[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
;-| Hyper Motions |---------------------------------------------------------
[Command]
name = "TJX"
command = ~F, B, F, x
time = 30
[Command]
name = "TJY"
command = ~F, B, F, y
time = 30
[Command]
name = "TJZ"
command = ~F, B, F, z
time = 30
[Command]
name = "JBAX"
command = ~D, DF, F, D, DF, F, x
time = 30
[Command]
name = "JBAY"
command = ~D, DF, F, D, DF, F, y
time = 30
[Command]
name = "JBAZ"
command = ~D, DF, F, D, DF, F, z
time = 30
[Command]
name = "JRA"
command = ~D, DF, F, D, DF, F, a
time = 30
[Command]
name = "JRB"
command = ~D, DF, F, D, DF, F, b
time = 30
[Command]
name = "JRC"
command = ~D, DF, F, D, DF, F, c
time = 30
;-| Special Motions |-------------------------------------------------------
[Command]
name = "JKA"
command = ~D, DF, F, a
time = 15
[Command]
name = "JKB"
command = ~D, DF, F, b
time = 15
[Command]
name = "JKC"
command = ~D, DF, F, c
time = 15
[Command]
name = "RJA"
command = ~F, D, DF, a
time = 15
[Command]
name = "RJB"
command = ~F, D, DF, b
time = 15
[Command]
name = "RJC"
command = ~F, D, DF, c
time = 15
[Command]
name = "JTA"
command = ~F, DF, D, DB, B, a
time = 20
[Command]
name = "JTB"
command = ~F, DF, D, DB, B, b
time = 20
[Command]
name = "JTC"
command = ~F, DF, D, DB, B, c
time = 20
[Command]
name = "JPX"
command = ~D, DF, F, x
time = 15
[Command]
name = "JPY"
command = ~D, DF, F, y
time = 15
[Command]
name = "JPZ"
command = ~D, DF, F, z
time = 15
[Command]
name = "CJPX"
command = ~D, DB, B, x
time = 15
[Command]
name = "CJPY"
command = ~D, DB, B, y
time = 15
[Command]
name = "CJPZ"
command = ~D, DB, B, z
time = 15
[Command]
name = "AJPX"
command = ~D, DB, B, x
time = 15
[Command]
name = "AJPY"
command = ~D, DB, B, y
time = 15
[Command]
name = "AJPZ"
command = ~D, DB, B, z
time = 15
[Command]
name = "TJC_p"
command = ~F, D, DF, x+y
time = 30
[Command]
name = "TJC_p"
command = ~F, D, DF, x+z
time = 30
[Command]
name = "TJC_p"
command = ~F, D, DF, y+z
time = 30
[Command]
name = "TJC_k"
command = ~F, D, DF, a+b
time = 30
[Command]
name = "TJC_k"
command = ~F, D, DF, a+c
time = 30
[Command]
name = "TJC_k"
command = ~F, D, DF, b+c
time = 30
[Command]
name = "iTJC_p"
command = ~B, D, DB, x+y
time = 30
[Command]
name = "iTJC_p"
command = ~B, D, DB, x+z
time = 30
[Command]
name = "iTJC_p"
command = ~B, D, DB, y+z
time = 30
[Command]
name = "iTJC_k"
command = ~B, D, DB, a+b
time = 30
[Command]
name = "iTJC_k"
command = ~B, D, DB, a+c
time = 30
[Command]
name = "iTJC_k"
command = ~B, D, DB, b+c
time = 30
;-| 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 = "dodge"
command = a+b
time = 1
[Command]
name = "counter_attack"
command = b+c
time = 1
;-| Dir + Button |----------------------------------------------------------
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
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 = "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
[Statedef -1]
;Thousand Jaguar
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "TJX"
triggerall = var(58) >=100
trigger1 = !StateType = A && Ctrl
value = 7000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "TJY"
triggerall = var(58) >=100
trigger1 = !StateType = A && Ctrl
value = 7000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "TJZ"
triggerall = var(58) >=100
trigger1 = !StateType = A && Ctrl
value = 7000
;Jaguar Slide
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = (command = "TJC_p") || (command = "TJC_k") || (command = "iTJC_p") || (command = "iTJC_k")
triggerall = var(2):=(command = "TJC_k") + 2*(command = "TJC_p") - (command = "iTJC_k") - 2*(command = "iTJC_p")
trigger1 = StateType = S
trigger1 = ctrl
value = 4500
:Jaguar Revolver
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = power >= 1000
triggerall = command = "JRA"
trigger1 = !StateType = A && Ctrl
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203)
trigger2 = MoveContact
trigger3 = (StateNo = 204) || (StateNo = 205) || (StateNo = 206)
trigger3 = MoveContact
value = 4000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = power >= 1000
triggerall = command = "JRB"
trigger1 = !StateType = A && Ctrl
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203)
trigger2 = MoveContact
trigger3 = (StateNo = 204) || (StateNo = 205) || (StateNo = 206)
trigger3 = MoveContact
value = 4000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = power >= 1000
triggerall = command = "JRC"
