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Command List — Omegapsycho MK2 Template.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [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 = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 :-| FATALITY |----------------------------------------- [Command] name = "Fatality1" command = F,F,F,F time = 50 [Command] name = "Fatality2" command = B,B,B,B time = 50 [Command] name = "Surprise-" command = D,D,D,D time = 150 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Guarding" command = /z time = 1 [Command] name = "TripleKFPalm" command = ~x+a time = 14 [Command] name = "SmashKFUpper" command = ~a+z time = 14 [Command] name = "blocking" command = $F,x time = 5 [Command] name = "blocking" ;Same name as above (buttons in opposite order) command = x,$F time = 5 [Command] name = "upper_x" command = ~F,D,x time = 28 [Command] name = "upper_y" command = ~F,D,y time = 15 [Command] name = "upper_xy" command = ~F,D,x+y time = 18 [Command] name = "QCF_x" command = ~D,F,x time = 28 [Command] name = "QCF_y" command = ~D,F,y time = 15 [Command] name = "QCF_xy" command = ~D,F,x+y time = 18 [Command] name = "QCB_x" command = ~D,B,x time = 28 [Command] name = "QCB_y" command = ~D,B,y time = 15 [Command] name = "QCB_xy" command = ~D,B,x+y time = 18 [Command] name = "QCF_a" command = ~D,F,a time = 28 [Command] name = "QCF_b" command = ~D,F,b time = 15 [Command] name = "QCF_ab" command = ~D,F,a+b time = 18 [Command] name = "FF_ab" command = F, F, a+b time = 28 [Command] name = "FF_a" command = F, F, a time = 15 [Command] name = "FF_b" command = F, F, b time = 18 ;-| 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 = a+b+c+x+y+z+s+D+U+F+D time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b 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 = "start" 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 = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| AI |------------------------------------------------------ [StateDef -1] ;AI [State -1, AI] type = VarSet triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = AIlevel != 0 trigger1 = 1 var(50) = 1 ;============================================ ;------------------------------------------------------- [State -2, NO-FATALITY] type = Varset triggerall = 1 trigger1 = p2name = "MOTARO" || enemy,name = "MOTARO" trigger2 = p2name = "KINTARO-BOSS" || enemy,name = "KINTARO-BOSS" trigger3 = p2name = "SHAO KAHN-BOSS" || enemy,name = "SHAO KAHN-BOSS" trigger4 = enemy,AuthorName = "OMEGAPSYCHO-BOSS" trigger5 = enemy,AuthorName = "OMEGAPSYCHO-MKSecret" trigger6 = enemy,AuthorName = "OMEGAPSYCHO-MKBoss" v = 58 value = 0 ;FATALITY TIME [State 10000, 1] type = Helper triggerall = 1 triggerall = NumHelper(7000) = 0 triggerall = RoundState = 2 triggerall = p2statetype != A triggerall = P2Life <= 1 triggerall = P2StateNo != 49999 triggerall = RoundNo >1 triggerall = var(58) >= 1 triggerall = var(55) = 0 trigger1 = NumEnemy = 1 trigger1 = NumPartner = 0 ID = 7000 stateno = 7000 pos = 160, -140 postype = left helpertype = normal name = "FINISH_HIM_MODE" keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 ;FATALITY TIME (BACKUP) [State 10000, 2] type = Helper triggerall = 1 triggerall = NumHelper(7001) = 0 triggerall = RoundState = 2 triggerall = p2statetype != A triggerall = P2Life <= 1 triggerall = P2StateNo != 49999 triggerall = RoundNo >1 triggerall = var(58) >= 1 triggerall = var(55) = 0 trigger1 = NumEnemy = 1 trigger1 = NumPartner = 0 ID = 7001 stateno = 7001 pos = 160, -140 postype = left helpertype = normal name = "FINISH_HIM_MODE_BACKUP" keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 ; Guarding [State -1, Guarding] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = stateno != 120 triggerall = stateno != 140 triggerall = ctrl triggerall = command != "blocking" triggerall = command != "Surprise-" triggerall = statetype = S || statetype = C