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DJB MUGEN & IKEMEN Community

Command List — Kuuga.zip ← Back to Overview

;¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬ ; Win”Őê—pƒp[ƒg ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ƒ{ƒ^ƒ“ƒŠƒ}ƒbƒv(ƒ{ƒ^ƒ“ƒRƒ“ƒtƒBƒO) |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Remap] x = x ;‚wƒ{ƒ^ƒ“‚Ì“ü—Í”»’è‚ðŽÀÛ‚ɉŸ‚·ƒ{ƒ^ƒ“‚ÉŠ„‚è“–‚Ä‚éB y = y ;‚xƒ{ƒ^ƒ“@@@@@@@@@V z = z ;‚yƒ{ƒ^ƒ“@@@@@@@@@V a = a ;‚`ƒ{ƒ^ƒ“@@@@@@@@@V b = b ;‚aƒ{ƒ^ƒ“@@@@@@@@@V c = c ;‚bƒ{ƒ^ƒ“@@@@@@@@@V s = s ;ƒXƒ^[ƒgƒ{ƒ^ƒ“@@@@@@V ;„ª| ƒfƒtƒHƒ‹ƒgÝ’è |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Defaults] command.time = 15 ;•W€‚̃Rƒ}ƒ“ƒh“ü—ÍŽó•tŽžŠÔB ;ŠeƒRƒ}ƒ“ƒh‚ŏȗª‚µ‚Ä‚¢‚éê‡‚É—LŒøB ;‚±‚̃pƒ‰ƒ[ƒ^‚ðÁ‚µ‚½ê‡AƒfƒtƒHƒ‹ƒg‚Í‚PƒtƒŒ[ƒ€‚ɂȂéB ;i@M.U.G.E.N‚ł̂PƒtƒŒ[ƒ€@@‚P^‚U‚O•b@j command.buffer.time = 1 ;•W€‚̃Rƒ}ƒ“ƒh“ü—Í‹L‰¯ŽžŠÔB ;“ü—Í‚µ‚½’¼Œã‚ɃRƒ}ƒ“ƒh‚ð‹L‰¯‚µA ;Žw‚𗣂µ‚Ä‚àƒRƒ}ƒ“ƒh‚ª¬Œ÷‚µ‚Ä‚¢‚éó‘Ô‚ð ;‚±‚±‚Őݒ肵‚½ŽžŠÔ‚Ì•ªˆÛŽ‚·‚éB ;‚P`‚R‚OƒtƒŒ[ƒ€‚܂ł̊ԂŐݒè‰Â”\B ;ƒfƒtƒHƒ‹ƒg‚Í‚PƒtƒŒ[ƒ€B ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ƒRƒ}ƒ“ƒh’è‹` ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| < AI > |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "AI01" command = a, b, c time = 0 [Command] name = "AI02" command = a, c, b time = 0 [Command] name = "AI03" command = b, a, c time = 0 [Command] name = "AI04" command = b, c, a time = 0 [Command] name = "AI05" command = c, a, b time = 0 [Command] name = "AI06" command = c, b, a time = 0 [Command] name = "AI07" command = a, b, c, s time = 0 [Command] name = "AI08" command = a, c, b, s time = 0 [Command] name = "AI09" command = b, a, c, s time = 0 [Command] name = "AI10" command = b, c, a, s time = 0 [Command] name = "AI11" command = c, a, b, s time = 0 [Command] name = "AI12" command = c, b, a, s time = 0 [Command] name = "AI13" command = x, y, z time = 0 [Command] name = "AI14" command = x, z, y time = 0 [Command] name = "AI15" command = y, x, z time = 0 [Command] name = "AI16" command = y, z, x time = 0 [Command] name = "AI17" command = z, x, y time = 0 [Command] name = "AI18" command = z, y, x time = 0 [Command] name = "AI19" command = x, y, z, s time = 0 [Command] name = "AI20" command = x, z, y, s time = 0 [Command] name = "AI21" command = y, x, z, s time = 0 [Command] name = "AI22" command = y, z, x, s time = 0 [Command] name = "AI23" command = z, x, y, s time = 0 [Command] name = "AI24" command = z, y, x, s time = 0 [Command] name = "AI25" command = a, b, c, x time = 0 [Command] name = "AI26" command = a, c, b, x time = 0 [Command] name = "AI27" command = b, a, c, x time = 0 [Command] name = "AI28" command = b, c, a, x time = 0 [Command] name = "AI29" command = c, a, b, x time = 0 [Command] name = "AI30" command = c, b, a, x time = 0 [Command] name = "AI31" command = a, b, c, s, x time = 0 [Command] name = "AI32" command = a, c, b, s, x time = 0 [Command] name = "AI33" command = b, a, c, s, x time = 0 [Command] name = "AI34" command = b, c, a, s, x time = 0 [Command] name = "AI35" command = c, a, b, s, x time = 0 [Command] name = "AI36" command = c, b, a, s, x time = 0 [Command] name = "AI37" command = x, y, z, x time = 0 [Command] name = "AI38" command = x, z, y, x time = 0 [Command] name = "AI39" command = y, x, z, x time = 0 [Command] name = "AI40" command = y, z, x, x time = 0 [Command] name = "AI41" command = z, x, y, x time = 0 [Command] name = "AI42" command = z, y, x, x time = 0 [Command] name = "AI43" command = x, y, z, s, x time = 0 [Command] name = "AI44" command = x, z, y, s, x time = 0 [Command] name = "AI45" command = y, x, z, s, x time = 0 [Command] name = "AI46" command = y, z, x, s, x time = 0 [Command] name = "AI47" command = z, x, y, s, x time = 0 [Command] name = "AI48" command = z, y, x, s, x time = 0 [Command] name = "AI49" command = z, y, x, s, y time = 0 [Command] name = "AI50" command = z, y, x, s, z time = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ˆêŒ‚•KŽE |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "Ultimate" command = ~D, DB, B, x+y buffer.time = 3 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ’´•KŽE‹Z |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "Gourum_Attack" command = ~F, B, DB, D, DF, F, x+y time = 30 buffer.time = 5 [Command] name = "Rider_Kick_x" command = ~D, DF, F, DF, D, DB, B, x time = 35 buffer.time = 5 [Command] name = "Rider_Kick_y" command = ~D, DF, F, DF, D, DB, B, y time = 35 buffer.time = 5 [Command] name = "Splash_Dragon_x" command = ~B, DB, D, DF, F, x time = 25 buffer.time = 5 [Command] name = "Splash_Dragon_y" command = ~B, DB, D, DF, F, y time = 25 buffer.time = 5 [Command] name = "Blast_Pegasus_x" command = ~D, DF, F, D, DF, F, x time = 25 buffer.time = 5 [Command] name = "Blast_Pegasus_y" command = ~D, DF, F, D, DF, F, y time = 25 buffer.time = 5 [Command] name = "Calamity_Titan" command = ~D, DB, B, D, DB, B, a+b time = 30 buffer.time = 5 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ’´•KŽE‹Z—ŠÈˆÕƒRƒ}ƒ“ƒh”Å |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "Gourum_Attack_Easy" command = z+c time = 1 buffer.time = 2 [Command] name = "Rider_Kick_Easy" command = c+b time = 1 buffer.time = 2 [Command] name = "Splash_Dragon_Easy" command = z+x time = 1 buffer.time = 2 [Command] name = "Blast_Pegasus_Easy" command = z+y time = 1 buffer.time = 2 [Command] name = "Calamity_Titan_Easy" command = c+a time = 1 buffer.time = 2 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| •KŽE‹Z |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "Takaiwa_x" command = ~B, F, x buffer.time = 4 [Command] name = "Takaiwa_y" command = ~B, F, y buffer.time = 4 [Command] name = "Syoryu_x" command = ~F, D, DF, x buffer.time = 4 [Command] name = "Syoryu_y" command = ~F, D, DF, y buffer.time = 4 [Command] name = "Eitoku_a" command = ~B, DB, D, a buffer.time = 4 [Command] name = "Eitoku_b" command = ~B, DB, D, b buffer.time = 4 [Command] name = "Osikawa_a" command = ~D, DB, B, a buffer.time = 4 [Command] name = "Osikawa_b" command = ~D, DB, B, b buffer.time = 4 [Command] name = "Air_Mighty_a" command = ~D, DF, F, a buffer.time = 4 [Command] name = "Air_Mighty_b" command = ~D, DF, F, b buffer.time = 4 [Command] name = "Air_Mighty_back" command = ~D, DB, B, a buffer.time = 4 [Command] name = "Tackle_x" command = ~B, D, DB, x buffer.time = 4 [Command] name = "Tackle_y" command = ~B, D, DB, y buffer.time = 4 [Command] name = "Okamoto_a" command = ~D, D, a buffer.time = 4 [Command] name = "Okamoto_b" command = ~D, D, b buffer.time = 4 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| “ÁŽê‹ZEƒTƒuƒVƒXƒeƒ€ |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "recovery" command = x+y time = 1 [Command] name = "Roll/Dodge" command = a+b time = 1 [Command] name = "downback" command = DB time = 1 [Command] name = "Focus_FF" command = F, F time = 30 buffer.time = 2 [Command] name = "Focus_BB" command = B, B time = 30 buffer.time = 2 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ƒL[‚Q‰ñ˜A‘±“ü—Í |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "FF" ;•K{ƒRƒ}ƒ“ƒh–¼ command = F, F time = 10 [Command] name = "BB" ;•K{ƒRƒ}ƒ“ƒh–¼ command = B, B time = 10 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| •ûŒüƒL[{ƒ{ƒ^ƒ“ |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "down_a" command = /$D, a time = 1 [Command] name = "down_b" command = /$D, b time = 1 [Command] name = "Long Jump" command = D, $U time = 18 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ƒ{ƒ^ƒ“’P”­ |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "hold_A" command = /a time = 1 [Command] name = "hold_B" command = /b time = 1 [Command] name = "hold_X" command = /x time = 1 [Command] name = "hold_Y" command = /y time = 1 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| •ûŒüƒL[ |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Command] name = "holdfwd" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$F time = 1 [Command] name = "holdback" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$B time = 1 [Command] name = "holdup" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$U time = 1 [Command] name = "holddown" ;•K{ƒRƒ}ƒ“ƒh–¼ command = /$D time = 1 [Command] name = "holdupfwd" command = /UF time = 1 [Command] name = "holdupback" command = /UB time = 1 [Command] name = "holddownfwd" command = /DF time = 1 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª| ƒwƒ‹ƒp[—˜—pAIƒtƒ‰ƒO—pƒRƒ}ƒ“ƒh |„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [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 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ƒXƒe[ƒgƒGƒ“ƒgƒŠ[ƒp[ƒg ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ¡€íŽžŠÄŽ‹ƒXƒe[ƒgi|‚Pj¡ ; ’ʏí‚̐H‚ç‚¢ó‘ԈȊO‚́uP2StateNov‚âuTargetStatev“™‚Ő§Œä‚³‚ꂽA ; ì¬ŽÒ‚ª”CˆÓ‚ÉŽw’肵‚½‘ŠŽè‘¤‚̐H‚ç‚¢ƒXƒe[ƒg‚ÉŒÀ‚èA ; “o˜^‚µ‚½ƒXƒe[ƒgƒRƒ“ƒgƒ[ƒ‰‚ª—LŒø‚ɂ͂Ȃè‚Ü‚¹‚ñB ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [Statedef -1] [State -1, VarSet(59)_AI-On] type = VarSet triggerAll =!Var(59) triggerAll = RoundState = 2 trigger1 = NumHelper(25000) trigger1 = Helper(25000),var(59) trigger2 = Command = "AI01" || Command = "AI02" || Command = "AI03" || Command = "AI04" || Command = "AI05" trigger3 = Command = "AI06" || Command = "AI07" || Command = "AI08" || Command = "AI09" || Command = "AI10" trigger4 = Command = "AI11" || Command = "AI12" || Command = "AI13" || Command = "AI14" || Command = "AI15" trigger5 = Command = "AI16" || Command = "AI17" || Command = "AI18" || Command = "AI19" || Command = "AI20" trigger6 = Command = "AI21" || Command = "AI22" || Command = "AI23" || Command = "AI24" || Command = "AI25" trigger7 = Command = "AI26" || Command = "AI27" || Command = "AI28" || Command = "AI29" || Command = "AI30" trigger8 = Command = "AI31" || Command = "AI32" || Command = "AI33" || Command = "AI34" || Command = "AI35" trigger9 = Command = "AI36" || Command = "AI37" || Command = "AI38" || Command = "AI39" || Command = "AI40" trigger10= Command = "AI41" || Command = "AI42" || Command = "AI43" || Command = "AI44" || Command = "AI45" trigger11= Command = "AI46" || Command = "AI47" || Command = "AI48" || Command = "AI49" || Command = "AI50" ;trigger12= 1 ;íŽžAI‹N“®—p@ˆê”ԍ¶‚Ì[ ; ]íœ‚Å”­“®‚µ‚Ü‚·B var(59) = 1 IgnoreHitPause = 1 [State -1, ConfigHelper-ƒwƒ‹ƒp[Ž®AI‹N“®ƒgƒŠƒK[] type = Helper trigger1=!NumHelper(25000) trigger1= Roundstate = 2 trigger1= Alive trigger1=!var(59) trigger1=(PrevStateNo = [190,194])|| PrevStateNo = 5900 trigger1= Ctrl && StateNo = 0 name = "AI_Trigger" StateNo = 25000 ID = 25000 helpertype = Normal pos = 9999,9999 keyCtrl = 1 pausemovetime = 2147483647 supermovetime = 2147483647 Persistent = 0 [State -1, ChangeState_AI_Helper_Ctrl] type = ChangeState trigger1= IsHelper(25000) trigger1= StateNo != 25000 value = 25000 ;----------------------[AI_CommonTrigger] [State -1, Null_VarSet] type = Null trigger1= var(58):=(var(59) && RoundState=2 && Alive)+(var(59) && RoundState=2 && Alive && PalNo=5) IgnoreHitPause = 1 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‹†‹É‚È‚éƒNƒEƒK ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState] type = ChangeState value = 4000+55*(TeamMode=Simul || EnemyNear,TeamMode=Simul) triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = StateType != A trigger1 = Command = "Ultimate" trigger1 = Var(50) >= 4 trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’´•KŽE‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_ƒSƒEƒ‰ƒ€ƒAƒ^ƒbƒN] type = ChangeState value = 3800 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "Gourum_Attack")||((PalNo=5)&&(Command="Gourum_Attack_Easy")) triggerAll = StateType != A triggerAll = Power >= 3000 trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 [State -1, ChangeState_’´ƒ}ƒCƒeƒBƒLƒbƒN] type = ChangeState value = 3000 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "Rider_Kick_x")||(Command = "Rider_Kick_y")||((PalNo=5)&&(Command="Rider_Kick_Easy")) triggerAll = StateType != A triggerAll = Power >= 2000 trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 trigger3 = StateNo = 205 trigger4 = StateNo = 210 trigger5 = StateNo = 215 trigger6 = StateNo = 230 trigger7 = StateNo = 245 trigger8 = StateNo = 400 trigger9 = StateNo = 410 trigger10= StateNo = 430 trigger11= StateNo = 440 trigger12= StateNo = 500 trigger12= MoveContact ||(time > 12) trigger13= StateNo = 520 trigger13= MoveContact ||(time > 15) ; trigger14= StateNo = 1000 trigger14= MoveContact ||(time > 8) trigger14= Power >= 2500 trigger15= StateNo = 1050 trigger15= MoveContact ||(time > 17) trigger15= Power >= 2500 trigger16= StateNo = 1005 || StateNo = 1055 trigger16= MoveContact ||(time > 8) trigger16= Power >= 2500 ; trigger17= StateNo = 1205 || StateNo = 1305 || StateNo = 1355 || StateNo = 1790 trigger17= time > 5 trigger17= Power >= 2500 trigger18= StateNo = 1255 trigger18= time > 36 trigger18= Power >= 2500 trigger19= StateNo = 1265 trigger19= time > 8 trigger19= Power >= 2500 trigger20= StateNo = 1500 || StateNo = 1550 trigger20= AnimElemTime(10) >= 0 trigger20= Power >= 2500 IgnoreHitPause = 0 [State -1, ChangeState_ƒXƒvƒ‰ƒbƒVƒ…ƒhƒ‰ƒSƒ“] type = ChangeState value = 3200 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "Splash_Dragon_x")||(Command = "Splash_Dragon_y")||((PalNo=5)&&(Command="Splash_Dragon_Easy")) triggerAll = StateType != A triggerAll = Power >= 1000 trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 trigger3 = StateNo = 205 trigger4 = StateNo = 215 trigger5 = StateNo = 230 trigger6 = StateNo = 245 trigger7 = StateNo = 400 trigger8 = StateNo = 410 trigger9 = StateNo = 430 trigger10= StateNo = 500 trigger10= MoveContact ||(time > 12) ; trigger11= StateNo = 1000 trigger11= MoveContact ||(time > 8) trigger11= Power >= 1500 trigger12= StateNo = 1050 trigger12= MoveContact ||(time > 17) trigger12= Power >= 1500 trigger13= StateNo = 1055 trigger13= MoveContact ||(time > 8) trigger13= Power >= 1500 ; trigger14= StateNo = 1205 || StateNo = 1305 || StateNo = 1355 || StateNo = 1790 trigger14= time > 5 trigger14= Power >= 1500 trigger15= StateNo = 1265 trigger15= time > 8 trigger15= Power >= 1500 trigger16= StateNo = 1500 || StateNo = 1550 trigger16= AnimElemTime(10) >= 0 trigger16= Power >= 1500 IgnoreHitPause = 0 [State -1, ChangeState_ƒuƒ‰ƒXƒgƒyƒKƒTƒXE”­“®] type = ChangeState value = 3400 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "Blast_Pegasus_x")||(Command = "Blast_Pegasus_y")||((PalNo=5)&&(Command="Blast_Pegasus_Easy")) triggerAll = StateType != A triggerAll = Power >= 1000 trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 trigger3 = StateNo = 205 trigger4 = StateNo = 215 trigger5 = StateNo = 230 trigger6 = StateNo = 245 trigger7 = StateNo = 400 trigger8 = StateNo = 410 trigger9 = StateNo = 430 trigger10= StateNo = 440 trigger11= StateNo = 500 trigger11= MoveContact ||(time > 12) trigger12= StateNo = 520 trigger12= MoveContact ||(time > 15) ; trigger13= StateNo = 1000 trigger13= MoveContact ||(time > 8) trigger13= Power >= 1500 trigger14= StateNo = 1050 trigger14= MoveContact ||(time > 17) trigger14= Power >= 1500 ; trigger15= StateNo = 1205 || StateNo = 1305 || StateNo = 1355 || StateNo = 1790 trigger15= time > 5 trigger15= Power >= 1500 trigger16= StateNo = 1265 trigger16= time > 8 trigger16= Power >= 1500 trigger17= StateNo = 1500 || StateNo = 1550 trigger17= AnimElemTime(10) >= 0 trigger17= Power >= 1500 IgnoreHitPause = 0 [State -1, ChangeState_‹ó’†”Ńuƒ‰ƒXƒgƒyƒKƒTƒX] type = ChangeState value = 3500 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "Blast_Pegasus_x")||(Command = "Blast_Pegasus_y")||((PalNo=5)&&(Command="Blast_Pegasus_Easy")) triggerAll = StateType = A && StateNo != 105 triggerAll = Power >= 1000 triggerAll = Pos Y <= -70 trigger1= Ctrl trigger2= StateNo = 1150 trigger2= AnimElemTime(3) >= 0 trigger2= Power >= 1500 IgnoreHitPause = 0 [State -1, ChangeState_ƒJƒ‰ƒ~ƒeƒBƒ^ƒCƒ^ƒ“] type = ChangeState value = 3600 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "Calamity_Titan")||((PalNo=5)&&(Command="Calamity_Titan_Easy")) triggerAll = StateType != A triggerAll = Power >= 2000 trigger1= Ctrl IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; •KŽE‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_•x‰iƒVƒƒƒhƒEEŽã] type = ChangeState value = 1100 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Syoryu_x" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 210 && MoveContact trigger5 = StateNo = 215 && MoveContact trigger6 = StateNo = 230 && MoveContact trigger7 = StateNo = 245 && MoveContact trigger8 = StateNo = 400 && MoveContact trigger9 = StateNo = 410 && MoveContact trigger10= StateNo = 430 && MoveContact trigger11= StateNo = 440 && MoveContact trigger12= StateNo = 300 trigger12= MoveContact ||(time > 16) trigger13= StateNo = 500 trigger13= MoveContact ||(time > 12) trigger14= StateNo = 520 trigger14= MoveContact ||(time > 15) trigger15= StateNo = 1000 && MoveContact trigger16= StateNo = 1050 && MoveContact IgnoreHitPause = 0 [State -1, ChangeState_•x‰iƒVƒƒƒhƒEE‹­] type = ChangeState value = 1120 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Syoryu_y" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 210 && MoveContact trigger5 = StateNo = 215 && MoveContact trigger6 = StateNo = 230 && MoveContact trigger7 = StateNo = 245 && MoveContact trigger8 = StateNo = 400 && MoveContact trigger9 = StateNo = 410 && MoveContact trigger10= StateNo = 430 && MoveContact trigger11= StateNo = 440 && MoveContact trigger12= StateNo = 300 trigger12= MoveContact ||(time > 16) trigger13= StateNo = 500 trigger13= MoveContact ||(time > 12) trigger14= StateNo = 520 trigger14= MoveContact ||(time > 15) trigger15= StateNo = 1000 && MoveContact trigger16= StateNo = 1050 && MoveContact IgnoreHitPause = 0 [State -1, ChangeState_‚ŠâƒAƒbƒp[EŽã] type = ChangeState value = 1000 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Takaiwa_x" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 210 && MoveContact trigger3 = StateNo = 215 && MoveContact trigger4 = StateNo = 230 && MoveContact trigger5 = StateNo = 245 && MoveContact trigger6 = StateNo = 300 trigger6 = MoveContact ||(time > 16) trigger7 = StateNo = 500 trigger7 = MoveContact ||(time > 12) IgnoreHitPause = 0 [State -1, ChangeState_‚ŠâƒAƒbƒp[EŽãE’ljÁƒRƒ}ƒ“ƒh‚P] type = ChangeState value = 1005 triggerAll =!var(59) triggerAll = Command = "y" triggerAll = StateType != A trigger1= StateNo = 1000 trigger1= MoveContact ||((Anim=1000)&&(AnimElemTime(8) >= 0)) IgnoreHitPause = 0 [State -1, ChangeState_‚ŠâƒAƒbƒp[EŽãE’ljÁƒRƒ}ƒ“ƒh‚Q] type = ChangeState value = 1010 triggerAll =!var(59) triggerAll = Command = "a" triggerAll = StateType != A trigger1= StateNo = 1000 trigger1= MoveContact ||((Anim=1000)&&(AnimElemTime(8) >= 0)) IgnoreHitPause = 0 [State -1, ChangeState_‚ŠâƒAƒbƒp[E‹­] type = ChangeState value = 1050 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Takaiwa_y" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 210 && MoveContact trigger5 = StateNo = 215 && MoveContact trigger6 = StateNo = 230 && MoveContact trigger7 = StateNo = 245 && MoveContact trigger8 = StateNo = 300 trigger8 = MoveContact ||(time > 16) trigger9 = StateNo = 500 && MoveContact trigger9 = MoveContact ||(time > 12) IgnoreHitPause = 0 [State -1, ChangeState_‚ŠâƒAƒbƒp[EŽãE’ljÁƒRƒ}ƒ“ƒh‚P] type = ChangeState value = 1055 triggerAll =!var(59) triggerAll = Command = "y" triggerAll = StateType != A trigger1= StateNo = 1050 trigger1= MoveContact ||((Anim=1050)&&(AnimElemTime(9) >= 0)) IgnoreHitPause = 0 [State -1, ChangeState_‚ŠâƒAƒbƒp[EŽãE’ljÁƒRƒ}ƒ“ƒh‚Q] type = ChangeState value = 1060 triggerAll =!var(59) triggerAll = Command = "a" triggerAll = StateType != A trigger1= StateNo = 1050 