trigger1 = !StateType = A && Ctrl
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203)
trigger2 = MoveContact
trigger3 = (StateNo = 204) || (StateNo = 205) || (StateNo = 206)
trigger3 = MoveContact
value = 4000
;Jaguar Varied Assault
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = power >= 1000
triggerall = command = "JBAX"
trigger1 = !StateType = A && Ctrl
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203)
trigger2 = MoveContact
trigger3 = (StateNo = 204) || (StateNo = 205) || (StateNo = 206)
trigger3 = MoveContact
value = 3000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = power >= 1000
triggerall = command = "JBAY"
trigger1 = !StateType = A && Ctrl
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203)
trigger2 = MoveContact
trigger3 = (StateNo = 204) || (StateNo = 205) || (StateNo = 206)
trigger3 = MoveContact
value = 3000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = power >= 1000
triggerall = command = "JBAZ"
trigger1 = !StateType = A && Ctrl
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203)
trigger2 = MoveContact
trigger3 = (StateNo = 204) || (StateNo = 205) || (StateNo = 206)
trigger3 = MoveContact
value = 3000
;Jaguar Tooth
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JTA"
trigger1 = StateType != A
trigger1 = ctrl
value = 1200
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JTB"
trigger1 = StateType != A
trigger1 = ctrl
value = 1210
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JTC"
trigger1 = StateType != A
trigger1 = ctrl
value = 1220
;Rising Jaguar
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "RJA"
trigger1 = StateType != A
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203) || (StateNo = 204)
trigger2 = MoveContact
trigger3 = (StateNo = 400) || (StateNo = 410) || (StateNo = 411) || (StateNo = 412)
trigger3 = MoveContact
value = 1100
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "RJB"
trigger1 = StateType != A
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203) || (StateNo = 204)
trigger2 = MoveContact
trigger3 = (StateNo = 400) || (StateNo = 410) || (StateNo = 411) || (StateNo = 412)
trigger3 = MoveContact
value = 1110
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "RJC"
trigger1 = StateType != A
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) || (StateNo = 201) || (StateNo = 203) || (StateNo = 204)
trigger2 = MoveContact
trigger3 = (StateNo = 400) || (StateNo = 410) || (StateNo = 411) || (StateNo = 412)
trigger3 = MoveContact
value = 1120
;Jaguar Kick
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JKA"
trigger1 = StateType = S
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) || (StateNo = 204)
trigger2 = MoveContact
value = 1000
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JKB"
trigger1 = StateType = S
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) || (StateNo = 204)
trigger2 = MoveContact
value = 1010
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JKC"
trigger1 = StateType = S
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) || (StateNo = 204)
trigger2 = MoveContact
value = 1020
;Air Jaguar Kick
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = Command = "JKA" || Command = "JKB" || Command = "JKC"
trigger1 = StateType = A && Pos Y < -35
trigger1 = ctrl
trigger2 = (StateNo = 1100) || (StateNo = 1110) || (StateNo = 1120)
trigger2 = MoveHit
value = 1050
;Jaguar Claws
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JPX"
triggerall = !NumProjID(1500)
trigger1 = StateType = S
trigger1 = ctrl
value = 1500
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JPY"
triggerall = !NumProjID(1510)
trigger1 = StateType = S
trigger1 = ctrl
value = 1510
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "JPZ"
triggerall = !NumProjID(1520)
trigger1 = StateType = S
trigger1 = ctrl
value = 1520
;Crouch Jaguar Claws
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "CJPX"
triggerall = !NumProjID(1600)
trigger1 = StateType = S
trigger1 = ctrl
value = 1600
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "CJPY"
triggerall = !NumProjID(1610)
trigger1 = StateType = S
trigger1 = ctrl
value = 1610
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "CJPZ"
triggerall = !NumProjID(1620)
trigger1 = StateType = S
trigger1 = ctrl
value = 1620
;Rolling Escape
[State -1]
type = ChangeState
value = 4464
triggerall = ailevel = 0
triggerall = StateNo >= 150
triggerall = StateNo <= 153
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
