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Command List — Junko.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [command] name = "Super Tail Attack" command = a+x time = 10 [command] name = "Super Tail Attack" command = a+y time = 10 [command] name = "Super Tail Attack" command = a+z time = 10 [command] name = "Super Fireball" command = b+x time = 15 [command] name = "Super Fireball" command = b+y time = 15 [command] name = "Super Fireball" command = b+z time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "Throw" command = x+y [Command] name = "Throw" command = y+x ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 [Command] name = "charge1" command = /c time = 1 ;--------------------------------------------------------------------------- [Statedef -1] ;=========================================================================== ; AI ;=========================================================================== ; Diffculty Configuration [State Scale AI with In-Game Settings] type = Null triggerall = AILevel > 0 trigger1 = e || fvar(12):= cond(AILevel >= 8, 1.00, (1.00 * (AILevel ** 2 / 64.0))) ; AI Level Scale (0.00-1.00) trigger1 = e || fvar(13):= cond(AILevel >= 8, 1.00, (1.00 * (AILevel ** 2 / 64.0))) ; AI Defense Scale (0.00-1.00) ignorehitpause = 1 ;============================================================================================== ; AI Setup ;============================================================================================== ;============================================= ; Helpers ;============================================= [state -1, AI Detect Projectile System] type = helper trigger1 = ailevel ;M.U.G.E.N 1.0+ trigger1 = !numhelper(33333333) name = "AI Detect Projectile System (Helper)" ID = 33333333 stateno = 33333333 postype = p1 ownpal = 1 keyctrl = 0 size.xscale = 1.0 size.yscale = 1.0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -1, AI Detect Projectile System] type = helper trigger1 = ailevel ;M.U.G.E.N 1.0+ trigger1 = !numhelper(33333333) name = "AI Detect Projectile System (sctrl)" ID = 33333332 stateno = 75475890 postype = p1 ownpal = 1 keyctrl = 0 size.xscale = 1.0 size.yscale = 1.0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -1, AI Blocking Helper] type = helper triggerall = ailevel trigger1 = !numhelper(15900) name = "AI Blocking Helper" ID = 15900 stateno = 15900 postype = p1 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -1, AI Memory Helper] type = helper triggerall = ailevel trigger1 = !numhelper(18000) name = "AI Memory Helper" ID = 18000 stateno = 18000 postype = p1 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -1, AI Memory Helper] type = helper triggerall = ailevel trigger1 = !numhelper(18100) name = "AI Right Bound" ID = 18100 stateno = 18100 pos = 0,0 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -1, AI Memory Helper] type = helper triggerall = ailevel trigger1 = !numhelper(18200) name = "AI Left Bound" ID = 18200 stateno = 18100 pos = 0,0 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 ;============================================================================================== ; Variables ;============================================================================================== [State 0, Enemy Detection] type = Null triggerall = !ishelper trigger1 = numenemy = 1 trigger1 = var(58):= 0 || 1 trigger2 = numenemy = 2 trigger2 = enemynear(0),alive trigger2 = enemynear(1),alive trigger2 = var(58):= cond(((abs(pos x - enemynear(0),pos x)) < (abs(pos x - enemynear(1),pos x))),0,1) || 1 trigger3 = numenemy = 2 trigger3 = !enemynear(0),alive || !enemynear(1),alive trigger3 = var(58):= cond(enemynear(0),alive,0,1) || 1 ignorehitpause = 1 [State -1, Yaccel Set] type = varset triggerall = fvar(19) != enemynear(var(58)),const(movement.yaccel) trigger1 = enemynear(var(58)),stateno != [5000,5210] fvar(19) = enemynear(var(58)),const(movement.yaccel) ignorehitpause = 1 [State -1, Yaccel Set] type = varset triggerall = fvar(19) != enemynear(var(58)),gethitvar(yaccel) trigger1 = enemynear(var(58)),stateno = [5000,5210] fvar(19) = enemynear(var(58)),gethitvar(yaccel) ignorehitpause = 1 [state -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = facing != enemynear(var(58)),facing trigger1 = fvar(35) != enemynear(var(58)),vel x fvar(35) = enemynear(var(58)),vel x ignorehitpause = 1 [state -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = facing = enemynear(var(58)),facing trigger1 = fvar(35) != enemynear(var(58)),vel x fvar(35) = -enemynear(var(58)),vel x ignorehitpause = 1 [State ] type = varset triggerall = !ishelper triggerall = fvar(35) != 0 trigger1 = enemynear(var(58)),vel x = 0 fvar(35) = 0 ignorehitpause = 1 [state -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = facing != enemynear(var(58)),facing trigger1 = fvar(36) != enemynear(var(58)),gethitvar(xvel) fvar(36)=((enemynear(var(58)),gethitvar(xvel))*(enemynear(var(58)),facing)*cond(enemynear(var(58)),statetype = C,enemynear(var(58)),const(movement.crouch.friction),cond(enemynear(var(58)),statetype = A, 1, enemynear(var(58)),const(movement.stand.friction)))) ignorehitpause = 1 [state -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = facing = enemynear(var(58)),facing trigger1 = fvar(36) != enemynear(var(58)),gethitvar(xvel) fvar(36)=-((enemynear(var(58)),gethitvar(xvel))*(enemynear(var(58)),facing)*cond(enemynear(var(58)),statetype = C,enemynear(var(58)),const(movement.crouch.friction),cond(enemynear(var(58)),statetype = A, 1, enemynear(var(58)),const(movement.stand.friction)))) ignorehitpause = 1 [State ] type = varset triggerall = !ishelper triggerall = fvar(36) != 0 trigger1 = enemynear(var(58)),gethitvar(xvel) = 0 fvar(36) = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = var(56) != 0 trigger1 = stateno != [20,29] var(56) = 0 [State 0, VarSet] type = VarSet triggerall = var(28) != 0 triggerall = stateno != [40,49] trigger1 = statetype != A || movetype = H var(28) = 0 [State 0, P2BodyDist] type = Null triggerall = !ishelper ; X Distance trigger1 = 1 || fvar(8):= cond(enemynear(var(58)),statetype != A, cond(pos x <= enemynear(var(58)),pos x ^^ enemynear(var(58)),facing = 1, enemynear(var(58)),const(size.ground.front), enemynear(var(58)),const(size.ground.back)),0) trigger1 = 1 || fvar(8):= cond(enemynear(var(58)),statetype = A, cond(pos x <= enemynear(var(58)),pos x ^^ enemynear(var(58)),facing = 1, enemynear(var(58)),const(size.air.front), enemynear(var(58)),Const(size.air.back)), fvar(8)) trigger1 = 1 || fvar(7):= (pos x - enemynear(var(58)),pos x)*facing*-1 trigger1 = 1 || fvar(7):= (fvar(7)-(fvar(8)*cond(fvar(7) > 0, 1, -1))) trigger1 = 1 || fvar(7):= (fvar(7)-cond(statetype = A, const(size.air.front), const(size.ground.front))) ; Y Distance trigger1 = 1 || fvar(8):= (enemynear(var(58)),pos y - pos y) ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel trigger1 = helper(15900),var(41) != 2 || !numhelper(15900) var(47) = 1 ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel trigger1 = enemynear(var(58)),hitdefattr = A,AA,AP,AT || enemynear(var(58)),statetype = A trigger2 = PlayerIdExist(helper(33333333),var(4)) trigger2 = PlayerID(helper(33333333),var(4)), statetype = A trigger3 = PlayerIdExist(helper(33333333),var(4)) trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = A,AA,AP trigger4 = numhelper(15900) trigger4 = helper(15900),var(41) = 2 var(47) = 0 ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) trigger1 = enemynear(var(58)),hitdefattr = C,AA,AP,AT || enemynear(var(58)),statetype = C trigger2 = PlayerIdExist(helper(33333333),var(4)) trigger2 = PlayerID(helper(33333333),var(4)), statetype = C trigger3 = PlayerIdExist(helper(33333333),var(4)) trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP trigger4 = numhelper(15900) trigger4 = helper(15900),var(41) = 1 var(47) = 1 ignorehitpause = 1 [State -1, Default Guarding Disabled] type = AssertSpecial trigger1 = AILevel flag = nostandguard flag2 = nocrouchguard flag3 = noairguard ignorehitpause = 1 [State -1, Default Walking Disabled] type = AssertSpecial trigger1 = AILevel flag = nowalk ignorehitpause = 1 ;============================================================================================== ; AI High Priority ;============================================================================================== [State 5050, AI Wake Up] type = SelfState value = var(52) triggerall = AILevel && RoundState = 2 && alive > 0 triggerall = (stateno = [5110,5111]) && time >= 0 triggerall = random <= 700 || (fvar(7) != [-100,100]) || helper(18100),var(11) >= const(data.liedown.time) || time >= const(data.liedown.time) || stateno != 5111 ; Wake-Up trigger1 = (!inguarddist && (!numhelper(15900) || (!helper(15900),inguarddist && !helper(15900),var(50) > 0 && !helper(15900),var(52)>0))) trigger1 = var(52):= 5120 || 1 trigger2 = enemynear(var(58)),hitdefattr != SCA,HA,HP,HT trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno != [3000,4999] trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = helper(18000),var(0) >= -15 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger2 = var(52):= 5120 || 1 trigger3 = !helper(15900),var(50) > 0 trigger3 = fvar(7) > enemynear(var(58)),const(size.attack.dist) trigger3 = var(52):= 5120 || 1 trigger4 = (stateno = [5110,5111]) trigger4 = helper(18100),var(11) >= const(data.liedown.time) || time >= const(data.liedown.time) trigger4 = var(52):= 5120 || 1 ; Lay Down trigger5 = helper(18100),var(11) < const(data.liedown.time) || time < const(data.liedown.time) trigger5 = stateno != 5111 trigger5 = var(52):= 5111 || 1 ;============================================================================================== ; AI Counters ;============================================================================================== [State -1 c.LP] type = ChangeState value = 400 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -6) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = fvar(7) = [-10,60+floor(6*(fvar(35)))] triggerall = fvar(8) >= -20-(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(10) = 0 && var(11) != 1 trigger1 = enemynear(var(58)),stateno != 0 trigger1 = enemynear(var(58)),stateno = helper(18000),var(58) trigger1 = enemynear(var(58)),time <= helper(18000),var(59)-6 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 [State -1 c.LK] type = ChangeState value = 430 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -5) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = fvar(7) = [-10,80+floor(5*(fvar(35)))] triggerall = fvar(8) >= -20-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 trigger1 = enemynear(var(58)),stateno != 0 trigger1 = enemynear(var(58)),stateno = helper(18000),var(58) trigger1 = enemynear(var(58)),time <= helper(18000),var(59)-5 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 [State -1 s.LP] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -5) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = enemynear(var(58)),const(size.head.pos.y) <= -(40 * cond(enemynear(var(58)),statetype = C, 2, 1)) triggerall = fvar(7) = [-10,50+floor(5*(fvar(35)))] triggerall = fvar(8) >= -60-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = random <= 500 trigger1 = enemynear(var(58)),stateno != 0 trigger1 = enemynear(var(58)),stateno = helper(18000),var(58) trigger1 = enemynear(var(58)),time <= helper(18000),var(59)-5 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 [State -1 s.LK] type = ChangeState value = 230 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -6) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = fvar(7) = [-10,55+floor(6*(fvar(35)))] triggerall = fvar(8) >= -50-(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = random >= 500 trigger1 = enemynear(var(58)),stateno != 0 trigger1 = enemynear(var(58)),stateno = helper(18000),var(58) trigger1 = enemynear(var(58)),time <= helper(18000),var(59)-6 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 [State -1 c.HK] type = ChangeState value = 440 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -11) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 11 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 11 * enemynear(var(58)),vel y + fvar(19)*11*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -11 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 11 * enemynear(var(58)),vel y + fvar(19)*11*8/2 >= 0) triggerall = fvar(7) = [80,150] triggerall = fvar(8) >= -20 triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = random <= 500 trigger1 = enemynear(var(58)),stateno != 0 trigger1 = enemynear(var(58)),stateno = helper(18000),var(58) trigger1 = enemynear(var(58)),time <= helper(18000),var(59)-11 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 ;============================================================================================== ; AI Reversals ;============================================================================================== [State -1, c.HP Counter] type = ChangeState value = 410 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype = A triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),pos y < -30-(9*(enemynear(var(58)),vel y)+(9*(9+1)/2)*fvar(19)) triggerall = enemynear(var(58)),stateno != 0 triggerall = fvar(7) = [-10,80+(9*(fvar(35)))] triggerall = fvar(8) >= -100-(9*(enemynear(var(58)),vel y)+(9*(9+1)/2)*fvar(19)) triggerall = random <= 500 trigger1 = enemynear(var(58)),stateno != helper(18000),var(58) trigger1 = enemynear(var(58)),movetype = A trigger1 = enemynear(var(58)),time <= 9 trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = enemynear(var(58)),time <= helper(18000),var(59)-9 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger3 = helper(18100),var(10) >= 6 [State -1, Super Tail Attack] type = ChangeState value = 3000 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A && power > 1000 triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) || ((stateno = [200,640]) && movecontact) triggerall = enemynear(var(58)),stateno != 5120 || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -1) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 1 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 1 * enemynear(var(58)),vel y + fvar(19)*1*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -1 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 1 * enemynear(var(58)),vel y + fvar(19)*1*8/2 >= 0) triggerall = enemynear(var(58)),movetype = A || enemynear(var(58)),hitdefattr = SCA,AA,AP,AT || inguarddist || helper(15900),inguarddist triggerall = enemynear(var(58)),life <= floor(96/(enemynear(var(58)),const(data.defence)/100)) || (enemynear(var(58)),stateno != [120,159]) triggerall = enemynear(var(58)),life <= floor(96/(enemynear(var(58)),const(data.defence)/100)) || enemynear(var(58)),ctrl = 0 triggerall = fvar(7) = [-10,90+(1*(fvar(35)))] triggerall = fvar(8) >= -70-(1*(enemynear(var(58)),vel y)+(1*(1+1)/2)*fvar(19)) trigger1 = random <= 200 || enemynear(var(58)),life <= floor(560/(enemynear(var(58)),const(data.defence)/100)) [State -1, Tail Attack (Ground)] type = ChangeState value = 1010 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) || ((stateno = [200,640]) && movecontact) triggerall = enemynear(var(58)),stateno != 5120 || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -13) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 13 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 13 * enemynear(var(58)),vel y + fvar(19)*13*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -13 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 13 * enemynear(var(58)),vel y + fvar(19)*13*8/2 >= 0) triggerall = enemynear(var(58)),movetype = A || enemynear(var(58)),hitdefattr = SCA,AA,AP,AT || inguarddist || helper(15900),inguarddist triggerall = enemynear(var(58)),animtime <= -12-1 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 13 * enemynear(var(58)),vel y + fvar(19)*13*8/2 < 0) triggerall = enemynear(var(58)),life <= floor(7/(enemynear(var(58)),const(data.defence)/100)) || (enemynear(var(58)),stateno != [120,159]) triggerall = enemynear(var(58)),ctrl = 0 triggerall = fvar(7) = [-10,90+(13*(fvar(35)))] triggerall = fvar(8) >= -70-(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(19)) trigger1 = random <= 500 || !ctrl || (prevstateno = [5000,5270]) trigger1 = var(6):= 1 || 1 [State -1, Tail Attack (Air)] type = ChangeState value = 1010 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) || ((stateno = [200,640]) && movecontact) triggerall = enemynear(var(58)),stateno != 5120 || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -13) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 13 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 13 * enemynear(var(58)),vel y + fvar(19)*13*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -13 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 13 * enemynear(var(58)),vel y + fvar(19)*13*8/2 >= 0) triggerall = enemynear(var(58)),movetype = A || enemynear(var(58)),hitdefattr = SCA,AA,AP,AT || inguarddist || helper(15900),inguarddist triggerall = enemynear(var(58)),animtime <= -12-1 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 13 * enemynear(var(58)),vel y + fvar(19)*13*8/2 < 0) triggerall = enemynear(var(58)),life <= floor(7/(enemynear(var(58)),const(data.defence)/100)) || (enemynear(var(58)),stateno != [120,159]) triggerall = enemynear(var(58)),ctrl = 0 triggerall = fvar(38):= cond(enemynear(var(58)),statetype = C, -(const(size.head.pos.y)*0.5), -const(size.head.pos.y)) || 1 triggerall = fvar(38):= cond(fvar(38) <= 70, 70, fvar(38)) || 1 triggerall = fvar(7) = [-20,90+(13*(fvar(35))+(13*(vel x)))] triggerall = fvar(8) = [-70-(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel)),fvar(38)-(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(19)-floor(13*vel y)-(13*(13+1)/2)*const(movement.yaccel))] trigger1 = random <= 500 || !ctrl || (prevstateno = [5000,5270]) trigger1 = var(6):= 1 || 1 ;============================================================================================== ; AI Combos ;============================================================================================== [State 0, VarSet] type = VarSet triggerall = AILevel > 0 trigger1 = enemynear(var(58)),statetype != L trigger1 = enemynear(var(58)),stateno != [120,159] trigger1 = enemynear(var(58)),movetype = H trigger1 = enemynear(var(58)),backedgebodydist <= 10 trigger2 = stateno = 410 && movecontact var(9) = 1 ignorehitpause = 1 [State Tracker] type = null triggerall = AILevel > 0 trigger1 = enemynear(var(58)),ctrl > 0 || enemynear(var(58)),movetype != H trigger1 = var(8):= 0 || 1 trigger1 = var(9):= 0 || 1 ignorehitpause = 1 [State Tracker] type = null triggerall = AILevel > 0 trigger1 = enemynear(var(58)),statetype = L || (enemynear(var(58)),stateno = [120,159]) trigger1 = var(9):= 0 || 1 ignorehitpause = 1 ; Chains [State Throw] type = ChangeState value = 800 triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = (stateno = [200,440]) && movecontact triggerall = enemynear(var(58)),movetype != H trigger1 = fvar(7) = [-10,40] trigger1 = fvar(8) >= -70 [State Air Combos] type = ChangeState value = var(52) triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = (stateno = [600,630]) && movecontact ; Kick trigger1 = stateno = 600 trigger1 = var(52):= 630 || 1 ; Punch trigger2 = stateno = 630 trigger2 = var(8):= (var(8) + 1) || 1 trigger2 = var(52):= 610 || 1 ; Strong Kick trigger3 = var(9) > 0 || var(8) >= 4 trigger3 = var(52):= 640 || 1 [State Crouch Combo Tree] type = ChangeState value = var(52) triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = stateno = [200,430] triggerall = movecontact ; Light Kick trigger1 = stateno = 400 || ((stateno = 200 || stateno = 230) && ((enemynear(var(58)),stateno = [120,159]) && enemynear(var(58)),statetype != C)) trigger1 = fvar(7) = [-10,80+(5*(fvar(36)))] trigger1 = fvar(8) >= -10-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) trigger1 = var(52):= 430 || 1 ; Strong Kick trigger2 = stateno = 400 || stateno = 430 || ((stateno = 200 || stateno = 230) && ((enemynear(var(58)),stateno = [120,159]) && enemynear(var(58)),statetype != C)) trigger2 = fvar(7) > 80+(9*(fvar(36))) || ((stateno = 200 || stateno = 230) && ((enemynear(var(58)),stateno = [120,159]) && enemynear(var(58)),statetype != C)) trigger2 = fvar(8) >= -20-(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(19)) trigger2 = var(52):= 440 || 1 [State Stand Combo Tree] type = ChangeState value = var(52) triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = stateno = [200,230] triggerall = movecontact ; Light Kick trigger1 = stateno = 200 trigger1 = fvar(7) = [-10,30+(6*(fvar(36)))] trigger1 = fvar(8) >= -50-(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(19)) trigger1 = var(52):= 230 || 1 ; Strong Punch trigger2 = stateno = 200 || stateno = 230 trigger2 = fvar(7) = [-10,60+(11*(fvar(36)))] trigger2 = fvar(8) >= -60-(11*(enemynear(var(58)),vel y)+(11*(11+1)/2)*fvar(19)) trigger2 = var(52):= 210 || 1 ; Strong Kick trigger3 = stateno = 200 || stateno = 210 || stateno = 230 trigger3 = fvar(7) = [-10,50+(5*(fvar(36)))] trigger3 = fvar(8) >= -70-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) trigger3 = var(52):= 240 || 1 [State Ground Combo Finisher] type = ChangeState value = var(52) triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = (stateno = [200,440]) && movecontact ; Tail Attack (Side Switch) trigger1 = stateno != 410 trigger1 = !moveguarded trigger1 = backedgebodydist <= 50 || (helper(18000),fvar(0) <= 0 && random < 333) trigger1 = fvar(7) = [-10,90+(13*(fvar(36)))] trigger1 = var(6):= 3 || 1 trigger1 = var(52):= 1010 || 1 ; Launcher trigger2 = stateno != 410 trigger2 = stateno != 440 trigger2 = enemynear(var(58)),statetype = A || !moveguarded trigger2 = fvar(7) = [-10,80+(9*(fvar(36)))] trigger2 = var(52):= 410 || 1 ; Throw trigger3 = moveguarded || enemynear(var(58)),movetype != H || (enemynear(var(58)),stateno = [120,159]) trigger3 = fvar(7) = [-10,40] trigger3 = fvar(8) >= -70 trigger3 = var(52):= 800 || 1 ; Tail Attack (High/Low) trigger4 = moveguarded || (enemynear(var(58)),stateno = [120,159]) || enemynear(var(58)),statetype = L trigger4 = fvar(7) = [-10,90+(13*(fvar(36)))] trigger4 = var(6):= 2 || 1 trigger4 = var(52):= 1010 || 1 [State Sweep Finisher] type = ChangeState value = var(52) triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = stateno = 440 && movecontact ; Throw trigger1 = !moveguarded trigger1 = backedgebodydist <= 50 || (helper(18000),fvar(0) <= 0 && random < 333) trigger1 = var(52):= 800 || 1 ; Super Tail Attack trigger2 = power > 1000 trigger2 = movehit && (enemynear(var(58)),stateno != [120,159]) trigger2 = random <= floor(power/3) trigger2 = var(52):= 3000 || 1 ; Tail Attack trigger3 = !moveguarded trigger3 = enemynear(var(58)),stateno != [120,159] trigger3 = var(6):= 4 || 1 trigger3 = var(52):= 1010 || 1 [State Jump] type = ChangeState value = 43 triggerall = ailevel > 0 triggerall = roundstate = 2 trigger1 = stateno = 410 && movehit ; Loops [State Finisher] type = ChangeState value = var(52) triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [100,102]) || (stateno = [120,149]) triggerall = enemynear(var(58)),movetype = H triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),stateno != [120,159] triggerall = enemynear(var(58)),ctrl = 0 triggerall = var(8) > 0 ; Super Tail Attack trigger1 = power > 1000 trigger1 = fvar(7) = [-20,90+floor(1*(fvar(35)))] trigger1 = fvar(8) >= -50-(1*(enemynear(var(58)),vel y)+(1*(1+1)/2)*fvar(19)) trigger1 = 1 || var(8):= 0 trigger1 = var(52):= 3000 || 1 ; Super Fireball trigger2 = power > 1000 trigger2 = fvar(7) >= 0 trigger2 = fvar(7) > 90+floor(1*(fvar(35))) || !var(9) trigger2 = fvar(8) >= -70-(1*(enemynear(var(58)),vel y)+(1*(1+1)/2)*fvar(19)) trigger2 = 1 || var(8):= 0 trigger2 = var(52):= 3010+(1*(fvar(8) >= -45-(1*(enemynear(var(58)),vel y)+(1*(1+1)/2)*fvar(19)))) || 1 ; Tail Attack trigger3 = power <= 1000 trigger3 = fvar(7) = [-10,90+(13*(fvar(36)))] trigger3 = fvar(8) >= -50-(13*(enemynear(var(58)),vel y)+(13*(13+1)/2)*fvar(19)) trigger3 = var(6):= 1 || 1 trigger3 = 1 || var(8):= 0 trigger3 = var(52):= 1010 || 1 ; Fireball trigger4 = power <= 1000 trigger4 = fvar(7) >= 0 trigger4 = fvar(7) > 90+(13*(fvar(36))) || !var(9) trigger4 = enemynear(var(58)),vel y > 0 trigger4 = numhelper(1003) < 1 trigger4 = 1 || var(8):= 0 trigger4 = var(52):= 1000 || 1 [State Jump] type = ChangeState value = 43 triggerall = ailevel > 0 triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [100,102]) || (stateno = [120,149]) triggerall = fvar(7) = [-20,80] triggerall = fvar(8) >= -150 trigger1 = enemynear(var(58)),statetype = A trigger1 = enemynear(var(58)),vel y > 0 trigger1 = var(8) > 0 || var(9) > 0 trigger1 = var(8) < 4 && var(9) > 0 [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) triggerall = fvar(7) = [-20,30+(4*(fvar(35))+(4*(vel x)))] triggerall = fvar(8) = [-50-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel)),50-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel))] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 trigger1 = enemynear(var(58)),statetype = A trigger1 = enemynear(var(58)),movetype = H [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) triggerall = fvar(7) = [-20,35+(4*(fvar(35))+(4*(vel x)))] triggerall = fvar(8) = [-50-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel)),50-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel))] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 trigger1 = enemynear(var(58)),statetype = A trigger1 = enemynear(var(58)),movetype = H [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [100,102]) || (stateno = [120,149]) triggerall = fvar(7) = [-10,80+floor(5*(fvar(35)))] triggerall = fvar(8) >= -20-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) triggerall = var(8) > 0 && var(8) < 4 trigger1 = enemynear(var(58)),statetype = L trigger1 = enemynear(var(58)),stateno != [5110,5120] trigger1 = var(8):= (var(8) + 1) || 1 [State AI Run] type = ChangeState value = 101 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [120,149]) triggerall = fvar(7) >= 0 trigger1 = enemynear(var(58)),movetype = H trigger1 = var(8) < 4 || var(9) > 0 trigger1 = var(8) > 0 || var(9) > 0 ;============================================================================================== ; AI General ;============================================================================================== ; Normal Moves [State -1, Throw] type = ChangeState value = 800 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),movetype != H || (enemynear(var(58)),stateno = [120,159]) triggerall = numhelper(18000) > 0 triggerall = helper(18000),var(0) >= 0 || (enemynear(var(58)),stateno != [2000,4999]) triggerall = helper(18000),fvar(9) <= 0 triggerall = helper(18200),var(11) <= 0 || helper(18200),var(12) <= 0 triggerall = fvar(7) = [-const(size.ground.back),50] triggerall = fvar(8) = [enemynear(var(58)),const(size.mid.pos.y),-enemynear(var(58)),const(size.mid.pos.y)] trigger1 = random <= floor((helper(18200),fvar(28)*0.5)) trigger2 = enemynear(var(58)),stateno = [120,159] trigger2 = fvar(7) < 0 || (prevstateno = [200,699]) trigger2 = enemynear(var(58)),stateno >= 200 trigger2 = enemynear(var(58)),movetype = I trigger2 = enemynear(var(58)),ctrl = 0 trigger2 = helper(18100),var(2) = 0 trigger3 = helper(18200),var(11) > 0 [State -1, Anti Airs] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype = A triggerall = enemynear(var(58)),statetype != L triggerall = enemynear(var(58)),stateno != 105 triggerall = enemynear(var(58)),movetype != H || (enemynear(var(58)),stateno = [120,159]) triggerall = enemynear(var(58)),pos y <= -50 || enemynear(var(58)),vel y < 0 triggerall = random <= ceil((100*(helper(18000),fvar(24)))*cond(enemynear(var(58)),vel y > 0, 2, 1)) ; s.HK trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 5 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 5 trigger1 = cond(helper(18000),fvar(28) >= 1000, 0, random > floor(helper(18000),fvar(28))) || (enemynear(var(58)),stateno != [120,159]) trigger1 = fvar(7) = [-10,80+(5*(fvar(35)))] trigger1 = fvar(8) >= -80-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) trigger1 = random < 500 trigger1 = var(52):= 240 || 1 ; c.HP trigger2 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 9 trigger2 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 9 trigger2 = fvar(7) = [-10,80+(9*(fvar(35)))] trigger2 = fvar(8) >= -100-(9*(enemynear(var(58)),vel y)+(9*(9+1)/2)*fvar(19)) trigger2 = random >= 500 || (enemynear(var(58)),stateno = [120,159]) || cond(helper(18000),fvar(28) >= 1000, 1, random <= floor(helper(18000),fvar(28))) trigger2 = var(52):= 410 || 1 [State -1 c.LK] type = ChangeState value = 430 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) || (((stateno = 400) || (stateno = 430)) && time > 9) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -5) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = fvar(7) = [60,80+floor(5*(fvar(35)))] triggerall = fvar(8) >= -20-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = cond((enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y) >= -40 || (enemynear(var(58)),statetype != C && enemynear(var(58)),stateno != [120,159])), random <= 500, random < 334) trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 5 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 5 [State -1 c.LP] type = ChangeState value = 400 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -6) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = fvar(7) = [-10,60+floor(6*(fvar(35)))] triggerall = fvar(8) >= -20-(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = cond((enemynear(var(58)),statetype = C || enemynear(var(58)),const(size.head.pos.y) >= -40 || (enemynear(var(58)),statetype != C && enemynear(var(58)),stateno != [120,159])), random <= 500, random < 334) trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 6 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 6 [State -1 s.LP] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -5) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -5 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 5 * enemynear(var(58)),vel y + fvar(19)*5*8/2 >= 0) triggerall = enemynear(var(58)),const(size.head.pos.y) <= -(40 * cond(enemynear(var(58)),statetype = C, 2, 1)) triggerall = fvar(7) = [-10,50+floor(5*(fvar(35)))] triggerall = fvar(8) >= -60-(5*(enemynear(var(58)),vel y)+(5*(5+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = random <= 500 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 5 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 5 [State -1 s.LK] type = ChangeState value = 230 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -6) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -6 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 6 * enemynear(var(58)),vel y + fvar(19)*6*8/2 >= 0) triggerall = fvar(7) = [-10,55+floor(6*(fvar(35)))] triggerall = fvar(8) >= -50-(6*(enemynear(var(58)),vel y)+(6*(6+1)/2)*fvar(19)) triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = random >= 500 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 6 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 6 [State -1 c.HK] type = ChangeState value = 440 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -11) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 11 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 11 * enemynear(var(58)),vel y + fvar(19)*11*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -11 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 11 * enemynear(var(58)),vel y + fvar(19)*11*8/2 >= 0) triggerall = fvar(7) = [80,150] triggerall = fvar(8) >= -20 triggerall = helper(18200),var(11) = 0 triggerall = var(8) = 0 && var(9) = 0 triggerall = random <= 100 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18100),var(10) >= 11 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18100),var(10) >= 11 trigger2 = enemynear(var(58)),hitdefattr = SCA,AP ; Air Moves [State AI j.HK] type = ChangeState value = 640 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -4) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = var(9) = 0 || enemynear(var(58)),movetype != H triggerall = enemynear(var(58)),statetype != A || vel y > 0 || vel x < 0 || random % 2 = 0 triggerall = fvar(38):= cond(enemynear(var(58)),statetype = C, -(const(size.head.pos.y)*0.5), -const(size.head.pos.y)) || 1 triggerall = fvar(38):= cond(fvar(38) <= 50, 50, fvar(38)) || 1 triggerall = fvar(7) = [-40,50+(4*(fvar(35))+(4*(vel x)))] triggerall = fvar(8) = [-90-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel)),(fvar(38))-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel))] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 triggerall = random <= 500 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist) trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = enemynear(var(58)),time <= helper(18000),var(59)-4 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger3 = helper(18100),var(10) >= 4 [State AI j.HP] type = ChangeState value = 610 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -4) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = var(9) = 0 || enemynear(var(58)),movetype != H triggerall = enemynear(var(58)),statetype != A || vel y > 0 || vel x < 0 || random % 2 = 0 triggerall = fvar(38):= cond(enemynear(var(58)),statetype = C, -(const(size.head.pos.y)*0.5), -const(size.head.pos.y)) || 1 triggerall = fvar(38):= cond(fvar(38) <= 70, 70, fvar(38)) || 1 triggerall = fvar(7) = [-20,45+(7*(fvar(35))+(7*(vel x)))] triggerall = fvar(8) = [-110-(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(19)-floor(7*vel y)-(7*(7+1)/2)*const(movement.yaccel)),(fvar(38))-(7*(enemynear(var(58)),vel y)+(7*(7+1)/2)*fvar(19)-floor(7*vel y)-(7*(7+1)/2)*const(movement.yaccel))] triggerall = pos Y + 7 * vel y + const(movement.yaccel)*7*8/2 < 0 triggerall = random >= 500 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist) trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = enemynear(var(58)),time <= helper(18000),var(59)-7 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger3 = helper(18100),var(10) >= 7 [State AI j.LP] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -4) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = enemynear(var(58)),statetype = A triggerall = fvar(38):= cond(enemynear(var(58)),statetype = C, -(const(size.head.pos.y)*0.5), -const(size.head.pos.y)) || 1 triggerall = fvar(38):= cond(fvar(38) <= 50, 50, fvar(38)) || 1 triggerall = fvar(7) = [-20,30+(4*(fvar(35))+(4*(vel x)))] triggerall = fvar(8) = [-75-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel)),(fvar(38))-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel))] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 triggerall = random <= 500 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist) trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = enemynear(var(58)),time <= helper(18000),var(59)-4 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger3 = helper(18100),var(10) >= 4 [State AI j.LK] type = ChangeState value = 630 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype != L || (enemynear(var(58)),stateno = 5120 && helper(18000),fvar(11) >= -4) triggerall = enemynear(var(58)),stateno != 5210 || enemynear(var(58)),time-15 >= 4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = (enemynear(var(58)),stateno != [5200,5209]) || enemynear(var(58)),animtime >= -4 || (enemynear(var(58)),statetype = A && enemynear(var(58)),pos Y + 4 * enemynear(var(58)),vel y + fvar(19)*4*8/2 >= 0) triggerall = enemynear(var(58)),statetype = A triggerall = var(9) = 0 || enemynear(var(58)),movetype != H triggerall = fvar(38):= cond(enemynear(var(58)),statetype = C, -(const(size.head.pos.y)*0.5), -const(size.head.pos.y)) || 1 triggerall = fvar(38):= cond(fvar(38) <= 50, 50, fvar(38)) || 1 triggerall = fvar(7) = [-20,40+(4*(fvar(35))+(4*(vel x)))] triggerall = fvar(8) = [-90-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel)),(fvar(38))-(4*(enemynear(var(58)),vel y)+(4*(4+1)/2)*fvar(19)-floor(4*vel y)-(4*(4+1)/2)*const(movement.yaccel))] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 triggerall = random >= 500 trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist) trigger1 = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = enemynear(var(58)),time <= helper(18000),var(59)-4 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger3 = helper(18100),var(10) >= 4 ; Zoning [State -1 Throw Super Fireball (Ground)] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A && power >= 1000 triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),life <= floor(30/(enemynear(var(58)),const(data.defence)/100)) || enemynear(var(58)),ctrl = 0 triggerall = enemynear(var(58)),life <= floor(30/(enemynear(var(58)),const(data.defence)/100)) || (enemynear(var(58)),stateno != [120,159]) triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),statetype = L || (enemynear(var(58)),stateno = [120,159]) || !numtarget || fvar(7) >= 160 triggerall = enemynear(var(58)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1) || random <= floor(5*(enemynear(var(58)),time)) || fvar(7) >= 160 triggerall = (enemynear(var(55)),stateno != [5200,5209]) || enemynear(var(55)),animtime >= -1 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 1 * enemynear(var(55)),vel y + fvar(19)*1*8/2 >= 0) || fvar(7) >= 160 triggerall = numhelper(3012) < 1 triggerall = fvar(7) >= 80 triggerall = fvar(8) >= -90 triggerall = random <= ceil(20+((fvar(7)*0.1))*(helper(18000),fvar(22))) trigger1 = enemynear(var(58)),statetype = C || enemynear(var(58)),statetype = L || enemynear(var(58)),const(size.head.pos.y) >= -40 trigger1 = random <= 500 trigger1 = var(52):= 3011 || 1 trigger2 = fvar(8) >= -40 trigger2 = enemynear(var(58)),vel y > 0 trigger2 = random <= 200 trigger2 = var(52):= 3011 || 1 trigger3 = var(52):= 3010 || 1 [State -1 Throw Fireball (Ground)] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || (enemynear(var(58)),stateno != 0 && enemynear(var(58)),stateno = helper(18000),var(58) && (enemynear(var(58)),time <= helper(18000),var(59)-7 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (enemynear(var(58)),stateno != 0 && enemynear(var(58)),stateno = helper(18000),var(58) && (enemynear(var(58)),time <= helper(18000),var(59)-7 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0)) triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),statetype = L || (enemynear(var(58)),stateno = [120,159]) || !numtarget || fvar(7) >= 160 triggerall = enemynear(var(58)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -7) || random <= floor(5*(enemynear(var(58)),time)) || fvar(7) >= 160 triggerall = (enemynear(var(55)),stateno != [5200,5209]) || enemynear(var(55)),animtime >= -7 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 7 * enemynear(var(55)),vel y + fvar(19)*7*8/2 >= 0) || fvar(7) >= 160 triggerall = numhelper(1003) < 1 triggerall = fvar(7) >= 80 triggerall = fvar(8) >= -70 triggerall = random <= ceil((50+(fvar(7)*0.1))*(helper(18000),fvar(22))) trigger1 = enemynear(var(58)),statetype = C || enemynear(var(58)),statetype = L || enemynear(var(58)),const(size.head.pos.y) >= -40 trigger1 = random <= 500 trigger1 = var(52):= 1001 || 1 trigger2 = fvar(8) >= -40 trigger2 = enemynear(var(58)),vel y > 0 trigger2 = random <= 200 trigger2 = var(52):= 1001 || 1 trigger3 = var(52):= 1000 || 1 [State -1 Throw Fireball (Air)] type = ChangeState value = 1000 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [21,29]) || (stateno = [120,149]) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist) || (enemynear(var(58)),stateno != 0 && enemynear(var(58)),stateno = helper(18000),var(58) && (enemynear(var(58)),time <= helper(18000),var(59)-7 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || enemynear(var(58)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (enemynear(var(58)),stateno != 0 && enemynear(var(58)),stateno = helper(18000),var(58) && (enemynear(var(58)),time <= helper(18000),var(59)-7 || helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0)) triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),statetype = L || (enemynear(var(58)),stateno = [120,159]) triggerall = enemynear(var(58)),statetype = A || pos y < -enemynear(var(58)),const(size.head.pos.y) triggerall = fvar(7) > 0 triggerall = random < ceil((fvar(7)+(fvar(8)))*0.25) ; Forward Jump trigger1 = vel x > 0 trigger1 = vel y < 0 || enemynear(var(58)),vel x < 0 trigger1 = enemynear(var(58)),movetype != H || enemynear(var(58)),statetype = L trigger1 = fvar(7) >= 100 ; Backjump trigger2 = vel x <= 0 trigger2 = vel x < 0 || fvar(7) >= 60 ;============================================================================================== ; AI Anti-Projectile ;============================================================================================== [State AI Projectile Jump] type = ChangeState value = 38 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = helper(18000),fvar(15) >= 1 || random <= ceil(1000*(helper(18000),fvar(15))) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = PlayerIdExist(helper(33333333),var(4)) triggerall = PlayerID(helper(33333333),var(4)), vel x != 0 triggerall = PlayerID(helper(33333333),var(4)), pos y >= -100 || PlayerID(helper(33333333),var(4)), vel y > 0 triggerall = PlayerID(helper(33333333),var(4)), movetype = A triggerall = cond(numhelper(33333333),helper(33333333), cond(1, var(20) := 1, 0), 0) triggerall = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0) triggerall = floor(5*random/1000.0) = 0 trigger1 = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0) trigger1 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)) / const(movement.yaccel))) [State AI Projectile Jump] type = ChangeState value = 38 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = helper(18000),fvar(15) >= 1 || random <= ceil(1000*(helper(18000),fvar(15))) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = PlayerIdExist(helper(33333333),var(4)) triggerall = PlayerID(helper(33333333),var(4)), vel x != 0 triggerall = PlayerID(helper(33333333),var(4)), pos y >= -100 || PlayerID(helper(33333333),var(4)), vel y > 0 triggerall = PlayerID(helper(33333333),var(4)), movetype = A triggerall = cond(numhelper(33333333),helper(33333333), cond(1, var(20) := 2, 0), 0) triggerall = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0) triggerall = floor(5*random/1000.0) = 1 trigger1 = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0) trigger1 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x ) = floor(abs(const(velocity.jump.y)) / const(movement.yaccel)) [State AI Slide] type = ChangeState value = 440 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = helper(18000),fvar(15) >= 1 || random <= ceil(1000*(helper(18000),fvar(15))) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = PlayerIdExist(helper(33333333),var(4)) triggerall = PlayerID(helper(33333333),var(4)), vel x != 0 triggerall = PlayerID(helper(33333333),var(4)), pos y >= -100 || PlayerID(helper(33333333),var(4)), vel y > 0 triggerall = PlayerID(helper(33333333),var(4)), movetype = A triggerall = cond(numhelper(33333333),helper(33333333), cond(1, var(20) := 3, 0), 0) triggerall = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0) triggerall = floor(5*random/1000.0) = 2 trigger1 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) > 1 trigger1 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) < 28 [State AI Fireball] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = helper(18000),fvar(15) >= 1 || random <= ceil(1000*(helper(18000),fvar(15))) triggerall = statetype != A triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = PlayerIdExist(helper(33333333),var(4)) triggerall = PlayerID(helper(33333333),var(4)), vel x != 0 triggerall = PlayerID(helper(33333333),var(4)), movetype = A triggerall = (((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) - const(size.ground.front) - PlayerID(helper(33333333),var(4)),const(size.ground.front)) / (PlayerId(helper(33333333),var(4)),vel x) >= 7 triggerall = cond(numhelper(33333333),helper(33333333), cond(1, var(20) := 4, 0), 0) triggerall = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0) triggerall = floor(5*random/1000.0) = 3 trigger1 = PlayerID(helper(33333333),var(4)), pos y >= -70 trigger1 = var(52):= 1000 || 1 trigger2 = PlayerID(helper(33333333),var(4)), pos y >= -40 trigger2 = var(52):= 1001 || 1 ;============================================================================================== ; AI Low Priority ;============================================================================================== ; Movement [State AI Back Dash (Oki)] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),statetype = L triggerall = enemynear(var(58)),facing != facing triggerall = random <= 500 trigger1 = fvar(7) < 0 trigger2 = fvar(7) = [-50,50] trigger2 = enemynear(var(58)),movetype != H trigger2 = (prevstateno = [1000,1999]) || (prevstateno = [200,499]) [State AI Run (Oki)] type = ChangeState value = 103 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [120,149]) triggerall = random >= 500 triggerall = fvar(7) >= 40 trigger1 = enemynear(var(58)),statetype = L trigger1 = enemynear(var(58)),stateno != 5120 [State AI Run (Opening)] type = ChangeState value = 102 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [120,149]) triggerall = enemynear(var(58)),ctrl = 0 triggerall = enemynear(var(58)),numproj <= 0 triggerall = !playeridexist(helper(33333333),var(4)) || (playeridexist(helper(33333333),var(4)) && (playerid(helper(33333333),var(4)),p2dist x <= -50 || playerid(helper(33333333),var(4)),p2dist y <= -100)) triggerall = fvar(7) >= 0 trigger1 = enemynear(var(58)),hitdefattr = SCA,NT trigger1 = fvar(7) >= 140 || enemynear(var(58)),time - abs(enemynear(var(58)),animtime) > 0 trigger2 = enemynear(var(58)),stateno != 0 trigger2 = enemynear(var(58)),stateno = helper(18000),var(58) trigger2 = helper(18000),var(0) >= 0 || helper(18000),var(5) > 0 || helper(18000),fvar(8) > 0 trigger3 = helper(18100),var(10) > 0 trigger4 = helper(18200),var(11) > 0 || helper(18200),var(12) > 0 [State AI Run] type = ChangeState value = 101 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [120,149]) triggerall = fvar(7) > 0 trigger1 = random <= floor(fvar(7)*0.1) trigger2 = enemynear(var(58)),vel x < -const(velocity.walk.fwd.x) trigger2 = random <= 10+floor(fvar(7)*0.15) trigger3 = fvar(7) >= 100 || enemynear(var(58)),vel x <= -const(velocity.run.fwd.x) trigger3 = random <= 50+floor(fvar(7)*0.2) [State AI Back Dash] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) triggerall = statetype != A triggerall = ctrl || (stateno = [20,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = backedgebodydist >= 60 triggerall = enemynear(var(58)),facing != facing triggerall = enemynear(var(58)),movetype != H || enemynear(var(58)),statetype = L || enemynear(var(58)),ctrl > 0 triggerall = enemynear(var(58)),movetype != A || helper(18000),var(0) < 0 || helper(18000),var(5) <= 0 || enemynear(var(58)),ctrl > 0 trigger1 = enemynear(var(58)),vel x >= 0 trigger1 = fvar(7) = [-10,150] trigger1 = random <= floor(50/(helper(18000),fvar(22))) trigger2 = enemynear(var(58)),vel x > 0 trigger2 = enemynear(var(58)),statetype = A || enemynear(var(58)),ctrl = 0 || random < 100 trigger2 = fvar(7) < 0 trigger2 = random <= 250 trigger3 = fvar(7) = [-30,120] trigger3 = fvar(8) >= const(size.head.pos.y) trigger3 = (prevstateno = [150,159]) || (prevstateno = [5000,5270]) trigger3 = random <= 500 [State -1, Random Backdash Aerial] type = ChangeState value = cond(random <= 500, 630, 600)+((random%2)*10) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = stateno = 105 triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) trigger1 = random <= 20 [State AI Walk] type = ChangeState value = 21 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(1000*fvar(12)) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) triggerall = enemynear(var(58)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) triggerall = statetype != A triggerall = stateno != [100,105] trigger1 = ctrl || (stateno = [120,149]) ; Blocking [State -1, AI Guard] type = ChangeState value = 120 triggerall = AILevel && RoundState = 2 triggerall = fvar(13) >= 1 || random <= ceil(1000*fvar(13)) triggerall = ctrl || (stateno = [21,29]) || (stateno = [100,104]) || (stateno = [120,149]) triggerall = enemynear(var(58)),hitdefattr != SCA,AT trigger1 = inguarddist || helper(15900),inguarddist || helper(15900),var(50) > 0 || helper(15900),var(52) > 0 ;============================================================================================== ; AI Misc. ;============================================================================================== [State -3, Taunt] type = ChangeState value = 195 triggerall = AILevel triggerall = statetype != A triggerall = roundstate = [2,3] triggerall = win || winko triggerall = time = [0,120] triggerall = stateno != [195,196] triggerall = prevstateno != [195,196] trigger1 = ctrl || (stateno = [21,29]) || (stateno = [120,149]) [State -1, AI Do Nothing] type = ChangeState value = 0 triggerall = AILevel && RoundState = 2 triggerall = ctrl trigger1 = statetype != A ;============================================================================================== ; End AI ;============================================================================================== ;--------------------------------------------------------------------------- ; Super Fireball [State -1, Fireball] type = ChangeState value = 3010 triggerall = !AILevel triggerall = NumHelper(3012) < 1 triggerall = command != "holddown" triggerall = command = "Super Fireball" triggerall = power>1000 trigger1 = statetype = S || statetype = A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 430) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ; Super Fireball [State -1, Fireball] type = ChangeState value = 3011 triggerall = !AILevel triggerall = NumHelper(3012) < 1 triggerall = command = "holddown" triggerall = command = "Super Fireball" triggerall = power>1000 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 430) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ; Super Tail Attack [State -1, Super Tail Attack] type = ChangeState value = 3000 triggerall = !AILevel triggerall = command = "Super Tail Attack" triggerall = power>1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 430) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ; Tail Attack [State -1, Tail Attack] type = ChangeState value = 1010 triggerall = !AILevel triggerall = command = "c" trigger1 = statetype = S || statetype = C || statetype = A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact && time > 2 trigger3 = (stateno = 210) && movecontact && time > 2 trigger4 = (stateno = 230) && movecontact && time > 2 trigger5 = (stateno = 240) && movecontact && time > 2 trigger6 = (stateno = 400) && movecontact && time > 2 trigger7 = (stateno = 410) && movecontact && time > 2 trigger8 = (stateno = 430) && movecontact && time > 2 trigger9 = (stateno = 440) && movecontact && time > 2 trigger10 = (stateno = 600) && movecontact && time > 2 trigger11 = (stateno = 610) && movecontact && time > 2 trigger12 = (stateno = 630) && movecontact && time > 2 trigger13 = (stateno = 640) && movecontact && time > 2 ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = !AILevel triggerall = command = "Throw" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact && time > 2 trigger3 = (stateno = 210) && movecontact && time > 2 trigger4 = (stateno = 230) && movecontact && time > 2 trigger5 = (stateno = 240) && movecontact && time > 2 trigger6 = (stateno = 400) && movecontact && time > 2 trigger7 = (stateno = 410) && movecontact && time > 2 trigger8 = (stateno = 430) && movecontact && time > 2 trigger9 = (stateno = 440) && movecontact && time > 2 ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !AILevel trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = !AILevel trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl trigger1 = Anim != 195 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !AILevel triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact ;--------------------------------------------------------------------------- ; Stand Strong Kick [State -1, Stand Strong Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !AILevel triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = !AILevel triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 430) && movecontact trigger4 = (stateno = 200) && movecontact trigger5 = (stateno = 210) && movecontact trigger6 = (stateno = 230) && movecontact trigger7 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Punch jump [State -1, Crouching Medium Punch jump] type = ChangeState value = 40 triggerall = !AILevel triggerall = command = "holdup" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 410) && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = !AILevel triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) || (stateno = 430) trigger4 = (time > 9) || movecontact ;--------------------------------------------------------------------------- ;Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = !AILevel triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) || (stateno = 430) trigger6 = (time > 2) || movecontact ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AILevel triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 trigger3 = movecontact trigger3 = stateno = 610 trigger4 = movecontact trigger4 = stateno = 630 ;--------------------------------------------------------------------------- ; Fireball [State -1, Fireball Down] type = ChangeState value = 1001 triggerall = !AILevel triggerall = NumHelper(1003) < 1 triggerall = command = "holddown" triggerall = command = "z" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Fireball [State -1, Fireball] type = ChangeState value = 1000 triggerall = !AILevel triggerall = NumHelper(1003) < 1 triggerall = command != "holddown" triggerall = command = "z" trigger1 = statetype = S || statetype = A trigger1 = ctrl
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