = [-48,0]) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (400 * (AILevel ** 2 / 64.0)) [State -1, Taunt] type = ChangeState value = 195 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 triggerAll = StateType != A && Life >= 0.5 * LifeMax triggerAll = (EnemyNear, Life) <= 0.5 * (EnemyNear, LifeMax) triggerAll = ctrl trigger1 = P2Dist x >= 160 && !(EnemyNear, ctrl) trigger1 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (25 * (AILevel ** 2 / 64.0)) trigger2 = P2Dist x >= 0 && P2Dist x <= 50 && !(EnemyNear, ctrl) trigger2 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (50 * (AILevel ** 2 / 64.0))
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