;Alpha Counter
[State -1]
type = changestate
triggerall = ailevel = 0
triggerall = power>=250 && statetype!=A
triggerall = stateno >= 150
triggerall = stateno <= 153
trigger1 = command = "counter_attack"
value = 4460
;Dodge
[State -1]
type = ChangeState
triggerall = ailevel = 0
trigger1 = command = "dodge"
trigger1 = StateType = S
trigger1 = ctrl
value = 4400
;Jaguar Carry
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = (command = "z")
triggerall = StateType = S
triggerall = P2Dist X < 50
trigger1 = (command = "holdfwd") || (command = "holdback")
trigger1 = Ctrl
value = 800
;Jaguar Slum
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = (command = "c")
triggerall = StateType = S
triggerall = P2Dist X < 50
trigger1 = (command = "holdfwd") || (command = "holdback")
trigger1 = Ctrl
value = 850
;Jaguar Air Throw
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = (command = "z")
triggerall = statetype = A
triggerall = P2bodydist X = [-22,22]
trigger1 = (command = "holdfwd") || (command = "holdback")
trigger1 = ctrl
value = 900
;Power Charge
[State -1,]
type = ChangeState
triggerall = ailevel = 0
triggerall = P2Bodydist x >80
trigger1 = command = "hold_a"
trigger1 = command = "hold_y"
trigger1 = statetype = S
trigger1 = power < 1000
trigger1 = stateNo != 4450
trigger1 = ctrl
value = 4450
;Dash Forward
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "FF"
trigger1 = StateType = S
trigger1 = ctrl
value = 100
;Dash Backward
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "BB"
trigger1 = StateType = S
trigger1 = ctrl
value = 105
;Punch
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "holdfwd" && command = "y"
trigger1 = StateType = S
trigger1 = ctrl
value = 202
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "x"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = StateNo = 4000
trigger2 = MoveContact
trigger3 = StateNo = 3000
trigger3 = MoveContact
trigger4 = StateNo = 7000
trigger4 = MoveContact
value = 200
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "y"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = (StateNo = 200) || (StateNo = 205)
trigger2 = MoveContact
trigger3 = StateNo = 4000
trigger3 = MoveContact
trigger4 = StateNo = 3000
trigger4 = MoveContact
trigger5 = StateNo = 7000
trigger5 = MoveContact
value = 201
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "z"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = (StateNo = 204) || (StateNo = 201)
trigger2 = MoveContact
trigger3 = StateNo = 4000
trigger3 = MoveContact
trigger4 = StateNo = 3000
trigger4 = MoveContact
trigger5 = StateNo = 7000
trigger5 = MoveContact
value = 203
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "x"
trigger1 = StateType = C
trigger1 = ctrl
value = 400
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "y"
trigger1 = StateType = C
trigger1 = ctrl
value = 401
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "z"
trigger1 = StateType = C
trigger1 = ctrl
value = 402
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "x"
trigger1 = StateType = A
trigger1 = ctrl
value = 600
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "y"
trigger1 = StateType = A
trigger1 = ctrl
value = 601
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "z"
trigger1 = StateType = A
trigger1 = ctrl
value = 602
;Kick
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "a"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact
trigger3 = StateNo = 4000
trigger3 = MoveContact
trigger4 = StateNo = 3000
trigger4 = MoveContact
trigger5 = StateNo = 7000
trigger5 = MoveContact
value = 204
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "b"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = StateNo = 204
trigger2 = MoveContact
trigger3 = StateNo = 4000
trigger3 = MoveContact
trigger4 = StateNo = 3000
trigger4 = MoveContact
trigger5 = StateNo = 7000
trigger5 = MoveContact
value = 205
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "c"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = StateNo = 204
trigger2 = MoveContact
trigger3 = StateNo = 4000
trigger3 = MoveContact
trigger4 = StateNo = 3000
trigger4 = MoveContact
trigger5 = StateNo = 7000
trigger5 = MoveContact
value = 206+1*(P2BodyDist X < 20)
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "a"
trigger1 = StateType = C
trigger1 = ctrl
value = 410
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "b"
trigger1 = StateType = C
trigger1 = ctrl