trigger1 = command = "Guarding" value = 120 ;============================================== ;STAND LOW PUNCH [State -1 STAND LOW PUNCH] type = ChangeState triggerall = RoundState = 2 triggerall = command = "x" triggerall = command != "Fatality1" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = command != "holddown" triggerall = statetype = S triggerall= p2bodydist x >=10 trigger1 = Ctrl ignorehitpause = 1 value = 200 ;STAND HIGH PUNCH [State -1 STAND HIGH PUNCH] type = ChangeState triggerall = RoundState = 2 triggerall = command = "y" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = command != "holddown" triggerall = statetype = S triggerall= p2bodydist x >=10 trigger1 = Ctrl ignorehitpause = 1 value = 204 ;UPPERCUT [State -1,UPPERCUT] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "y" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = command = "holddown" triggerall = statetype != A trigger1 = Ctrl ignorehitpause = 1 value = 210 ;STRONG PUNCH CLOSE [State -1, STRONG PUNCH CLOSE] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "y" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = command != "holddown" triggerall = statetype = S triggerall = p2bodydist x < 10 trigger1 = Ctrl ignorehitpause = 1 value = ifelse(p2statetype=A,204,240) ;JUMP PUNCH [State -1,JUMP PUNCH] type = ChangeState triggerall = RoundState = 2 triggerall = command = "x" || command = "y" triggerall = statetype = A trigger1 = Ctrl ignorehitpause = 1 value = 245 ;JUMP KICK NEUTRAL [State -1,JUMP KICK NEUTRAL] type = ChangeState triggerall = RoundState = 2 triggerall = Vel X = 0 triggerall = command = "a" || command = "b" triggerall = statetype = A trigger1 = Ctrl ignorehitpause = 1 value = 248 ;JUMP KICK [State -1,JUMP KICK] type = ChangeState triggerall = RoundState = 2 triggerall = Vel X > 0 || Vel X < 0 triggerall = command = "a" || command = "b" triggerall = statetype = A trigger1 = Ctrl ignorehitpause = 1 value = 250 ;LOW KICK NEUTRAL [State -1,LOW KICK NEUTRAL] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "a" triggerall = command != "blocking" triggerall = command != "holddown" triggerall = command != "holdback" triggerall = statetype = S triggerall = p2bodydist x >= 10 trigger1 = Ctrl ignorehitpause = 1 value = 254 ;HIGH KICK NEUTRAL [State -1,HIGH KICK NEUTRAL] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "b" triggerall = command != "holddown" triggerall = command != "holdback" triggerall = statetype = S triggerall = p2bodydist x >= 10 trigger1 = Ctrl ignorehitpause = 1 value = 255 ;CLOSE KICK for low kick [State -1,CLOSE KICK] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "a" triggerall = command != "blocking" triggerall = command != "holddown" triggerall = command != "holdback" triggerall = statetype = S triggerall = p2bodydist x < 10 trigger1 = Ctrl ignorehitpause = 1 value = ifelse(p2statetype=A,254,256) ;CLOSE KICK for High kick [State -1,CLOSE KICK] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "b" triggerall = command != "holddown" triggerall = command != "holdback" triggerall = statetype = S triggerall = p2bodydist x < 10 trigger1 = Ctrl ignorehitpause = 1 value = ifelse(p2statetype=A,255,256) ;CROUCH LOW PUNCH [State -1,CROUCH LOW PUNCH] type = ChangeState triggerall = RoundState = 2 triggerall = command = "x" triggerall = command != "Fatality1" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = command = "holddown" triggerall = statetype = C trigger1 = Ctrl ignorehitpause = 1 value = 257 ;CROUCH LOW KICK [State -1,CROUCH LOW KICK] type = ChangeState triggerall = RoundState = 2 triggerall = command = "a" triggerall = command != "blocking" triggerall = command = "holddown" triggerall = statetype = C trigger1 = Ctrl ignorehitpause = 1 value = 258 ;CROUCH HIGH KICK [State -1,CROUCH HIGH KICK] type = ChangeState triggerall = RoundState = 2 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype = C trigger1 = Ctrl ignorehitpause = 1 