;¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
; Win”Åê—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‚ðŽÀۂɉŸ‚·ƒ{ƒ^ƒ“‚ÉŠ„‚è“–‚Ä‚éB
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‹ƒgÝ’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•tŽžŠÔB
;ŠeƒRƒ}ƒ“ƒh‚ÅÈ—ª‚µ‚Ä‚¢‚éꇂɗLŒøB
;‚±‚̃pƒ‰ƒ[ƒ^‚ðÁ‚µ‚½ê‡AƒfƒtƒHƒ‹ƒg‚Í‚PƒtƒŒ[ƒ€‚ɂȂéB
;i@M.U.G.E.N‚ł̂PƒtƒŒ[ƒ€@@‚P^‚U‚O•b@j
command.buffer.time = 1 ;•W€‚̃Rƒ}ƒ“ƒh“ü—Í‹L‰¯ŽžŠÔB
;“ü—Í‚µ‚½’¼Œã‚ɃRƒ}ƒ“ƒh‚ð‹L‰¯‚µA
;Žw‚𗣂µ‚Ä‚àƒRƒ}ƒ“ƒh‚ª¬Œ÷‚µ‚Ä‚¢‚éó‘Ô‚ð
;‚±‚±‚Åݒ肵‚½ŽžŠÔ‚Ì•ªˆÛŽ‚·‚éB
;‚P`‚R‚OƒtƒŒ[ƒ€‚܂ł̊ԂÅÝ’è‰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‹ZEƒTƒuƒVƒXƒeƒ€ |„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[ƒgi|‚Pj¡
; ’Êí‚ÌH‚ç‚¢ó‘ԈȊO‚ÌuP2StateNov‚âuTargetStatev“™‚ŧŒä‚³‚ꂽA
; 쬎҂ª”CˆÓ‚ÉŽw’肵‚½‘ŠŽè‘¤‚ÌH‚ç‚¢ƒXƒe[ƒg‚ÉŒÀ‚èA
; “o˜^‚µ‚½ƒXƒe[ƒgƒRƒ“ƒgƒ[ƒ‰‚ª—LŒø‚ɂ͂Ȃè‚Ü‚¹‚ñB
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„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 ;펞AI‹N“®—p@ˆê”Ô¶‚Ì[ ; ]휂Ŕ“®‚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‰ƒXƒgƒyƒKƒTƒXE”“®]
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‰iƒVƒƒƒhƒEEŽã]
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‰iƒVƒƒƒhƒEE‹]
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[EŽãE’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[EŽãE’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[EŽãE’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[EŽãE’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“¿ƒLƒbƒNEŽã]
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“¿ƒLƒbƒNE‹]
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_‰Ÿìƒq[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_‰Ÿìƒq[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}ƒCƒeƒBƒLƒbƒNE‰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}ƒCƒeƒBƒLƒbƒNE“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}ƒCƒeƒBƒLƒbƒNEŒã•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
; ’Ê퓊‚°
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„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•GR‚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
; “ÁŽês“®
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„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
; “ÁŽêUŒ‚
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„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–ÊR‚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
; ’ÊíUŒ‚
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„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‚ÝUŒ‚
;„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‹Lq
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„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
; ‘΋óØ‚è•Ô‚µ
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
;‚PƒQ[ƒWˆÈã‚ ‚éê‡
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
;‚PƒQ[ƒWˆÈã‚È‚¢ê‡
[State -1, ChangeState_•x‰iƒVƒƒƒhƒEEŽã]
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[ƒWˆÈã‚ ‚éê‡
[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[ƒWˆÈã‚ ‚éê‡
[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•’…’nŒãUŒ‚
;„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‘bs“®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
; ’Êí‹ZE”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‹ZE”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‰iƒVƒƒƒhƒEEŽã]
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‰iƒVƒƒƒhƒEE‹]
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_‰Ÿìƒq[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_‰Ÿìƒq[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“¿ƒLƒbƒNEŽã]
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“¿ƒLƒbƒNEŽã]
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“¿ƒLƒbƒNE‹]
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}ƒCƒeƒBƒLƒbƒNE“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}ƒCƒeƒBƒLƒbƒNEŒã•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
; ’Ê퓊‚°
;„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
; “ÁŽêUŒ‚‹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
; ’ÊíUŒ‚‹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, —§‚¿‹ßÚ‹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, —§‚¿‹ßÚ‹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, ‹ßÚ—§‚¿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_‰Ÿìƒq[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“¿ƒLƒbƒNEŽã]
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–ÊR‚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}ƒCƒeƒBƒLƒbƒNE‰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}ƒCƒeƒBƒLƒbƒNE“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]