trigger1= MoveContact ||((Anim=1050)&&(AnimElemTime(9) >= 0)) IgnoreHitPause = 0 [State -1, ChangeState_‰i“¿ƒLƒbƒNEŽã] type = ChangeState value = 1200 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Eitoku_a" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 215 && MoveContact trigger5 = StateNo = 230 && MoveContact trigger6 = StateNo = 240 && MoveContact trigger7 = StateNo = 245 && MoveContact trigger8 = StateNo = 500 && MoveContact trigger8 = MoveContact ||(time > 12) trigger9 = StateNo = 520 trigger9 = MoveContact ||(time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‰i“¿ƒLƒbƒNE‹­] type = ChangeState value = 1250 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Eitoku_b" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 215 && MoveContact trigger5 = StateNo = 230 && MoveContact trigger6 = StateNo = 245 && MoveContact trigger7 = StateNo = 500 && MoveContact trigger7 = MoveContact ||(time > 12) trigger8 = StateNo = 520 trigger8 = MoveContact ||(time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‰Ÿìƒq[ƒ‹EŽã] type = ChangeState value = 1300 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Osikawa_a" triggerAll = StateType != A ; triggerAll = PalNo = 5 ; trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 215 && MoveContact trigger5 = StateNo = 230 && MoveContact trigger6 = StateNo = 245 && MoveContact trigger7 = StateNo = 500 && MoveContact trigger7 = MoveContact ||(time > 12) trigger8 = StateNo = 520 trigger8 = MoveContact ||(time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‰Ÿìƒq[ƒ‹E‹­] type = ChangeState value = 1350 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Osikawa_b" triggerAll = StateType != A ; triggerAll = PalNo = 5 ; trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 215 && MoveContact trigger5 = StateNo = 230 && MoveContact trigger6 = StateNo = 245 && MoveContact trigger7 = StateNo = 500 && MoveContact trigger7 = MoveContact ||(time > 12) trigger8 = StateNo = 520 trigger8 = MoveContact ||(time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‰i£ƒ^ƒbƒNƒ‹EŽã] type = ChangeState value = 1500 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Tackle_x" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 210 && MoveContact trigger5 = StateNo = 215 && MoveContact trigger6 = StateNo = 230 && MoveContact trigger7 = StateNo = 245 && MoveContact trigger8 = StateNo = 520 trigger8 = MoveContact ||(time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‰i£ƒ^ƒbƒNƒ‹E‹­] type = ChangeState value = 1550 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Tackle_y" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 && MoveContact trigger3 = StateNo = 205 && MoveContact trigger4 = StateNo = 210 && MoveContact trigger5 = StateNo = 215 && MoveContact trigger6 = StateNo = 230 && MoveContact trigger7 = StateNo = 245 && MoveContact trigger8 = StateNo = 520 trigger8 = MoveContact ||(time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNE‰sŠp”Å] type = ChangeState value = 1700 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Air_Mighty_a" triggerAll = StateType = A && StateNo != 105 triggerAll = Vel Y = [-2.5,4] trigger1 = Ctrl trigger2 = StateNo = 600 trigger2 = MoveContact || (Time >= 8) trigger3 = StateNo = 605 || StateNo = 640 trigger3 = MoveContact || (Time >= 13) trigger4 = StateNo = 610 || StateNo = 630 || StateNo = 635 trigger4 = MoveContact || (Time >= 11) IgnoreHitPause = 0 [State -1, ChangeState_‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNE“ÝŠp”Å] type = ChangeState value = 1720 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Air_Mighty_b" triggerAll = StateType = A && StateNo != 105 triggerAll = Vel Y = [-2.5,4] trigger1 = Ctrl trigger2 = StateNo = 600 trigger2 = MoveContact || (Time >= 8) trigger3 = StateNo = 605 || StateNo = 640 trigger3 = MoveContact || (Time >= 13) trigger4 = StateNo = 610 || StateNo = 630 || StateNo = 635 trigger4 = MoveContact || (Time >= 11) trigger5 = StateNo = 320 trigger5 = MoveContact || AnimElemTime(7) >= 0 IgnoreHitPause = 0 [State -1, ChangeState_‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNEŒã•û”Å] type = ChangeState value = 1740 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Air_Mighty_back" triggerAll = StateType = A && StateNo != 105 triggerAll = Vel Y = [-2.5,4] trigger1 = Ctrl trigger2 = StateNo = 600 trigger2 = MoveContact || (Time >= 8) trigger3 = StateNo = 605 || StateNo = 640 trigger3 = MoveContact || (Time >= 13) trigger4 = StateNo = 610 || StateNo = 630 || StateNo = 635 trigger4 = MoveContact || (Time >= 11) trigger5 = StateNo = 320 trigger5 = MoveContact || AnimElemTime(7) >= 0 IgnoreHitPause = 0 [State -1, ChangeState_‰ª–{ƒ_ƒbƒVƒ…EŽã] type = ChangeState value = 2000 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Okamoto_a" triggerAll = StateType != A ; triggerAll = PalNo = 5 ; trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 || StateNo = 40 || (StateNo = 52 && time >= 2) trigger2 = StateNo = 200 || StateNo = 205 trigger2 = time > 5 trigger3 = StateNo = 210 trigger3 = MoveContact || (Time >=10) trigger4 = StateNo = 215 || StateNo = 245 trigger4 = MoveContact || (Time >= 8) trigger5 = StateNo = 400 trigger5 = MoveContact || (Time >= 5) trigger6 = StateNo = 410 trigger6 = MoveContact || (Time >= 7) trigger7 = StateNo = 430 trigger7 = MoveContact || (Time >= 4) trigger8 = StateNo = 300 trigger8 = MoveContact || (time > 16) trigger9 = StateNo = 500 trigger9 = MoveContact || (time > 12) trigger10= StateNo = 520 trigger10= MoveContact || (time > 15) IgnoreHitPause = 0 [State -1, ChangeState_‰ª–{ƒ_ƒbƒVƒ…E‹­] type = ChangeState value = 2010 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Okamoto_b" triggerAll = StateType != A ; triggerAll = PalNo = 5 ; trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 || StateNo = 40 || (StateNo = 52 && time >= 2) trigger2= StateNo = 200 || StateNo = 205 trigger2= time > 5 trigger3 = StateNo = 210 trigger3 = MoveContact || (Time >=10) trigger4 = StateNo = 215 || StateNo = 245 trigger4 = MoveContact || (Time >= 8) trigger5 = StateNo = 400 trigger5 = MoveContact || (Time >= 5) trigger6 = StateNo = 410 trigger6 = MoveContact || (Time >= 7) trigger7 = StateNo = 430 trigger7 = MoveContact || (Time >= 4) trigger8 = StateNo = 300 trigger8 = MoveContact || (time > 16) trigger9 = StateNo = 500 trigger9 = MoveContact || (time > 12) trigger10= StateNo = 520 trigger10= MoveContact || (time > 15) IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ˆÚ“®ŠÖ˜A ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_RUN] type = ChangeState value = 100 trigger1=!var(59) trigger1= Command = "FF" && StateType = S trigger1= StateType = S trigger1= Ctrl && StateNo != [100,101] IgnoreHitPause = 0 [State -1, ChangeState_ƒoƒbƒNƒXƒeƒbƒv] type = ChangeState value = 105 trigger1=!var(59) trigger1= Command = "BB" trigger1= StateType = S trigger1= Ctrl IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’ʏ퓊‚° ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_“Š‚°}-{@/@•ø‚¦ž‚Ý•GR‚è] type = ChangeState value = 800 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "y" && !Command = "holddown" triggerAll = StateType != A triggerAll = P2MoveType!= H trigger1= Ctrl && (Command = "holdfwd") trigger2= Ctrl && (Command = "holdback") IgnoreHitPause = 0 [State -1, ChangeState_“Š‚°}={@/@ƒOƒ€ƒ“ŽE‚µ] type = ChangeState value = 830 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "b" && !Command = "holddown" triggerAll = StateType != A triggerAll = P2MoveType!= H trigger1= Ctrl && (Command = "holdfwd") trigger2= Ctrl && (Command = "holdback") IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; “ÁŽês“® ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_’§”­] type = ChangeState value = 195 triggerAll =!var(59) triggerAll = Command = "start" && Command != "holddown" triggerAll = StateType != A trigger1 = Ctrl IgnoreHitPause = 0 [State -1, ChangeState_Focus Attack] type = ChangeState value = 700 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "hold_A" && Command = "hold_X" triggerAll = StateType != A triggerAll = StateNo != 700 trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2=(StateNo=[1000,1250])&& MoveContact &&(Power >= 500) trigger3=(StateNo=[1265,2999])&& MoveContact &&(Power >= 500) trigger4= StateNo = 1255 && MoveContact && Power >= 500 trigger4= NumTarget(1255)&& Target(1255),StateNo = 1270 IgnoreHitPause = 0 [State -1, ChangeState_Focus Dash Fwd] type = ChangeState value = 730 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(StateNo = [700,715])&&(Command = "hold_A" && Command = "hold_X")||((StateNo = 720) && MoveContact) trigger1 = Command = "Focus_FF" IgnoreHitPause = 0 [State -1, ChangeState_Focus Dash Back] type = ChangeState value = 740 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(StateNo = [700,715])&&(Command = "hold_A" && Command = "hold_X")||((StateNo = 720) && MoveContact) trigger1 = Command = "Focus_BB" IgnoreHitPause = 0 [State -1, ChangeState_ƒpƒ[ƒ`ƒƒ[ƒW] type = ChangeState value = 780 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll =(Command = "hold_B" && Command = "hold_Y") triggerAll = StateType != A triggerAll = Power < 3000 trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 IgnoreHitPause = 0 [State -1, ChangeState_‘O“]] type = ChangeState value = 900 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "Roll/Dodge" triggerAll = StateType != A trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; “ÁŽêUŒ‚ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‚U‚w] type = ChangeState value = 300 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "x" && Command = "holdfwd" triggerAll =!Command = "holddown" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 || StateNo = 205 trigger2 = MoveContact || (Time >= 5) trigger3 = StateNo = 210 trigger3 = MoveContact || (Time >=10) trigger4 = StateNo = 215 || StateNo = 230 || StateNo = 245 trigger4 = MoveContact || (Time >= 8) trigger5 = StateNo = 400 trigger5 = MoveContact || (Time >= 5) trigger6 = StateNo = 410 trigger6 = MoveContact || (Time >= 7) trigger7 = StateNo = 430 trigger7 = MoveContact || (Time >= 4) IgnoreHitPause = 0 [State -1, ChangeState_‚U‚`] type = ChangeState value = 320 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" && Command = "holdfwd" triggerAll =!Command = "holddown" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 200 || StateNo = 205 trigger2 = MoveContact || (Time >= 5) trigger3 = StateNo = 215 || StateNo = 230 || StateNo = 245 trigger3 = MoveContact || (Time >= 8) trigger4 = StateNo = 400 trigger4 = MoveContact || (Time >= 5) trigger5 = StateNo = 410 trigger5 = MoveContact || (Time >= 7) trigger6 = StateNo = 430 trigger6 = MoveContact || (Time >= 4) IgnoreHitPause = 0 [State -1, ChangeState_’ÇŒ‚}-{] type = ChangeState value = 500 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" && Command = "holddownfwd" triggerAll = StateType != A trigger1 = StateNo = 215 trigger1 = MoveContact || (Time >= 8) trigger2 = StateNo = 400 trigger2 = MoveContact || (Time >= 5) trigger3 = StateNo = 410 trigger3 = MoveContact || (Time >= 7) trigger4 = StateNo = 430 trigger4 = MoveContact || (Time >= 4) IgnoreHitPause = 0 [State -1, ChangeState_’ÇŒ‚}={] type = ChangeState value = 520 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "x" && Command = "holddownfwd" triggerAll = StateType != A trigger1 = StateNo = 400 || StateNo = 430 trigger1 = MoveContact || (Time >= 5) trigger2 = StateNo = 410 trigger2 = MoveContact || (Time >= 7) trigger3 = StateNo = 440 trigger3 = MoveContact || (Time >= 9) IgnoreHitPause = 0 [State -1, ChangeState_‹ó‚U‚`] type = ChangeState value = 670 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" && Command = "holdfwd" triggerAll = StateType = A && StateNo != 105 trigger1 = StateNo = 600 trigger1 = MoveContact || (Time >= 8) trigger2 = StateNo = 605 || StateNo = 640 trigger2 = MoveContact || (Time >= 13) trigger3 = StateNo = 610 || StateNo = 630 || StateNo = 635 trigger3 = MoveContact || (Time >= 11) trigger4 = StateNo = 320 trigger4 = AnimElemTime(7) >= 0 IgnoreHitPause = 0 [State -1, ChangeState_‹ó‚U‚a] type = ChangeState value = 680 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "b" && Command = "holdfwd" triggerAll = StateType = A && StateNo != 105 trigger1 = Ctrl trigger2 = StateNo = 320 trigger2 = AnimElemTime(7) >= 0 IgnoreHitPause = 0 [State -1, ChangeState_”w–ʏR‚è] type = ChangeState value = 690 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" && Command = "holdback" triggerAll = StateType = A && StateNo != 105 trigger1 = Ctrl IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’ʏíUŒ‚ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; —§‚¿UŒ‚ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_—§Žã‚o] type = ChangeState value = IfElse(P2BodyDist X <= 25,205,200) triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "x" && !Command = "holddown" triggerAll = StateType != A trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2= PalNo = 5 trigger2= StateNo = 200 || StateNo = 205 trigger2= MoveContact ||(time >= 5) trigger3= PalNo = 5 trigger3= StateNo = 400 trigger3= MoveContact ||(Time >= 4) IgnoreHitPause = 0 [State -1, ChangeState_—§‚¿‹­ƒpƒ“ƒ`] type = ChangeState value = IfElse(P2BodyDist X <= 25,215,210) triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "y" && !Command = "holddown" triggerAll = StateType != A trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2= PalNo = 5 trigger2= StateNo = 200 || StateNo = 205 trigger2= MoveContact ||(time >= 6) IgnoreHitPause = 0 [State -1, ChangeState_—§‚¿ŽãƒLƒbƒN] type = ChangeState value = 230 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" && !Command = "holddown" triggerAll = StateType != A trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2= PalNo = 5 trigger2= StateNo = 200 || StateNo = 205 trigger2= MoveContact ||(time >= 6) IgnoreHitPause = 0 [State -1, ChangeState_—§‚¿‹­ƒLƒbƒN] type = ChangeState value = IfElse(P2BodyDist X <= 25,245,240) triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "b" && !Command = "holddown" triggerAll = StateType != A trigger1= Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2= PalNo = 5 trigger2= StateNo = 200 || StateNo = 205 trigger2= MoveContact ||(time >= 6) trigger3= PalNo = 5 trigger3= StateNo = 230 trigger3= MoveContact ||(time >= 8) IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‹ü‚ݍUŒ‚ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‚µ‚Ⴊ‚ÝŽãƒpƒ“ƒ`] type = ChangeState value = 400 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "x" && Command = "holddown" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2 = PalNo = 5 trigger2 = StateNo = 400 trigger2 = MoveContact ||(Time >= 4) IgnoreHitPause = 0 [State -1, ChangeState_‚µ‚Ⴊ‚Ý‹­ƒpƒ“ƒ`] type = ChangeState value = 410 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "y" && Command = "holddown" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2 = PalNo = 5 trigger2 = StateNo = 200 || StateNo = 205 trigger2 = MoveContact ||(time >= 6) trigger3 = PalNo = 5 trigger3 = StateNo = 400 trigger3 = MoveContact ||(Time >= 5) trigger4 = PalNo = 5 trigger4 = StateNo = 430 trigger4 = MoveContact ||(Time >= 4) IgnoreHitPause = 0 [State -1, ChangeState_‚µ‚Ⴊ‚ÝŽãƒLƒbƒN] type = ChangeState value = 430 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" && Command = "holddown" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 ; trigger2 = PalNo = 5 trigger2 = StateNo = 200 || StateNo = 205 trigger2 = MoveContact ||(time >= 6) trigger3 = PalNo = 5 trigger3 = StateNo = 400 trigger3 = MoveContact ||(Time >= 5) trigger4 = PalNo = 5 trigger4 = StateNo = 430 trigger4 = MoveContact ||(Time >= 3) IgnoreHitPause = 0 [State -1, ChangeState_‚µ‚Ⴊ‚Ý‹­ƒLƒbƒN] type = ChangeState value = 440 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "b" && Command = "holddown" triggerAll = StateType != A trigger1 = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger2 = StateNo = 400 trigger2 = MoveContact trigger2 = AnimElemTime(2) >= 2 trigger3 = StateNo = 430 trigger3 = MoveContact trigger3 = AnimElemTime(3) >= 2 ; trigger4 = PalNo = 5 trigger4 = StateNo = 200 || StateNo = 205 trigger4 = MoveContact ||(time >= 6) trigger5 = PalNo = 5 trigger5 = StateNo = 430 trigger5 = MoveContact ||(time >= 4) IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‹ó’†UŒ‚ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_ƒWƒƒƒ“ƒvŽãƒpƒ“ƒ`] type = ChangeState value = IfElse(Vel X = 0,600,605) triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "x" triggerAll = StateType = A && StateNo != 105 trigger1= Ctrl trigger1= StateNo != 105 IgnoreHitPause = 0 [State -1, ChangeState_ƒWƒƒƒ“ƒv‹­ƒpƒ“ƒ`] type = ChangeState value = 610 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "y" triggerAll = StateType = A && StateNo != 105 trigger1= Ctrl trigger1= StateNo != 105 IgnoreHitPause = 0 [State -1, ChangeState_ƒWƒƒƒ“ƒvŽãƒLƒbƒN] type = ChangeState value = IfElse(Vel X = 0,630,635) triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "a" triggerAll = StateType = A && StateNo != 105 trigger1= Ctrl trigger1= StateNo != 105 IgnoreHitPause = 0 [State -1, ChangeState_ƒWƒƒƒ“ƒv‹­ƒLƒbƒN] type = ChangeState value = 640 triggerAll =!var(59) triggerAll = RoundState = 2 triggerAll = Command = "b" triggerAll = StateType = A && StateNo != 105 trigger1= Ctrl trigger1= StateNo != 105 IgnoreHitPause = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’´ŠÈˆÕAIŠÖ˜A‹Lq ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; AI—pƒwƒ‹ƒp[”Šm”F ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -2, VarSet] type = VarSet triggerAll = !var(57) trigger1= RoundState = [0,1] var(57) = Enemy,NumHelper [State -2, VarSet] type = VarSet triggerAll = var(57) > Enemy,NumHelper trigger1= RoundState = 2 var(57) = Enemy,NumHelper [State -2, VarSet] type = VarSet triggerAll = var(57) < Enemy,NumHelper trigger1= RoundState = 2 trigger1= StateNo = 0 && !Ctrl trigger1= EnemyNear,StateNo = 0 && !EnemyNear,Ctrl var(57) = Enemy,NumHelper [State -2, VarSet] type = VarSet triggerAll = var(57) > 0 trigger1= RoundState = 4 var(57) = 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‘Î‹óØ‚è•Ô‚µ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;‚PƒQ[ƒWˆÈã‚ ‚éê‡ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;‚PƒQ[ƒWˆÈã‚È‚¢ê‡ [State -1, ChangeState_•x‰iƒVƒƒƒhƒEEŽã] type = ChangeState value = 1100 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType = A && P2StateType != L triggerAll = P2MoveType != H triggerAll = P2BodyDist X = [-5+Vel X*4+((EnemyNear,Vel X)*4),40+Vel X*4+((EnemyNear,Vel X)*4)] triggerAll = P2Dist Y = [-65+Vel Y*4+EnemyNear,Vel Y*4+EnemyNear,Const(Movement.yaccel)*4*4/2,-20+Vel Y*4+EnemyNear,Vel Y*4+EnemyNear,Const(Movement.yaccel)*4*4/2] trigger1 = EnemyNear,Vel Y < -3 trigger1 = EnemyNear,Vel X >= -2 trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)|| StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; Ø‚è•Ô‚µ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ;‚QƒQ[ƒWˆÈã‚ ‚éê‡ [State -1, ChangeState_Focus Attack] type = ChangeState value = 3600 triggerAll = var(58) triggerAll = StateType != A && MoveType != H triggerAll = StateNo != [3600,3800] triggerAll = P2MoveType = A triggerAll = Power >= 2000 triggerAll =!