value = 259 ;LIEDOWN KICK [State -1,LIEDOWN KICK] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "a" triggerall = command != "blocking" triggerall = command = "holdback" triggerall = statetype = S trigger1 = Ctrl ignorehitpause = 1 value = 260 ;BACK STRONG KICK [State -1, BACK STRONG KICK] type = ChangeState triggerall = RoundState = 2 triggerall = command = "b" triggerall = command = "holdback" triggerall = statetype = S trigger1 = Ctrl ignorehitpause = 1 value = 270 ;THROW [State -1,THROW] type = ChangeState triggerall = RoundState = 2 triggerall = command = "x" triggerall = command != "Fatality1" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = statetype != A triggerall = p2bodydist x <= 10 trigger1 = Ctrl ignorehitpause = 1 value = 410 ;******************************************************** ;************************POWERS************************ ;******************************************************** ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1070 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "FF_ab" triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Knee [State -1, Light Kung Fu Knee] type = ChangeState value = 1050 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "FF_a" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "FF_b" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Fast Kung Fu Palm (1/3 super bar) [State -1, Fast Kung Fu Palm] type = ChangeState value = 1020 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_xy" triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Light Kung Fu Palm] type = ChangeState value = 1000 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_x" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_y" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) [State -1, Fast Kung Fu Upper] type = ChangeState value = 1120 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "upper_xy" triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Upper [State -1, Light Kung Fu Upper] type = ChangeState value = 1100 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "upper_x" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Upper [State -1, Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "upper_y" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1220 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCB_xy" triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1200 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCB_x" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCB_y" trigger1 = ctrl ;--------------------------------------------------------------------------- ;High Kung Fu Blocking (High) [State -1, High Kung Fu Blocking High] type = ChangeState value = 1300 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "blocking" triggerall = command != "holddown" trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 1310 || stateno = 1330 trigger2 = time > 0 ;--------------------------------------------------------------------------- ;High Kung Fu Blocking (Low) [State -1, High Kung Fu Blocking Low] type = ChangeState value = 1320 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "blocking" triggerall = command = "holddown" trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 1310 || stateno = 1330 trigger2 = time > 0 ;--------------------------------------------------------------------------- ;High Kung Fu Blocking (Air) [State -1, High Kung Fu Blocking Low] type = ChangeState value = 1340 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "blocking" triggerall = command != "holdup" triggerall = command != "holddown" trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 1350 trigger2 = time > 0 ;--------------------------------------------------------------------------- ;Far Kung Fu Zankou [State -1, Far Kung Fu Zankou] type = ChangeState value = 1420 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_ab" triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Zankou [State -1, Light Kung Fu Zankou] type = ChangeState value = 1400 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_a" trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Zankou [State -1, Strong Kung Fu Zankou] type = ChangeState value = 1410 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_b" trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3050 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "SmashKFUpper" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 ;From blocking ;--------------------------------------------------------------------------- ;Triple Kung Fu Palm (uses one super bar) [State -1, Triple Kung Fu Palm] type = ChangeState value = 3000 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "TripleKFPalm" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 ;From blocking ;***************************************************************************** ;****************************FATALITY************************************** ;***************************************************************************** ;FATALITY # 1 [State -1, FATALITY # 1] type = ChangeState triggerall = P2Dist X < 280 triggerall = var(55) >= 1 triggerall = RoundState = 2 triggerall = p2stateno = 49999 triggerall = p2stateno != [5050,5150] triggerall = command = "Fatality1" triggerall = statetype != A trigger1 = Ctrl trigger2 = stateno = 130 trigger3 = stateno = 131 ignorehitpause = 1 value = 600 ;FATALITY # 2 [State -1, FATALITY # 2] type = ChangeState triggerall = P2Dist X < 280 triggerall = var(55) >= 1 triggerall = RoundState = 2 triggerall = p2stateno = 49999 triggerall = p2stateno != [5050,5150] triggerall = command = "Fatality2" triggerall = statetype != A trigger1 = Ctrl trigger2 = stateno = 130 trigger3 = stateno = 131 trigger4 = stateno = 40 ignorehitpause = 1 value = 620 ;SURPRISE [State -1, SURPRISE] type = ChangeState triggerall = P2Dist X < 280 triggerall = var(55) >= 1 triggerall = RoundState = 2 triggerall = p2stateno = 49999 triggerall = p2stateno != [5050,5150] triggerall = command = "Surprise-" triggerall = statetype != A trigger1 = Ctrl trigger2 = stateno = 130 trigger3 = stateno = 131 ignorehitpause = 1 value = ifelse(random<230,700,729) ;**************************************************************************** ;**************************************************************************** ;************ AI *********************************************************** ;**************************************************************************** ;**************************************************************************** ; Guarding [State -1, Guarding] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = NumHelper(7000) = 0 triggeral = P2StateNo != 49999 triggerall = Movetype = I triggerall = p2Movetype != I || enemynear,movetype != I triggerall = p2Movetype = A || enemynear,movetype = A triggerall = p2Statetype != C triggerall = stateno != 120 triggerall = stateno != 131 triggerall = stateno != 140 triggerall = stateno != 25 triggerall = ctrl triggerall = statetype != A trigger1 = P2Dist X <200 trigger1 = p2movetype = A trigger1 = p2statetype = S trigger2 = enemy, NumProj >= 1 trigger2 = P2Dist X <=120 trigger2 = statetype = S trigger3 = P2Dist X <20 trigger3 = p2movetype = A trigger3 = p2statetype = S trigger4 = enemy, NumProj >= 1 trigger4 = Random <=500 trigger4 = P2Dist X >=100 trigger4 = statetype = S ignorehitpause = 1 value = 120 ; Crouch Guarding [State -1, Guarding] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = NumHelper(7000) = 0 triggeral = P2StateNo != 49999 triggerall = p2Movetype != I || enemynear,movetype != I triggerall = p2Movetype = A || enemynear,movetype = A triggerall = p2Statetype != S triggerall = stateno != 120 triggerall = stateno != 130 triggerall = stateno != 140 triggerall = stateno != 25 triggerall = ctrl triggerall = statetype != A trigger1 = P2Dist X <200 trigger1 = p2movetype = A trigger1 = p2statetype = C trigger2 = enemy, NumProj >= 1 trigger2 = P2Dist X <=120 trigger2 = statetype = C trigger3 = P2Dist X <20 trigger3 = p2movetype = A trigger3 = p2statetype = C trigger4 = enemy, NumProj >= 1 trigger4 = Random <=500 trigger4 = P2Dist X >=100 trigger4 = statetype = C ignorehitpause = 1 value = 131 ;JUMP [State -1,JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random < AILevel *12 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || stateno = [120,140] triggerall = stateno != 40 triggerall = stateno != 45 triggerall = stateno != 50 triggerall = stateno != 51 triggerall = stateno != 52 trigger1 = P2Dist X <200 trigger1 = P2statetype = A trigger1 = P2movetype = A trigger2 = enemy, NumProj >= 1 trigger2 = P2Dist X >100 ignorehitpause = 1 value = 40 [State -1,JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random < AILevel *9 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2movetype = A triggerall = enemynear,movetype = I triggerall = P2Dist X <200 triggerall = Ctrl || stateno = [120,140] trigger1 = enemynear,stateno = 40 trigger2 = enemynear,stateno = 45 trigger3 = enemynear,stateno = 50 trigger4 = enemynear,stateno = 51 trigger5 = enemynear,stateno = 52 ignorehitpause = 1 value = 40 [State -1,JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random < AILevel *9 triggerall = RoundState = 2 triggerall = statetype != A triggerall = P2movetype = A triggerall = enemynear,movetype = I triggerall = P2Dist X <200 triggerall = Ctrl || stateno = [120,140] trigger1 = stateno = 20 trigger1 = P2BodyDist X >= 130 trigger1 = Random < 150 trigger1 = enemy, numproj >= 1 trigger2 = stateno = 20 trigger2 = P2bodydist X <= 60 trigger2 = BackEdgeBodyDist <= 10 trigger2 = Random < 600 trigger2 = p2statetype = L trigger3 = stateno = 20 trigger3 = P2BodyDist X <= 100 trigger3 = Random < 50+(enemynear,hitdefattr=SCA,HT)*250 trigger3 = enemynear,hitdefattr = SCA,NT,ST,HT ignorehitpause = 1 value = 40 ;STAND 1,2,3, PUNCH [State -1 STAND LOW PUNCH] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = statetype = S triggerall = life>1 triggerall = p2bodydist x = [0,35] triggerall = p2statetype != L triggerall = p2statetype != C triggerall = P2movetype != A triggerall= Random < AILevel * 10 trigger1 = Ctrl || stateno = [120,140] ignorehitpause = 1 value = ifelse(random<=500,200,204) ;THROW AI [State -1,THROW] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2bodydist x <= 10 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = movetype = I triggerall = statetype = S triggerall = p2statetype != L triggerall = p2statetype != A triggerall = p2movetype != H trigger1 = Ctrl || stateno = [120,140] ignorehitpause = 1 value = 410 ;UPPERCUT [State -1,UPPERCUT] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *10 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2movetype != H triggerall = Ctrl || stateno = [120,140] triggerall = p2life>1 triggerall = stateno != [5100,5150] triggerall = p2stateno != [5100,5150] trigger1 = p2bodydist x = [0,30] trigger1 = p2statetype != C trigger1 = p2movetype = A trigger1 = statetype = C trigger2= p2statetype = A trigger2 = p2bodydist X <40 trigger2 = p2bodydist Y >-120 trigger2 = enemynear,Vel X >0 trigger3 = p2statetype = A trigger3 = p2bodydist X <40 trigger3 = p2bodydist Y >-140 trigger3 = enemynear,Vel X >0 trigger4 = p2statetype = A trigger4 = p2bodydist X <40 trigger4 = enemynear,Vel X <=0 trigger5 = P2Dist X <20 trigger5 = p2stateno = 345 ignorehitpause = 1 value = 210 ;CLOSE ATTACK [State -1,CLOSE ATTACK ] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = command != "holddown" triggerall = statetype = S triggerall = p2statetype = S triggerall = p2life>1 triggerall = p2statetype != L triggerall = stateno != [5100,5150] triggerall = P2stateno != [5100,5150] triggerall = p2bodydist x <= 10 trigger1= Ctrl trigger1 = P2stateno = [120,140] trigger2 = Ctrl trigger2 = enemynear,Vel X = 0 trigger2 = p2movetype != A trigger3 = Ctrl trigger3 = enemynear,Vel X < 0 trigger3 = p2movetype = I trigger4 = Ctrl trigger4 = p2movetype = A trigger4 = enemynear,hitdefattr = SCA,SA,SP,HA,HP trigger5 = stateno = [120,140] trigger5 = p2movetype = I ignorehitpause = 1 value = ifelse(random<=500,240,256) ;JUMP PUNCH [State -1,JUMP PUNCH] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = Vel X !