value = 411
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "c"
trigger1 = StateType = C
trigger1 = ctrl
value = 412
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "a"
trigger1 = StateType = A
trigger1 = ctrl
value = 610
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "b"
trigger1 = StateType = A
trigger1 = ctrl
value = 611
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "c"
trigger1 = StateType = A
trigger1 = ctrl
value = 612
;Taunt
[State -1]
type = ChangeState
triggerall = ailevel = 0
triggerall = command = "start"
trigger1 = StateType = S
trigger1 = ctrl
value = 195
;-| IA |--------------------------------------------------------------------
;Punch
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[20,50]) && (random=[0,69*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 200
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X=[20,60]) && (random=[80*(Ailevel / 8.0 ),149*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 200) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 205) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger6 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 201
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X=[20,60]) && (random=[80*(Ailevel / 8.0 ),149*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 202
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X=[20,74]) && (random=[160*(Ailevel / 8.0 ),229*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 204) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 201) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger6 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 203
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = C) && (p2statetype != A)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[-10,35]) && (random=[400*(Ailevel / 8.0 ),459*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 400
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = C) && (p2statetype != A)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[10,80]) && (random=[0,59*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 401
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = C) && (p2statetype != A)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[10,90]) && (random=[100*(Ailevel / 8.0 ),159*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 402
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = A) && (P2BodyDist X = [0,30])&& (P2BodyDist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 600
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = A) && (P2BodyDist X = [0,40])&& (P2BodyDist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[0,59*(Ailevel / 8.0 )])&& (p2movetype != A) && (ctrl)
value = 601
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = A) && (P2BodyDist X = [0,50])&& (P2BodyDist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
trigger1 = (random=[300*(Ailevel / 8.0 ),359*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 602
;Kick
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[20,65]) && (random=[240*(Ailevel / 8.0 ),309*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 200) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 204
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X=[20,75]) && (random=[320*(Ailevel / 8.0 ),389*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 205) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 205
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = S) && (p2statetype != A)
triggerall = (p2bodydist y = [-40,40]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X=[20,85]) && (random=[400*(Ailevel / 8.0 ),469*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 204) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 206
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
triggerall = (statetype = S) && (p2statetype != A) &&(p2bodydist X =[0,20])
trigger1 = (random=[300*(Ailevel / 8.0 ), 349*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
trigger2 = (stateno = 204) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 3000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 4000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = 7000) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 207
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = C) && (p2statetype != A)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[0,70]) && (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 410