(InGuardDist &&(EnemyNear,HitDefAttr = SCA,NT,ST,HT)) triggerAll = P2BodyDist X = [0+Vel X*2+((EnemyNear,Vel X)*2),70+Vel X*2+((EnemyNear,Vel X)*2)] trigger1 = Ctrl || (Stateno = [21,22]) trigger1 =(EnemyNear,Time > (5+Random%5))||(Life <333)||(P2Life>Life)||(PrevStateNo = 5120) trigger1 =(EnemyNear,AnimTime <= -25)&&(P2StateNo != [1000,3999]) ;‚PƒQ[ƒWˆÈã‚ ‚éê‡ [State -1, ChangeState_ƒXƒvƒ‰ƒbƒVƒ…ƒhƒ‰ƒSƒ“] type = ChangeState value = 3200 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-20+Vel X*3+EnemyNear,Vel X*3,70+Vel X*3+EnemyNear,Vel X*3] triggerAll = Power >= 1000 triggerAll = EnemyNear,MoveType = A triggerAll = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 trigger1 = EnemyNear,Time >= 13 trigger1 = Life < 250 trigger2 = EnemyNear,Time >= 15 trigger2 = Life < 500 trigger2 = Power >= 2900 trigger3 =(PrevStateNo=[5000,5270]) trigger3 =(Life < 750)&&(Life < EnemyNear,Life) [State -1, ChangeState_‰i£ƒ^ƒbƒNƒ‹E‹­] type = ChangeState value = 1550 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-20+Vel X*8+EnemyNear,Vel X*8,100+Vel X*8+EnemyNear,Vel X*8] triggerAll = P2Dist Y = [-50+Vel Y*8+EnemyNear,Vel Y*8+EnemyNear,Const(Movement.yaccel)*8*8/2,-50+Vel Y*8+EnemyNear,Vel Y*8+EnemyNear,Const(Movement.yaccel)*8*8/2] ; triggerAll =!InGuardDist &&(EnemyNear,HitDefAttr != SCA,NT,ST,HT) triggerAll =(EnemyNear,Const(size.head.pos.y) <= -40)|| P2StateType = A triggerAll = BackEdgeBodyDist <= 30 triggerAll = Random < 333 && Life >= 333 triggerAll = Ctrl ||(StateNo = [21,22]) ; trigger1 = PrevStateNo = [5000,5270] trigger1 = EnemyNear,AnimTime >= -5 ||!EnemyNear,Ctrl trigger2 = P2MoveType = A ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ƒZ[ƒrƒ“ƒOƒAƒ^ƒbƒN ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_Focus Attack] type = ChangeState value = 700 triggerAll = var(58) triggerAll = StateType != A && MoveType != H triggerAll = StateNo != 700 triggerAll = P2StateType != C && P2MoveType = A triggerAll = P2BodyDist X = [0+Vel X*2+((EnemyNear,Vel X)*2),70+Vel X*2+((EnemyNear,Vel X)*2)] triggerAll =(EnemyNear,Time > (5+Random%5))||(Life <333)||(P2Life>Life)||(PrevStateNo = 5120) triggerAll =(EnemyNear,AnimTime <= -25)&&(P2StateNo != [1000,3999]) trigger1= Ctrl || (Stateno = [21,22]) [State -1, ChangeState_Ex-Focus Attack] type = ChangeState value = 700 triggerAll = var(58) triggerAll = StateType != A && MoveType != H triggerAll = StateNo != 700 triggerAll = 1*fvar(0)*fvar(1)*(1+0.25*var(22)) > 0.5 triggerAll = P2StateType != C triggerAll = P2BodyDist X = [-10+Vel X*2+((EnemyNear,Vel X)*2),60+Vel X*2+((EnemyNear,Vel X)*2)] triggerAll = Power >= 500 &&(Power != [1400,1800])&&(Power != [2300,2999]) ; triggerAll = StateNo != 300 trigger1 =(StateNo = [1000,2999])&& MoveGuarded trigger1 = StateNo!= 1000 && StateNo!= [1500,1550] trigger1 = Random < 333 trigger2 = StateNo = 1100 && FrontEdgeBodyDist <= 60 trigger2 = MoveHit trigger3 = StateNo = 1120 && FrontEdgeBodyDist <= 60 trigger3 = MoveHit && AnimElemTime(5) >= 0 trigger4 = StateNo = 1500 && FrontEdgeBodyDist <= 55 trigger4 = MoveHit trigger4 = AnimElemTime(7) < 0 [State -1, ChangeState_Focus Dash Fwd] type = ChangeState value = 730 triggerAll = var(58) trigger1 = StateNo = 720 trigger1 = MoveHit trigger1 = P2MoveType = H [State -1, ChangeState_Focus Dash Back] type = ChangeState value = 740 triggerAll = var(58) trigger1 =!PrevStateNo = 1100 trigger1 = StateNo = [700,710] trigger1 =((EnemyNear,Vel Y < -1&& EnemyNear,Pos Y <-60)||(P2BodyDist X >120)) trigger2 = StateNo = 720 trigger2 = MoveGuarded ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‹†‹É‘Ì ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState] type = ChangeState value = 4000 triggerAll = var(58) triggerAll = StateType != A triggerAll =!(TeamMode = Simul || EnemyNear,TeamMode = Simul) triggerAll = Var(50) >= 4 triggerAll = Ctrl || (StateNo = 100 && Time > 5) || StateNo = 101 trigger1= NumTarget(700) trigger1= PrevStateNo = 730 trigger1= Target(700),StateType = A && Target(700),MoveType = H trigger2= NumTarget(700) trigger2= Target(700),StateNo = [750,760] trigger2= Target(700),Time <= 47 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ƒSƒEƒ‰ƒ€ƒAƒ^ƒbƒN ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState] type = ChangeState value = 3800 triggerAll = var(58) triggerAll = StateType != A triggerAll = Power >= 3000 triggerAll = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)|| StateNo = 101 trigger1= NumTarget(700) trigger1= Target(700),StateNo = [750,760] trigger1= Target(700),Time <= 47 trigger2= EnemyNear,StateType != A trigger2= Random < 80+120*(0.4 >(1.0*(EnemyNear,Life)/(EnemyNear,LifeMax))) trigger2= P2BodyDist X >= 120+Vel X*2+EnemyNear,Vel X*2 trigger2= 0.9 >(1.0*(Life)/(LifeMax)) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’´•KŽE‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_’´ƒ}ƒCƒeƒBƒLƒbƒN] type = ChangeState value = 3000 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = Power >= 2000 triggerAll = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] triggerAll =!(((100.0*Life/LifeMax)< 25)&&((100.0*EnemyNear,Life/EnemyNear,LifeMax)< 60)) triggerAll = P2MoveType = H && EnemyNear,StateNo != [120,159] ; trigger1 = StateNo = [200,205] trigger1 = MoveHit trigger1 = P2StateType = A trigger1 = P2Dist Y >= -50+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2 ; trigger2 = StateNo = 215 ||(StateNo = 1055 && Power >= 2500) trigger2 = MoveHit trigger2 = P2Dist Y = [(-50+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2),(0+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2)] ; trigger3 = P2BodyDist X = [20+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] trigger3 = P2Dist Y = [(-110+20*(EnemyNear,Anim=5050)+Vel Y*2+EnemyNear,Vel Y*2+0.6*2*2/2),(-20+Vel Y*2+EnemyNear,Vel Y*2+0.6*2*2/2)] trigger3 = NumTarget(1255) trigger3 = Ctrl || (Stateno = [21,22]) ; trigger4 = StateNo = 1305 && Power >= 2500 trigger4 = time > 5 trigger4 = MoveHit trigger4 = P2StateType != A [State -1, ChangeState_ƒXƒvƒ‰ƒbƒVƒ…ƒhƒ‰ƒSƒ“] type = ChangeState value = 3200 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = Power >= 1000 triggerAll = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,70+Vel X*2+EnemyNear,Vel X*2] triggerAll = P2MoveType = H && EnemyNear,StateNo != [120,159] triggerAll = EnemyNear,Life < 170 && Life < 500 ; trigger1 = StateNo = [200,205] trigger1 = MoveHit trigger1 = P2StateType = A trigger1 = P2Dist Y >= -50+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2 ; trigger2 = StateNo = 215 || StateNo = 245 ||(StateNo = 1055 && Power >= 1500) trigger2 = MoveHit trigger2 = P2Dist Y = [(-50+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2),(0+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2)] ; ;trigger3 = P2Dist Y = [-130,-80] ;trigger3 = NumTarget(1255) ;trigger3 = Ctrl ||(Stateno = [21,22])||(StateNo = 1255 && time > 56 && Power >= 1500) ; ;trigger4 = StateNo = 1305 && Power >= 1500 ;trigger4 = time > 5 ;trigger4 = MoveHit [State -1, ChangeState__Blast_Pegasus/Ground] type = null;ChangeState value = 3400 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = Power >= 1000 triggerAll = P2MoveType != H triggerAll = P2BodyDist X >= 160+Vel X*5+EnemyNear,Vel X*5 triggerAll = Enemy,NumProj ||(P2MoveType = A && EnemyNear,HitDefAttr != SCA,AA,AT) triggerAll = Ctrl ||(StateNo = [21,22]) trigger1= Atan((P2Dist Y+73+(EnemyNear,Vel Y*3)+(EnemyNear,Const(movement.yaccel)*3*3/2))/(P2BodyDist X-21+EnemyNear,Vel X*3))*180/pi = [-10,5] trigger1= Power >= 3000 && P2StateType = A trigger2= Atan((P2Dist Y+81+(EnemyNear,Vel Y*3)+(EnemyNear,Const(movement.yaccel)*3*3/2))/(P2BodyDist X-46+EnemyNear,Vel X*3))*180/pi = [5,25] trigger3= Atan((P2Dist Y+96+(EnemyNear,Vel Y*3)+(EnemyNear,Const(movement.yaccel)*3*3/2))/(P2BodyDist X-18+EnemyNear,Vel X*3))*180/pi = [35,55] trigger4= Atan((P2Dist Y+100+(EnemyNear,Vel Y*3)+(EnemyNear,Const(movement.yaccel)*3*3/2))/(P2BodyDist X-30+EnemyNear,Vel X*3))*180/pi = [55,85] [State -1, ChangeState_Blast_Pegasus/Air] type = ChangeState value = 3500 triggerAll = var(58) triggerAll = StateType = A && StateNo != 105 triggerAll = Power >= 1000 triggerAll = Pos Y <= -70 triggerAll =!(EnemyNear,Ctrl)&&(EnemyNear,StateNo!=[120,155]) ; trigger1 = StateNo = 1150 && AnimElemTime(3) >= 0 trigger1 = MoveHit trigger1 = Power >= 1500 trigger1 = P2Dist Y < -15 trigger1 =(((Power >= 3000)&& Life > 850)||((Power >= 2000)&& EnemyNear,Life < 120)||((Power < 2000)&& Life <= 600))||(EnemyNear,Life < 100) [State -1, ChangeState_ƒJƒ‰ƒ~ƒeƒBƒ^ƒCƒ^ƒ“] type = null;ChangeState value = 3600 triggerAll = var(58) triggerAll = StateType != A triggerAll = Power >= 2000 triggerAll = EnemyNear,StateType != L && EnemyNear,MoveType != H triggerAll = Ctrl && Random = [500,550] triggerAll = P2BodyDist X <= (60+(EnemyNear,Vel X)*2) trigger1= PrevStateNo = 900 trigger2= EnemyNear,MoveType = A trigger3= Enemy,NumProj != 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ƒWƒƒƒXƒK•’…’nŒãUŒ‚ ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_—§‹ß‹­‚o] ;‘ŠŽè‚ª‚µ‚Ⴊ‚Ý‹ò‚ç‚¢‚¾‚Æ‹ü‹­P‚Ö type = ChangeState value = 215 triggerAll = var(58) triggerAll = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,20+Vel X*2+EnemyNear,Vel X*2] triggerAll = StateType != A triggerAll = P2StateType != C && P2StateType != L trigger1 =!InGuardDist && !Enemy,NumProj trigger1 = StateNo = 52 && Ctrl trigger1 = P2MoveType = H trigger2 = PrevStateNo = 52 && P2MoveType = H trigger2 = Ctrl ||(StateNo = [21,22]) ; trigger3 = PrevStateNo = 920 trigger3 = Ctrl &&(StateNo = [120,159]) [State -1, ChangeState_‹üŽã‚j] type = ChangeState value = 430 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-30+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] trigger1 =!InGuardDist && !Enemy,NumProj trigger1 =(StateNo = 52 && Ctrl) || (PrevStateNo = 52) trigger1 = P2MoveType = H &&(EnemyNear,StateNo !