=0 triggerall = p2dist x = [0,100] triggerall = statetype = A || Stateno = 50 triggerall = p2Statetype = A trigger1 = Ctrl ignorehitpause = 1 value = 245 ;JUMP KICK [State -1,JUMP KICK] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = Vel X !=0 triggerall = Random < AILevel *12 triggerall = p2dist x <300 triggerall = statetype = A || Stateno = 50 triggerall = p2Statetype != A trigger1= Ctrl ignorehitpause = 1 value = 250 ;JUMP KICK NEUTRAL [State -1,JUMP KICK NEUTRAL] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = Vel X = 0 triggerall = p2dist x = [0,70] triggerall = statetype = A || Stateno = 50 triggerall = p2Statetype = A trigger1 = Ctrl ignorehitpause = 1 value = 248 ;LIEDOWN KICK [State -1,LIEDOWN KICK] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = statetype != A triggerall = Ctrl || stateno = [120,140] triggerall = p2bodydist x = [0,100] trigger1 = p2statetype = S trigger1 = p2movetype = H trigger2 = p2statetype =S trigger2 = p2stateno = [120,140] trigger3 = p2statetype = S trigger3 = p2movetype = A trigger3 = enemynear,hitdefattr = SCA,NP,SP trigger4 = p2statetype = S trigger4= enemynear,Vel X <0 trigger4 = p2movetype = I trigger5 = p2statetype = S trigger5 = p2movetype = I trigger5 = movetype = I trigger5 = Random >800 ignorehitpause = 1 value = 260 ;LOW KICK NEUTRAL [State -1,LOW KICK NEUTRAL] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = Random < AILevel *10 triggerall = RoundState = 2 triggerall = statetype = S triggerall = p2bodydist x >= 10 triggerall = Ctrl || stateno = [120,140] triggerall = p2statetype != L triggerall = p2bodydist x = [0,60] triggerall = movetype = I trigger1 = p2movetype = I trigger1 = p2statetype != A trigger1 = Random <300 trigger2 = enemynear, Stateno = [5030,5050] trigger2 = enemynear, Pos y >-120 trigger3 = p2statetype = A trigger3 = p2movetype != A trigger3 = enemynear, Vel x = 0 trigger3 = enemynear, Pos y >-120 ignorehitpause = 1 value = 254 ;HIGH KICK NEUTRAL [State -1,HIGH KICK NEUTRAL] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = Random < AILevel *10 triggerall = RoundState = 2 triggerall = statetype = S triggerall = p2bodydist x >= 10 triggerall = Ctrl || stateno = [120,140] triggerall = p2statetype != L triggerall = p2statetype != A triggerall = p2bodydist x = [0,70] triggerall = movetype = I trigger1 = p2movetype = I trigger1 = p2statetype != A trigger1 = Random >700 trigger2 = enemynear, Stateno = [5030,5050] trigger2 = enemynear, Pos y <=-120 trigger2 = Random >700 trigger3 = p2statetype = A trigger3 = p2movetype = A trigger3 = enemynear, Vel x = 0 trigger3 = enemynear, Pos y <=-120 trigger3 = Random >700 ignorehitpause = 1 value = 255 ;BACK STRONG KICK [State -1, BACK STRONG KICK] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = Random < AILevel *10 triggerall = RoundState = 2 triggerall = statetype = S triggerall = p2bodydist x >= 10 triggerall = Ctrl || stateno = [120,140] triggerall = p2statetype != L triggerall = p2statetype != A triggerall = p2bodydist x = [0,70] triggerall = movetype = I trigger1 = p2movetype = I trigger1 = p2statetype != A trigger1 = Random = [400,700] trigger2 = enemynear, Stateno = [5030,5050] trigger2 = enemynear, Pos y <=-120 trigger2 = Random <400 trigger3 = p2statetype = A trigger3 = p2movetype = A trigger3 = enemynear, Vel x = 0 trigger3 = enemynear, Pos y <=-120 trigger3 = Random <400 ignorehitpause = 1 value = 270 ;*************************SP. COMMANDS******************************* ;LIEDOWN KICK & LOW NEUTRAL KICK & CROUCH LOW KICK [State -1,LIEDOWN