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = C) && (p2statetype != A)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[20,80]) && (random=[800*(Ailevel / 8.0 ),859*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 411
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = C) && (p2statetype != A)
triggerall = (p2bodydist y = [-20,20]) && p2statetype != L && !(enemynear, hitfall)
trigger1 = (p2bodydist X =[20,90]) && (random=[500*(Ailevel / 8.0 ),559*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 412
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = A) && (P2BodyDist X = [0,20])&& (P2BodyDist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
triggerall = vel x =0
trigger1 = (random=[200*(Ailevel / 8.0 ),259*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 610
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = A) && (P2BodyDist X = [0,50])&& (P2BodyDist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
triggerall = vel x =0
trigger1 = (random=[700*(Ailevel / 8.0 ),759*(Ailevel / 8.0 )])&& (p2movetype != A) && (ctrl)
value = 611
[State -1]
type = changestate
Triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = (statetype = A) && (P2BodyDist X = [0,80])&& (P2BodyDist y = [-60,60])
triggerall = p2statetype != L && !(enemynear, hitfall)
triggerall = vel x =0
trigger1 = (random=[100*(Ailevel / 8.0 ),159*(Ailevel / 8.0 )]) && (p2movetype != A) && (ctrl)
value = 612
;Dash Forward & Backward
[State -1]
type = changestate
value = 100
triggerall = AIlevel && numenemy
triggerall = statetype = S && roundstate = 2 && ctrl
triggerall = (p2bodydist x = [0,80]) && backedgebodydist > 80 && (stateno != [100, 105])
trigger1 = enemynear, movetype = A && random < (80 * (AIlevel / 8.0))
trigger2 = enemynear, stateno = 5120 && enemynear, animtime = -3 && random < (200 * (AIlevel / 8.0))
[State -1]
type = changestate
value = 105
triggerall = AIlevel && numenemy
triggerall = statetype = S && roundstate = 2 && ctrl
triggerall = (p2bodydist x = [0,80]) && backedgebodydist > 80 && (stateno != [100, 105])
trigger1 = enemynear, movetype = A && random < (80 * (AIlevel / 8.0))
trigger2 = enemynear, stateno = 5120 && enemynear, animtime = -3 && random < (200 * (AIlevel / 8.0))
;Guard
[State -1]
type = ChangeState
triggerall = AILevel >0
triggerall = (inguarddist) && (roundstate = 2)
triggerall = movetype !=H
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall = (P2movetype=A)
triggerall = ctrl
triggerall = statetype=S
trigger1 = enemynear,hitdefattr = SCA,SP,HP
trigger1 = Random < 900
trigger2 = (P2BodyDist Y = -120) && (P2StateType != C)
trigger2 = (P2BodyDist X <= 120) && (Random <= 599)
value = 130
[State -1]
type = ChangeState
triggerall = AILevel >0
triggerall = (inguarddist) && (roundstate = 2)
triggerall = StateType != A
triggerall = (P2statetype = C) && (P2Movetype = A)
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 800
trigger2 = (Pos Y = 0) && (P2BodyDist Y <= 0)
trigger2 = (P2BodyDist Y = -50)
trigger2 = (P2BodyDist X <= 120) && (Random <= 599)
value = 131
[State -1]
type = ChangeState
triggerall = AILevel >0
triggerall = (inguarddist) && (roundstate = 2)
triggerall = (Statetype = A)&& (P2Movetype = A)
triggerall = ctrl = 1
trigger1 = random <= 600
value = 132
;Taunt
[State -1]
type = changestate
value = 195
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
trigger1 = P2Bodydist x > 160 && (enemynear, vel y > 0) && ctrl && random < (100 * (AIlevel / 8.0))
trigger1 = !(enemynear, ctrl) && (enemynear, movetype = H)
;Power Charge
[State -1]
type = ChangeState
triggerall = AILevel && numenemy
trigger1 = roundstate = 2 && statetype != A && ctrl
trigger1 = power < const(data.power)
trigger1 = random < (50 * (AIlevel ** 2 / 64.0)) && !inguarddist && p2movetype != A && p2dist x >= 160
value = 4450
;Jump
[State -1]
type = ChangeState
triggerall = AILevel >0
triggerall = (inguarddist) && (roundstate = 2) && (numenemy)
triggerall = statetype!=A && ctrl
trigger1 = enemynear,movetype = A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT
trigger2 = enemy, numproj >= 1 && random<(180*(ailevel / 8.0))
value = 40
;Recovery
[State -1]
type = changestate
value = 5210
trigger1 = AIlevel && numenemy
trigger1 = roundstate = 2 && alive
trigger1 = stateno = 5050 && canrecover
trigger1 = vel y > 0 && pos y < -20
trigger1 = random < (40 * (AIlevel / 8.0))
;Jaguar Kick
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype != A && stateno != 100 && (p2statetype != A)
