Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — Adon EX.zip ← Back to Overview

[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
Back
Top