=[120,159]) trigger2 = PrevStateNo = 52 && P2MoveType = H && (StateNo != [120,159]) trigger2 = Ctrl ||(StateNo = [21,22]) ; trigger3 = PrevStateNo = 930 trigger3 = Ctrl &&(StateNo = [120,159]) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‚T‚oƒJƒ‰[ŒÀ’èˆÚ“®‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ‰ª–{ƒ_ƒbƒVƒ…EŽã] type = ChangeState value = 2000 triggerAll = var(58) = 2 triggerAll = StateType != A && P2StateType != L triggerAll = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||(StateNo = 101) triggerAll =!NumTarget triggerAll = PrevStateNo != [2000,2050] trigger1 = InGuardDist trigger1 = P2BodyDist X = [21+Vel X*2+((EnemyNear,Vel X)*2),45+Vel X*2+((EnemyNear,Vel X)*2)] trigger1 = EnemyNear,AnimTime < -25 trigger1 = EnemyNear,MoveType = A || Enemy,NumProj trigger1 = (EnemyNear,hitdefattr = SCA,SA,AA,AP) || (Enemy,NumProj) trigger2 = P2MoveType = A || Enemy,NumProj trigger2 = P2BodyDist X = [61+Vel X*2+((EnemyNear,Vel X)*2),125+Vel X*2+((EnemyNear,Vel X)*2)] trigger2 = EnemyNear,AnimTime < -31 trigger3 = Enemy,NumProj trigger3 = P2BodyDist X = [61+Vel X*2+((EnemyNear,Vel X)*2),125+Vel X*2+((EnemyNear,Vel X)*2)] [State -1, ‰ª–{ƒ_ƒbƒVƒ…E‹­] type = ChangeState value = 2010 triggerAll = var(58) = 2 triggerAll = StateType != A && P2StateType != L triggerAll = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||(StateNo = 101) triggerAll =!NumTarget triggerAll = PrevStateNo != [2000,2050] trigger1 = P2MoveType = A || Enemy,NumProj trigger1 = P2BodyDist X = [126+Vel X*2+((EnemyNear,Vel X)*2),225+Vel X*2+((EnemyNear,Vel X)*2)] trigger1 = EnemyNear,AnimTime < -38 trigger2 = Enemy,NumProj trigger2 = P2BodyDist X = [126+Vel X*2+((EnemyNear,Vel X)*2),225+Vel X*2+((EnemyNear,Vel X)*2)] ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; “ÁŽêˆÚ“®ˆ— ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_Roll Forward] type = ChangeState value = 900 triggerAll = var(58) triggerAll = StateType != A triggerAll = PrevStateNo != 900 triggerAll = Random < 333 + (P2BodyDist X < 150)*222 triggerall = InGuardDist triggerAll = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 trigger1 =!EnemyNear,HitDefAttr = SCA,AT trigger1 = Facing != EnemyNear,Facing trigger1 =(EnemyNear,AnimTime = [-35,-28])&& P2MoveType = A trigger2 = PrevStateNo = [130,159] trigger2 = Facing != EnemyNear,Facing trigger2 =(EnemyNear,AnimTime = [-35,-28])&& P2MoveType = A trigger3 = P2StateType = L trigger3 = P2BodyDist X < 10 trigger3 = BackEdgeBodyDist < 5 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; Šî‘bs“®ŠeŽí ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_Guard] type = ChangeState Value = 120 triggerAll = var(58) triggerAll = Ctrl ||(StateNo=[21,22])||(StateNo=100 && Time > 5)|| StateNo = 101 triggerAll = StateNo != [920,950] triggerAll =!EnemyNear,HitdefAttr = SCA,NT,ST,HT trigger1 = InGuardDist trigger1 = Random < 300 ; trigger2 =!InGuardDist trigger2 = Abs(P2Dist X) < 60 trigger2 = EnemyNear,Movetype = A trigger2 = Random < 260 trigger3 =!InGuardDist trigger3 = EnemyNear,Vel X > 0 trigger3 = EnemyNear,HitDefAttr = SC,AA trigger3 = Random < 260 ; trigger4 = InGuardDist trigger4 = Enemy,NumHelper <= Var(57) || Enemy,NumProj trigger4 = P2MoveType != A trigger4 = Random < 200 trigger5 = InGuardDist trigger5 = Enemy,NumHelper <= Var(57) || Enemy,NumProj trigger5 = Random < 200 [State -1, ChangeState_Jump] type = ChangeState value = 39 triggerAll = var(58) triggerAll = StateType != A triggerAll = Ctrl ||(StateNo =[21,22])|| (StateNo =[120,149]) || (StateNo = 100 && Time > 5) || StateNo = 101 trigger1 = EnemyNear,MoveType=A && P2BodyDist X<60 && EnemyNear,HitDefAttr=SC,AT && Random < 555 trigger2 =(P2BodyDist X =[60+Vel X*2+EnemyNear,Vel X*2-(P2MoveType=A)*30,125+Vel X*2+EnemyNear,Vel X*2])&&(P2StateType=C)&&(!EnemyNear,Ctrl)&&(Random<555) trigger2 =(P2MoveType=A)&&(EnemyNear,AnimTime < -23) trigger3 =(P2BodyDist X > 140)&&(Enemy,NumProj)&&(Random<555) trigger4 =(P2BodyDist X =[35,122])&&(P2StateType=C)&&((EnemyNear,AnimTime< -11)||(PrevStateNo=[200,499])||(P2Life<Life && Random<77))&&(Random<555)&&(Life>444) [State -1, ChangeState_Run] type = ChangeState value = 100 triggerAll = var(58) triggerAll = StateType != A triggerAll = StateNo != [100,106] triggerAll = P2BodyDist X > 0 triggerAll = ifelse(TeamMode = Simul,1,((P2MoveType !=H && P2StateType !=L)||(StateNo=5120))) triggerAll = Ctrl || StateNo = [21,22] trigger1 =!Enemy,NumProj &&!InGuardDist trigger1 = P2BodyDist X >= 100 trigger1 = Random < 333 trigger2 =(P2BodyDist X= [90,160]) && P2MoveType = A trigger2 = EnemyNear,AnimTime < -30 [State -1, ChangeState_BackStep] type = ChangeState value = 105 triggerAll = var(58) triggerAll = StateType != A triggerAll = Ctrl || StateNo = [21,22] triggerAll = BackEdgeBodyDist > 50 trigger1 = InGuardDist || P2MoveType = A || EnemyNear,MoveType = A trigger1 = EnemyNear,HitDefAttr = ,NT,ST,HT ; trigger2 = P2StateType = L trigger2 = P2BodyDist X = [-5,50] trigger2 = Random >= 400 [State -1, ChangeState_Walk-fwd] type = ChangeState value = 21 triggerAll = var(58) triggerAll = StateType != A triggerAll =!InGuardDist triggerAll = StateNo !=21 triggerAll = StateNo != [100,101] triggerAll = Ctrl || StateNo = 22 triggerAll =(EnemyNear,StateNo != [5050,5210])||(P2BodyDist X >= 65) trigger1 = P2BodyDist X >= 0 trigger1 = Random < 333+(P2MoveType!=H||P2StateType!=L)*200 [State -1, ChangeState_Walk-back] type = ChangeState value = 22 triggerAll = var(58) triggerAll = StateType != A triggerAll =!InGuardDist triggerAll = StateNo != 22 triggerAll = StateNo != [100,101] triggerAll = Ctrl || StateNo = 21 triggerAll = P2MoveType = H || P2StateType = L triggerAll = BackEdgeBodyDist > 10 trigger1 = P2BodyDist X <= 145 trigger1 = Random < 150 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_Ÿ‚¿’§”­] type = null;ChangeState value = 195 triggerAll = var(59) triggerAll = StateType != A triggerAll = WinKO && RoundState >= 3 triggerAll = PrevStateNo != 195 trigger1= Ctrl trigger1=!var(35) trigger1=!var(36) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‹N‚«U‚ß ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState] type = null;ChangeState value = 400 triggerAll = var(58) triggerAll = StateType != A && EnemyNear,StateType = L triggerAll = Ctrl ||(StateNo = [21,22]) triggerAll = P2BodyDist X = [-10,40] trigger1 =!InGuardDist trigger1 = EnemyNear,StateNo = 5120 trigger1 = EnemyNear,AnimTime = -3 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’ʏí‹ZE”Ä—pƒ‹[ƒg ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_—§‚¿Žãƒpƒ“ƒ`/’´ƒ}ƒCƒeƒB‚Ö] type = ChangeState value = IfElse(P2BodyDist X <= 25,205,200) triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-10+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] triggerAll = P2BodyDist Y = [-50,20] trigger1 = StateNo = 1790 || PrevStateNo = 1790 trigger1 = Ctrl ||(StateNo = [21,22]) trigger1 = Power >= 2000 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‹ß‹­‚o] type = ChangeState value = 215 triggerAll = var(58) = 2 triggerAll = StateType != A && P2StateType != L trigger1 = PrevStateNo = 1050 trigger1 = P2BodyDist X <= 25 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_6A] type = ChangeState value = 320 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-10+Vel X*4+EnemyNear,Vel X*4,20+Vel X*4+EnemyNear,Vel X*4] trigger1 = StateNo = 215 trigger1 = MoveHit trigger2 = StateNo = 245 trigger2 = MoveHit ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_’ÇŒ‚}={] type = ChangeState value = 520 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-10+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] trigger1 = StateNo = 400 || StateNo = 430 trigger1 = MoveHit ||(P2StateType = A && time >= 5) trigger2 = StateNo = 410 trigger2 =(MoveHit && Power < 1500)||(P2StateType = A && time >= 7) trigger3 = StateNo = 440 trigger3 = MoveHit ||(P2StateType = A && time >= 9) trigger3 = P2BodyDist X <= 40+Vel X*2+EnemyNear,Vel X*2 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_ƒWƒƒƒ“ƒv‹­ƒpƒ“ƒ`] type = ChangeState value = 610 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 trigger1 = Power <= 2400 trigger1 = StateNo = 845 && Ctrl trigger1 = P2BodyDist X = [-10+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] trigger1 = P2Dist Y+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2 >= 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ƒRƒ}ƒ“ƒh‹ZE”Ä—pƒ‹[ƒg ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_Week-Upper] type = ChangeState value = 1000 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = StateNo != 105 triggerAll = PrevStateNo != 1000 triggerAll =!NumTarget(1001) &&!NumTarget(700) triggerAll = P2BodyDist X = [5+(Const(velocity.run.fwd.x)*1.2)*2+EnemyNear,Vel X*2,30+(Const(velocity.run.fwd.x)*1.2)*2+EnemyNear,Vel X*2] triggerAll = P2Dist Y = [-90+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2,0+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2] ; trigger1 =(PrevStateNo = 1790)&&(Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101) trigger1 = P2StateType = A && P2MoveType = H trigger2 = StateNo = 200 || StateNo = 205 trigger2 = MoveHit trigger2 = P2StateType = A trigger3 = StateNo = 230 trigger3 = MoveHit trigger3 = P2StateType != A ; trigger4 = StateNo = 300 trigger4 = MoveContact ; trigger5 = StateNo = 205 trigger5 = MoveHit trigger5 = P2StateType != A && Power < 1350 [State -1, ChangeState_ƒAƒbƒp[’ÇŒ‚EƒXƒ‰ƒCƒfƒBƒ“ƒO] type = ChangeState value = 1010 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L trigger1 = StateNo = 1000 trigger1 = MoveGuarded || MoveHit && NumTarget(1001) trigger1 = P2StateType != A [State -1, ChangeState_‹­ƒAƒbƒp[] type = ChangeState value = 1050 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != L trigger1 = StateNo = 205 || StateNo = 210 trigger1 = MoveHit && P2StateType != A trigger2 = StateNo = 215 || StateNo = 230 trigger2 = MoveHit trigger2 = P2StateType = A trigger2 = P2Dist Y = [(-70+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2),(0+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2)] [State -1, ChangeState_ƒAƒbƒp[’ÇŒ‚E‹­] type = ChangeState value = 1055 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = PrevStateNo != 520 trigger1 = StateNo = 1050 trigger1 = MoveContact trigger1 = P2Dist Y >= -60+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2 trigger2 = var(58) = 2 trigger2 = StateNo = 1050 trigger2 =(MoveHit && P2BodyDist X>=26)|| MoveGuarded ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_•x‰iƒVƒƒƒhƒEEŽã] type = ChangeState value = 1100 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L trigger1 = StateNo = 1000 && MoveHit trigger1 = P2BodyDist X < -5+3*4+((EnemyNear,Vel X)*4) trigger1 = Power < 1400 ||(Random < 222 && AnimElemTime(7) < 0) trigger2 = StateNo = 1050 trigger2 = MoveHit trigger2 = P2Dist Y <= -60+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2 [State -1, •x‰iƒVƒƒƒhƒEE‹­] type = ChangeState value = 1120 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 trigger1 = P2BodyDist X = [15+3*4+((EnemyNear,Vel X)*4),40+Vel X*4+((EnemyNear,Vel X)*4)] trigger1 = P2Dist Y = [-65+Vel Y*4+EnemyNear,Vel Y*4+EnemyNear,Const(Movement.yaccel)*4*4/2,-20+Vel Y*4+EnemyNear,Vel Y*4+EnemyNear,Const(Movement.yaccel)*4*4/2] trigger1 =(P2StateType = A)&&(P2MoveType != H) trigger1 = EnemyNear,Vel X >= 0 trigger2 = StateNo = 1000 trigger2 = P2BodyDist X >= -5+3*4+((EnemyNear,Vel X)*4) trigger2 = MoveHit && NumTarget(1001) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‰Ÿìƒq[ƒ‹EŽã] type = ChangeState value = 1300 triggerAll = var(58) = 2 triggerAll = StateType != A && P2StateType != L trigger1 =((P2StateType!=A)&&(Power>=2500))||((Power=[1500,2499])&&(EnemyNear,Life<200)&&(Life<300)) trigger1 = StateNo = 520 trigger1 = MoveHit trigger2 = StateNo = 520 &&(PrevStateNo = 440) trigger2 = MoveHit trigger3 = StateNo = 230 && P2StateType = A trigger3 = MoveHit [State -1, ChangeState_‰Ÿìƒq[ƒ‹E‹­] type = ChangeState value = 1350 triggerAll = var(58) = 2 triggerAll = StateType != A && P2StateType != L trigger1 = StateNo = 520 && Random < 333 trigger1 = MoveHit trigger2 = StateNo = 215 && P2StateType = A trigger2 = MoveHit ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‰i£ƒ^ƒbƒNƒ‹EŽã] type = ChangeState value = 1500 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L trigger1 = StateNo = 520 trigger1 = MoveHit trigger1 = time < 18 trigger1 = Random < 400 trigger1 = P2StateType != A trigger1 = P2BodyDist X <= 30+Vel X*4+EnemyNear,Vel X*4 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‰i“¿ƒLƒbƒNEŽã] type = ChangeState value = 1200 triggerAll = var(58) triggerAll = P2StateType != L && P2StateType != A triggerAll = StateType != A trigger1 = StateNo = 200 trigger1 = MoveHit trigger1 = P2BodyDist X <= 40+(35+Vel X*4)+EnemyNear,Vel X*4 ; trigger2 = StateNo = 240 trigger2 = MoveHit trigger2 = P2BodyDist X <= 55+(35+Vel X*4)+EnemyNear,Vel X*4 ; trigger3 = StateNo = 520 trigger3 = MoveHit trigger3 = time < 18 trigger3 = P2StateType = A trigger3 = P2BodyDist X <= 40+(35+Vel X*4)+EnemyNear,Vel X*4 [State -1, ChangeState_‰i“¿ƒLƒbƒNEŽã] type = ChangeState value = 1200 triggerAll = var(58) triggerAll = P2StateType != L && P2StateType = A triggerAll = StateType != A trigger1 = StateNo = 245 trigger1 = MoveHit && NumTarget(246) [State -1, ChangeState_‰i“¿ƒLƒbƒNE‹­] type = ChangeState value = 1250 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L trigger1 = StateNo = 520 trigger1 = MoveHit trigger1 = P2StateType != A && FrontEdgeBodyDist > 90 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNE“ÝŠp”Å] type = ChangeState value = 1720 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 triggerAll = Vel Y = [-2.5,4] ; trigger1 = StateNo = 610 trigger1 = MoveHit trigger1 = P2Dist Y+10*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2 >= 10 trigger2 = StateNo = 640 trigger2 = MoveHit trigger2 = Vel X <= 0 ; trigger3 = StateNo = 320 trigger3 = MoveHit && AnimElemTime(7) >= 0 ; trigger4 = Power >= 2400 trigger4 = StateNo = 845 && Ctrl trigger4 = P2MoveType = H trigger4 = P2Dist Y+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2 >= 0 [State -1, ‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNEŒã•û”Å] type = ChangeState value = 1740 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll =!InGuardDist && P2MoveType != A triggerAll = StateNo != 845 trigger1=(Ctrl || (StateNo = [120,149]))&&(Random < 555) trigger1= Pos Y > -50-(Vel Y*4) trigger1=(P2BodyDist X = [-75+Vel X*3+EnemyNear,Vel X*3,-40+Vel X*3+EnemyNear,Vel X*3]) trigger1=(P2StateType = A && Vel Y < 0) || (Vel Y > 0) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’ʏ퓊‚° ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_•G’n–‚à‚Ç‚«] type = ChangeState value = 830 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2MoveType = I triggerAll = Ctrl ||(StateNo = [21,22]) trigger1 = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,30+Vel X*2+EnemyNear,Vel X*2] trigger1 = BackEdgeBodyDist >= 20 [State -1, ChangeState_ƒOƒ€ƒ“ŽE‚µ] type = ChangeState value = 800 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2MoveType = I triggerAll = Ctrl ||(StateNo = [21,22]) trigger1 = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,30+Vel X*2+EnemyNear,Vel X*2] trigger1 = BackEdgeBodyDist <= 30 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; “ÁŽêUŒ‚‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_’ÇŒ‚}-{] type = ChangeState value = 300 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != L triggerAll = P2BodyDist X = [-10+Vel X*2+EnemyNear,Vel X*2,50+Vel X*2+EnemyNear,Vel X*2] trigger1 = StateNo = 200 || StateNo = 205 trigger1 = MoveContact && P2StateType = C trigger2 = StateNo = 210 trigger2 = MoveGuarded && P2StateType = C trigger3 = StateNo = 215 ||(StateNo = [400,410])|| StateNo = 440 trigger3 = MoveGuarded && P2StateType = C trigger3 = P2BodyDist X <= 30+Vel X*2+EnemyNear,Vel X*2 [State -1, ChangeState_’ÇŒ‚}-{] type = ChangeState value = 500 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2StateType != A ||(EnemyNear,StateNo != [39,40]) triggerAll = P2BodyDist X = [-10+Vel X*2+EnemyNear,Vel X*2,50+Vel X*2+EnemyNear,Vel X*2] trigger1 = StateNo = 215 trigger1 = MoveGuarded trigger2 = StateNo = 400 trigger2 =(MoveContact&&(Random < 100))||((Time >= 4)&&(Random < 333)&&(P2MoveType = A)) trigger3 = StateNo = 430 trigger3 =(MoveContact&&(Random < 100))||((Time >= 4)&&(Random < 333)&&(P2MoveType = A)) trigger4 = StateNo = 410 trigger4 =(MoveContact&&(Random < 100))||((Time >= 7)&&(Random < 333)&&(P2MoveType = A)) [State -1, ChangeState_‹ó’†’ÇŒ‚(‚U‚`)] type = ChangeState value = 670 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 trigger1 = StateNo = 320 trigger1 =!MoveHit && AnimElemTime(7) >= 0 trigger2 = StateNo = 635 trigger2 = MoveContact trigger3 = StateNo = 640 trigger3 = MoveGuarded trigger3 = Pos Y > 40 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ’ʏíUŒ‚‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ‚µ‚Ⴊ‚ÝŽãƒLƒbƒN] type = ChangeState value = 430 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2StateType != L triggerAll = P2BodyDist X =[-20+Vel X*2+EnemyNear,Vel X*2,40+Vel X*2+EnemyNear,Vel X*2] triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = Ctrl || (StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 trigger1 = Random < 150 + (P2StateType = S)*150 trigger2 = P2BodyDist X <= -1 &&(P2Dist X > 0)&& EnemyNear,MoveType = H trigger2 = EnemyNear,Vel Y < 0 trigger2 = EnemyNear,Pos Y = [-10,0] ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ‚µ‚Ⴊ‚ÝŽãƒpƒ“ƒ`] type = ChangeState value = 400 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2StateType != L triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = P2BodyDist X =[-20+Vel X*2+EnemyNear,Vel X*2,40+Vel X*2+EnemyNear,Vel X*2] trigger1 = Random < 350 trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ‚µ‚Ⴊ‚Ý‹­ƒpƒ“ƒ`] type = ChangeState value = 410 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-30+Vel X*2+EnemyNear,Vel X*2,50+Vel X*2+EnemyNear,Vel X*2] triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = Random < 350 +(EnemyNear,AnimTime = [-28,-7])*333 trigger1 = Ctrl ||(StateNo = [21,22]) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, —§‚¿Žã‚j] type = ChangeState value = 230 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != L triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll =(EnemyNear,Vel Y > -1)&&(EnemyNear,Pos Y >-33) triggerAll = P2BodyDist X = [0+Vel X*2+EnemyNear,Vel X*2,25+Vel X*2+EnemyNear,Vel X*2] trigger1 = Random < 350 trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, —§‚¿‹ßÚ‹­ƒpƒ“ƒ`] type = ChangeState value = 215 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != C && P2StateType != L triggerAll =!InGuardDist triggerAll =!Enemy,NumProj trigger1 = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,20+Vel X*2+EnemyNear,Vel X*2] trigger1 =(EnemyNear,Vel Y > -1)&&(P2Dist Y+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2 > -60) trigger1 = Random < 250 + (EnemyNear,AnimTime = [-27,-7])*555 trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, —§‚¿‹ßÚ‹­ƒLƒbƒN] type = ChangeState value = 245 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != C && P2StateType != L triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)|| StateNo = 101 trigger1 = Random < 200 trigger1 =!NumTarget(1100) &&!NumTarget(1150) &&!NumTarget(1255) trigger1 = P2BodyDist X = [-20+Vel X*4+EnemyNear,Vel X*4,20+Vel X*4+EnemyNear,Vel X*4] trigger1 =(EnemyNear,Vel Y > -1)&&(EnemyNear,Pos Y > -55) ; trigger2 = Random < 500 trigger2 = NumTarget(1255) trigger2 = P2BodyDist X = [-20+Vel X*4+EnemyNear,Vel X*4,50+Vel X*4+EnemyNear,Vel X*4] trigger2 = P2Dist Y = [(-130+Vel Y*4+EnemyNear,Vel Y*4+0.6*4*4/2),(-30+Vel Y*4+EnemyNear,Vel Y*4+0.6*4*4/2)] ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, —§‚¿‹­ƒpƒ“ƒ`] type = ChangeState value = 210 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != C && P2StateType != L triggerAll = P2BodyDist X = [40+Vel X*2+EnemyNear,Vel X*2,66+Vel X*2+EnemyNear,Vel X*2] triggerAll =(EnemyNear,Vel Y>-1)&&(EnemyNear,Pos Y >-66) triggerAll =!InGuardDist triggerAll =!Enemy,NumProj trigger1 =(Random < 150)&&(P2MoveType = H) trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, —§‚¿Žãƒpƒ“ƒ`] type = ChangeState value = 200 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != C && P2StateType != L triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = P2BodyDist X = [20+Vel X*2+EnemyNear,Vel X*2,42+Vel X*2+EnemyNear,Vel X*2] triggerAll =(EnemyNear,Vel Y>-1)&&(EnemyNear,Pos Y >-33) trigger1 = Random < 350 trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ‹ßÚ—§‚¿Žãƒpƒ“ƒ`] type = ChangeState value = 205 triggerAll = var(58) triggerAll = StateType != A triggerAll = P2StateType != C && P2StateType != L triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,20+Vel X*2+EnemyNear,Vel X*2] triggerAll =(EnemyNear,Vel Y>-1) && (EnemyNear,Pos Y >-33) trigger1 = Random < 350 trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, —§‚¿‹­ƒLƒbƒN] type = ChangeState value = 240 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2MoveType != H triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = EnemyNear,AnimTime < -10 triggerAll = Ctrl ||(StateNo = [21,22]) trigger1 = Random < 0+50*(Life > 250)+100*(Life > 500) trigger1 = P2BodyDist X = [55+Vel X*4+EnemyNear,Vel X*4,85+Vel X*4+EnemyNear,Vel X*4] trigger1 =(EnemyNear,Vel Y >-1)&&(EnemyNear,Pos Y >-33) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ‚µ‚Ⴊ‚Ý‹­ƒLƒbƒN] type = ChangeState value = 440 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2BodyDist X =[-5+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] trigger1 = StateNo = 430 trigger1 = MoveContact trigger1 = AnimElemTime(3) >= 2 trigger2 = PrevStateNo = 930 trigger2 = Ctrl &&(StateNo = [120,159]) ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; —§‚¿‰ñ‚è—pƒRƒ}ƒ“ƒh‹Z ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_‹­ƒAƒbƒp[] type = ChangeState value = 1050 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2StateType = A && P2MoveType = H && EnemyNear,StateNo != [120,159] triggerAll = Ctrl || StateNo = [21,22] trigger1 = NumTarget(1255) trigger1 = P2BodyDist X >= 115 trigger1 = P2BodyDist Y < -130 [State -1, ChangeState_Upper] type = ChangeState value = 1000 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll = P2BodyDist X = [-10+Vel X*2+EnemyNear,Vel X*2,50+Vel X*2+EnemyNear,Vel X*2] triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = EnemyNear,Vel Y >= -2 triggerAll =(P2StateType = A && Random < 333 && Life >= 333)||(P2MoveType = H && EnemyNear,StateNo != [120,159]) triggerAll = Ctrl || StateNo = [21,22] trigger1 =!NumTarget(700) &&!NumTarget(1100) &&!NumTarget(1150) &&!NumTarget(1255) trigger1 =!EnemyNear,Ctrl trigger1 = P2Dist Y = [(-90+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2),(10+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2)] trigger2 = NumTarget(700) && Random < 666 trigger2 = P2Dist Y = [(-110+Vel Y*2+EnemyNear,Vel Y*2+0.5*2*2/2),(-10+Vel Y*2+EnemyNear,Vel Y*2+0.5*2*2/2)] trigger3 = NumTarget(1255) trigger3 = P2Dist Y = [(-110+Vel Y*2+EnemyNear,Vel Y*2+0.6*2*2/2),(10+Vel Y*2+EnemyNear,Vel Y*2+0.6*2*2/2)] [State -1, ChangeState_‰Ÿìƒq[ƒ‹E‹­] type = ChangeState value = 1350 triggerAll = var(58) = 2 triggerAll = P2StateType != L triggerAll = P2BodyDist X = [50+Vel X*3+EnemyNear,vel X*3,120+Vel X*3+EnemyNear,vel X*3] triggerAll = EnemyNear,Vel Y <= 0 triggerAll = EnemyNear,Pos Y = [-150,-44] triggerAll = StateType != A && P2StateType = A triggerAll =!InGuardDist && EnemyNear,BackEdgeBodyDist > 50 triggerAll =!Enemy,NumProj trigger1 = Ctrl || StateNo = [21,22] trigger1 = Life >= 333 trigger1 = P2MoveType != H [State -1, ChangeState_‰i“¿ƒLƒbƒNEŽã] type = ChangeState value = 1200 triggerAll = var(58) triggerAll = StateType !=A && P2StateType != L triggerall = Random < 333 &&(Vel Y >= 0) triggerAll = P2BodyDist X = [135+Vel X*2+EnemyNear,Vel X*3,150+Vel X*2+EnemyNear,Vel X*3] triggerAll =(EnemyNear,Vel Y>-1)&&(EnemyNear,Pos Y > -66) triggerAll = EnemyNear,BackEdgeBodyDist > 33 triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll = P2MoveType != H trigger1 = Ctrl ||(StateNo = [21,22])||(StateNo = 100 && Time > 5)||StateNo = 101 trigger1 = Life >= 333 trigger1 = Facing != EnemyNear,Facing [State -1, ChangeState_‰i£ƒ^ƒbƒNƒ‹EŽã] type = ChangeState value = 1500 triggerAll = var(58) triggerAll = StateType != A && P2StateType != L triggerAll =(EnemyNear,Const(size.head.pos.y) <= -40)||(EnemyNear,StateType = A) triggerAll = P2BodyDist X = [40+(EnemyNear,Vel X*3),90+(EnemyNear,Vel X*3)] triggerAll = P2BodyDist Y >= -110 ; triggerAll = Random < 111 + 222*(Life >= 333) triggerAll = Ctrl || (StateNo = [21,22]) triggerAll = P2MoveType != H ; trigger1= P2MoveType = A || InGuardDist trigger1=!EnemyNear,Ctrl trigger1= EnemyNear,StateNo < 999 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_’§”­] type = ChangeState value = 195 triggerAll = var(58) triggerAll = Power < 3000 triggerAll = StateNo != 195 triggerAll = StateType != A triggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = 100 && Time > 5) || StateNo = 101 triggerAll =!InGuardDist && P2MoveType != A triggerAll =!Enemy,NumProj triggerAll = P2BodyDist X > (150-((P2MoveType=H)||(P2StateType=L))*50) trigger1 = Random < 200 trigger1 = 0.5 <((1.0*(Life)/(LifeMax))-(1.0*(EnemyNear,Life)/(EnemyNear,LifeMax))) [State -1, ChangeState_Power Charge] type = ChangeState value = 780 triggerAll = var(58) triggerAll = Power < 3000 triggerAll = StateNo != 780 triggerAll = StateType != A triggerAll = Ctrl || (StateNo = [21,22]) || (StateNo = 100 && Time > 5) || StateNo = 101 triggerAll =!InGuardDist && P2MoveType != A triggerAll =!Enemy,NumProj triggerAll = P2BodyDist X > (150-((P2MoveType=H)||(P2StateType=L))*50) trigger1 = Random < 200 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª ; ‹ó’†s“® ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_”w–ʏR‚è] type = ChangeState value = 690 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 ; triggerAll =!InGuardDist && P2MoveType != A triggerAll = Pos Y > -40-(Vel Y*5) triggerAll =(P2BodyDist X = [-45+Vel X*2+EnemyNear,Vel X*2,-25+Vel X*2+EnemyNear,Vel X*2]) triggerAll = P2BodyDist Y - Vel Y*7 = [-50,70] trigger1 =(Ctrl || (StateNo = [120,149])) && (Random < 555) trigger1 =(P2StateType = A && Vel Y < 0) || (Vel Y > 0) trigger1 = StateNo != 845 [State -1, ChangeState_‹ó‚U‚a] type = ChangeState value = 680 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 triggerAll = P2BodyDist X <=(Vel X + Enemy,Vel X)*20 triggerAll = P2BodyDist Y = [-80+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2,30+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2] trigger1 = Ctrl trigger1 = P2StateType != S && EnemyNear,Pos Y < 0 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_ƒWƒƒƒ“ƒv‹­ƒLƒbƒN] type = ChangeState value = ifelse((P2Dist X < 0+Vel X*5)&&(Vel X > 0)&&(P2MoveType != A),690,640) triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 ; triggerAll = P2BodyDist X =[-20+Vel X*2+EnemyNear,Vel X*2,60+Vel X*2+EnemyNear,Vel X*2] triggerAll = P2BodyDist Y =[-30+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2,70+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2] triggerAll = Pos Y = [-70 -Vel Y*3,-30 -Vel Y*3] trigger1 = Ctrl || (StateNo = [120,149]) trigger1 =(P2StateType=A && Vel Y < 0) || (Vel Y>0) trigger1 = StateNo != 845 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_ƒWƒƒƒ“ƒv‹­ƒpƒ“ƒ`] type = ChangeState value = ifelse((P2Dist X < 0+Vel X*5)&&(Vel X > 0)&&(P2MoveType != A),690,610) triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 triggerAll = P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,55+Vel X*2+EnemyNear,Vel X*2] triggerAll = P2BodyDist Y = [-50+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2,60+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2] trigger1 = Ctrl || (StateNo = [120,149]) trigger1 = P2Dist X = [-20,0] trigger1 =(P2StateType = A && Vel Y<0) || (Vel Y > 0) trigger1 = StateNo != 845 ;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª [State -1, ChangeState_ƒWƒƒƒ“ƒvŽãƒLƒbƒN] type = ChangeState value = ifelse((P2Dist X < 0+Vel X*5)&&(Vel X > 0)&&(P2MoveType != A),690,635) triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = StateNo != 105 triggerAll = P2StateType = A triggerAll =(P2BodyDist X = [-20+Vel X*2+EnemyNear,Vel X*2,60+Vel X*2+EnemyNear,Vel X*2]) triggerAll = P2BodyDist Y = [-30+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2,70+Vel Y*2+EnemyNear,Vel Y*2+EnemyNear,Const(Movement.yaccel)*2*2/2] ; trigger1 = Pos Y < (-35-(Vel Y*2)) trigger1 = Random< 400 trigger1 = Ctrl || (StateNo = [120,149]) trigger1 =(Vel Y < 0) || (Vel Y > 0) trigger1 = StateNo != 845 ; trigger2 = PrevStateNo = 940 || PrevStateNo = 950 trigger2 = Ctrl [State -1, ‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNE‰sŠp”Å] type = ChangeState value = 1700 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = Vel Y = [-2.5,4] triggerAll =!InGuardDist triggerAll =!Enemy,NumProj triggerAll=((P2BodyDist X < P2BodyDist Y+30)&&(P2Dist Y = [-50,P2BodyDist X + 60]))||(P2BodyDist X < -20) trigger1= StateNo != 845 && Ctrl trigger1= Random < 200*(1+(!EnemyNear,Ctrl)+(P2MoveType = H))||(P2BodyDist X < -40) trigger1=(P2StateNo != [5200,5210])&&(P2StateType != L)||(P2BodyDist X < -40) [State -1, ‹ó’†ƒ}ƒCƒeƒBƒLƒbƒNE“ÝŠp”Å] type = ChangeState value = 1720 triggerAll = var(58) triggerAll = StateType = A && P2StateType != L triggerAll = Vel Y = [-2.5,4] triggerAll = StateNo != 105 trigger1 = Ctrl trigger1 = P2BodyDist X = [150+18*3+EnemyNear,Vel X*3,300+18*3+EnemyNear,Vel X*3] trigger1 = P2BodyDist Y = [40+10*3+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2,230+10*3+EnemyNear,Vel Y*3+EnemyNear,Const(Movement.yaccel)*3*3/2]
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