triggerall = p2statetype != L && (p2stateno != [120,155]) && (enemynear, vel x > -2)
triggerall = (p2bodydist X =[70,120])
trigger1 = (p2bodydist y = [-40,40]) && (random=[100*(Ailevel / 8.0),179*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = 200) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 204) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1000
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype != A && stateno != 100 && (p2statetype != A)
triggerall = p2statetype != L && (p2stateno != [120,155]) && (enemynear, vel x > -2)
triggerall = (p2bodydist X =[70,120])
trigger1 = (p2bodydist y = [-40,40]) && (random=[100*(Ailevel / 8.0),179*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = 200) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 204) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1010
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype != A && stateno != 100 && (p2statetype != A)
triggerall = p2statetype != L && (p2stateno != [120,155]) && (enemynear, vel x > -2)
triggerall = (p2bodydist X =[60,100])
trigger1 = (p2bodydist y = [-40,40]) && (random=[0,79*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = 200) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 204) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1020
;Air Jaguar Kick
[State -1, AI Rekkaken_x]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype != A && stateno != 100 && (p2statetype != A)
triggerall = p2statetype != L && (p2stateno != [120,155]) && (enemynear, vel x > -2)
triggerall = (p2bodydist X =[40,90])
trigger1 = (p2bodydist y = [-40,40]) && (random=[0,79*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = 1100) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 1110) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 1120) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1050
;Rising Jaguar
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype = S && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[40,90]) && (p2movetype!=A) && (P2statetype != C) && (prevstateno!=2010)
trigger1 = (p2bodydist y = [-60,60]) && (random=[590*(Ailevel / 8.0),659*(Ailevel / 8.0)]) && ctrl
trigger2 = (stateno = [200,201]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = [203,204]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 400) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = [410,412]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1100
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype = S && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[40,110]) && (p2movetype!=A) && (P2statetype != C)
trigger1 = (p2bodydist y = [-60,60]) && (random=[670*(Ailevel / 8.0),739*(Ailevel / 8.0)]) && ctrl
trigger2 = (stateno = [200,201]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = [203,204]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 400) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = [410,412]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1110
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype = S && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[40,130]) && (p2movetype!=A) && (P2statetype != C)
trigger1 = (p2bodydist y = [-60,60]) && (random=[750*(Ailevel / 8.0),819*(Ailevel / 8.0)]) && ctrl
trigger2 = (stateno = [200,201]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = [203,204]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = 400) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger5 = (stateno = [410,412]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 1120
;Jaguar Tooth
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype = S && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[40,90]) && (p2movetype!=A) && (P2statetype != C) && (prevstateno!=2010)
trigger1 = (p2bodydist y = [-60,60]) && (random=[590*(Ailevel / 8.0),659*(Ailevel / 8.0)]) && ctrl
value = 1200
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype = S && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[40,90]) && (p2movetype!=A) && (P2statetype != C)
trigger1 = (p2bodydist y = [-60,60]) && (random=[670*(Ailevel / 8.0),739*(Ailevel / 8.0)]) && ctrl
value = 1210
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2)
triggerall = statetype = S && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[40,90]) && (p2movetype!=A) && (P2statetype != C)
trigger1 = (p2bodydist y = [-60,60]) && (random=[750*(Ailevel / 8.0),819*(Ailevel / 8.0)]) && ctrl
value = 1220
Jaguar Claws
[State -1]
type = changestate
triggerall = AIlevel && numenemy
triggerall = !NumProjID(1500)
triggerall = roundstate = 2 && statetype != A
triggerall = (p2stateno != [120,155]) && p2statetype != L
triggerall = (enemynear, vel y > -1)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, statetype = A)
trigger1 = ctrl && p2dist x < 100 && random < (150 * (AIlevel ** 2 / 64.0))
value = 1500
[State -1]
type = changestate
triggerall = AIlevel && numenemy
triggerall = !NumProjID(1510)
triggerall = roundstate = 2 && statetype != A
triggerall = (p2stateno != [120,155]) && p2statetype != L
triggerall = (enemynear, vel y > -1)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, statetype = A)
trigger1 = ctrl && p2dist x > 160 && random < (150 * (AIlevel ** 2 / 64.0))
value = 1510
[State -1]
type = changestate
triggerall = AIlevel && numenemy
triggerall = !NumProjID(1520)
triggerall = roundstate = 2 && statetype != A
triggerall = (p2stateno != [120,155]) && p2statetype != L
triggerall = (enemynear, vel y > -1)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, statetype = A)
trigger1 = ctrl && p2dist x > 160 && random < (150 * (AIlevel ** 2 / 64.0))
value = 1520
Crouch Jaguar Claws
[State -1]
type = changestate
triggerall = AIlevel && numenemy
triggerall = !NumProjID(1600)
triggerall = roundstate = 2 && statetype != A
triggerall = (p2stateno != [120,155]) && p2statetype != L
triggerall = (enemynear, vel y > -1)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, statetype = A)
trigger1 = ctrl && p2dist x > 160 && random < (150 * (AIlevel ** 2 / 64.0))
value = 1600
[State -1]
type = changestate
triggerall = AIlevel && numenemy
triggerall = !NumProjID(1610)
triggerall = roundstate = 2 && statetype != A
triggerall = (p2stateno != [120,155]) && p2statetype != L
triggerall = (enemynear, vel y > -1)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, statetype = A)
trigger1 = ctrl && p2dist x > 160 && random < (150 * (AIlevel ** 2 / 64.0))
value = 1610
[State -1]
type = changestate
triggerall = AIlevel && numenemy
triggerall = !NumProjID(1620)
triggerall = roundstate = 2 && statetype != A
triggerall = (p2stateno != [120,155]) && p2statetype != L
triggerall = (enemynear, vel y > -1)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, statetype = A)
trigger1 = ctrl && p2dist x > 160 && random < (150 * (AIlevel ** 2 / 64.0))
value = 1620
;Jaguar Varied Assault
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2) && movetype != H
triggerall = statetype != A && (enemynear, vel x > -2) && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[80,170]) && (P2statetype != A) && (enemynear, vel y >= 0) && power >= 1000
trigger1 = (p2bodydist y = [-40,40]) && (random=[640*(Ailevel / 8.0),779*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = [200,201]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 203) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = [204,206]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 3000
;Jaguar Revolver
[State -1]
type = changestate
triggerall = (AIlevel >0)&& (roundstate = 2) && movetype != H
triggerall = statetype != A && (enemynear, vel x > -2) && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[150,220]) && (P2statetype != A) && (enemynear, vel y >= 0) && power >= 1000
trigger1 = (p2bodydist y = [-80,80]) && (random=[640*(Ailevel / 8.0),779*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = [200,201]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 203) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = [204,206]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 4000
;Thousand Jaguar
[State -1]
type = changestate
triggerall = var(58) >=100
triggerall = (AIlevel >0)&& (roundstate = 2) && movetype != H
triggerall = statetype != A && (enemynear, vel x > -2) && stateno != 100
triggerall = p2statetype != L && (p2stateno != [120,155]) && !(enemynear, hitfall)
triggerall = (p2bodydist X =[80,170]) && (P2statetype != A) && (enemynear, vel x > -2) && power >= 1000
trigger1 = (p2bodydist y = [-40,40]) && (random=[640*(Ailevel / 8.0),779*(Ailevel / 8.0)]) && (p2movetype != A) && ctrl
trigger2 = (stateno = [200,201]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger3 = (stateno = 203) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
trigger4 = (stateno = [204,206]) && movehit && (random= [170*(Ailevel / 8.0), 250*(Ailevel / 8.0)])
value = 7000