KICK] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = p2life>1 triggerall = stateno != [5100,5150] triggerall = RoundState = 2 triggerall = random = [600,999] triggerall = statetype != A triggerall = statetype != L triggerall = p2statetype != L triggerall = p2movetype != H triggerall = p2dist X = [-40,60] trigger1 = ctrl ignorehitpause = 1 value = ifelse(random<=600,260,ifelse(random>600,254,259)) ;JUMP ATTACK 1 [State -1,JUMP KICK] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random =[0,700] triggerall = RoundState = 2 triggerall = Vel X > 0 || Vel X < 0 triggerall = statetype = A triggerall = movetype = I triggerall = P2Dist X <150 triggerall = enemy, NumProj <= 0 trigger1 = ctrl ignorehitpause = 1 value = ifelse(random<=800,250,245) ;JUMP ATTACK 2 [State -1,JUMP KICK] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random =[300,999] triggerall = RoundState = 2 triggerall = Vel X > 0 triggerall = statetype = A triggerall = movetype = I triggerall = P2Dist X <170 triggerall = enemy, NumProj >= 1 trigger1 = ctrl ignorehitpause = 1 value = ifelse(random<=800,250,245) ;JUMP ATTACK NEUTRAL 2 [State -1,JUMP ATTACK] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random =[200,999] triggerall = RoundState = 2 triggerall = Vel X = 0 triggerall = statetype = A triggerall = P2statetype = A triggerall = Enemynear,statetype = A triggerall = movetype = I triggerall = P2Dist X <70 trigger1 = ctrl ignorehitpause = 1 value = 248 ;**************************************************************************** ;***************************A.I. POWERS************************************* ;**************************************************************************** ;LOW & HIGH GREEN BOLT [State -1,LOW & HIGH GREEN BOLT] type = ChangeState triggerall = var(50) = 1 triggerall = NumprojID(501)= 0 triggerall = NumHelper(501)= 0 triggerall = NumHelper(502)= 0 triggerall = NumprojID(511)= 0 triggerall = NumHelper(511)= 0 triggerall = NumHelper(512)= 0 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype != A triggerall = statetype != L triggerall = stateno != [500,515] trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype = A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = ifelse(random<=1050,1050,1060) ;LOW & HIGH GREEN BOLT [State -1,LOW & HIGH GREEN BOLT] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = NumprojID(501)= 0 triggerall = NumHelper(501)= 0 triggerall = NumHelper(502)= 0 triggerall = NumprojID(511)= 0 triggerall = NumHelper(511)= 0 triggerall = NumHelper(512)= 0 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype != A triggerall = statetype != L triggerall = stateno != [500,515] trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype = A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = 1070 ;SHADOW KICK [State -1,SHADOW KICK] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = life>1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = statetype != L triggerall = p2statetype != L triggerall = enemy, NumProj = 0 trigger1 = Ctrl trigger1 = enemynear,vel x <0 trigger1 = p2bodydist X <100 trigger1 = p2statetype != C trigger2 = Ctrl trigger2 = P2stateno = [123456,123458] trigger3 = Ctrl trigger3 = p2bodydist X <120 trigger3 = p2stateno = [5020,5045] trigger4 = p2movetype = I trigger4 = Ctrl || stateno = [120,140] trigger4 = random <= 300 trigger4 = p2bodydist X >100 trigger4 = p2bodydist X <150 ignorehitpause = 1 value =ifelse(random<=1000,1000,1010) ;SHADOW KICK [State -1,SHADOW KICK] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = life>1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = statetype != L triggerall = p2statetype != L triggerall = enemy, NumProj = 0 trigger1 = Ctrl trigger1 = enemynear,vel x <0 trigger1 = p2bodydist X <100 trigger1 = p2statetype != C trigger2 = Ctrl trigger2 = P2stateno = [123456,123458] trigger3 = Ctrl trigger3 = p2bodydist X <120 trigger3 = p2stateno = [5020,5045] trigger4 = p2movetype = I trigger4 = Ctrl || stateno = [120,140] trigger4 = random <= 300 trigger4 = p2bodydist X >100 trigger4 = p2bodydist X <150 ignorehitpause = 1 value =1020 ;BALL BREAKER [State -1, BALL BREAKER] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = p2Stateno != 522 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = P2Name != "GORO" triggerall = P2Name != "KINTARO" triggerall = P2Name != "MOTARO" triggerall = P2Name != "SHAO KAHN" triggerall = P2Name != "JOHNNY CAGE MK1" triggerall = var(4) = 0 triggerall = life>1 triggerall = statetype != L triggerall = stateno != [5100,5150] triggerall = stateno != 340 triggerall = statetype != A triggerall = movetype != H triggerall = p2movetype != H trigger1 = P2Dist X <40 trigger1 = BackEdgeDist < 60 trigger1 = Ctrl || stateno = [120,140] value = ifelse(random<=1100,1100,1110) ;BALL BREAKER [State -1, BALL BREAKER] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = p2Stateno != 522 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = P2Name != "GORO" triggerall = P2Name != "KINTARO" triggerall = P2Name != "MOTARO" triggerall = P2Name != "SHAO KAHN" triggerall = P2Name != "JOHNNY CAGE MK1" triggerall = var(4) = 0 triggerall = life>1 triggerall = statetype != L triggerall = stateno != [5100,5150] triggerall = stateno != 340 triggerall = statetype != A triggerall = movetype != H triggerall = p2movetype != H trigger1 = P2Dist X <40 trigger1 = BackEdgeDist < 60 trigger1 = Ctrl || stateno = [120,140] value = 1120 ;SHADOW UPPERCUT [State -1, SHADOW UPPERCUT] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = life>1 triggerall = statetype != L triggerall = stateno != [5100,5150] triggerall = statetype != A triggerall = movetype != H triggerall = p2movetype != H triggerall = enemynear,vel x >0 trigger1 = Ctrl trigger1 = enemynear,pos y <-100 trigger1 = p2bodydist X > 100 trigger1 = p2bodydist X < 200 trigger1 = p2statetype = A trigger2 = P2Dist X <150 trigger2 = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger3 = Ctrl trigger3 = p2bodydist Y <-130 trigger3 = p2stateno = [5020,5045] trigger4 = P2Dist X <60 trigger4 = Ctrl || stateno = [120,140] value = ifelse(random<=1200,1200,1210) ;SHADOW UPPERCUT [State -1, SHADOW UPPERCUT] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = life>1 triggerall = statetype != L triggerall = stateno != [5100,5150] triggerall = statetype != A triggerall = movetype != H triggerall = p2movetype != H triggerall = enemynear,vel x >0 trigger1 = Ctrl trigger1 = enemynear,pos y <-100 trigger1 = p2bodydist X > 100 trigger1 = p2bodydist X < 200 trigger1 = p2statetype = A trigger2 = P2Dist X <150 trigger2 = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger3 = Ctrl trigger3 = p2bodydist Y <-130 trigger3 = p2stateno = [5020,5045] trigger4 = P2Dist X <60 trigger4 = Ctrl || stateno = [120,140] value = 1220 ;LOW & HIGH GREEN BOLT [State -1,LOW & HIGH GREEN BOLT] type = ChangeState triggerall = var(50) = 1 triggerall = NumprojID(501)= 0 triggerall = NumHelper(501)= 0 triggerall = NumHelper(502)= 0 triggerall = NumprojID(511)= 0 triggerall = NumHelper(511)= 0 triggerall = NumHelper(512)= 0 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype != A triggerall = statetype != L triggerall = stateno != [500,515] trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype = A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = ifelse(random<=1300,1300,1320) ;LOW & HIGH GREEN BOLT [State -1,LOW & HIGH GREEN BOLT] type = ChangeState triggerall = var(50) = 1 triggerall = NumprojID(501)= 0 triggerall = NumHelper(501)= 0 triggerall = NumHelper(502)= 0 triggerall = NumprojID(511)= 0 triggerall = NumHelper(511)= 0 triggerall = NumHelper(512)= 0 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype = A triggerall = statetype != L triggerall = stateno != [500,515] trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype = A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = 1340 ;SHADOW KICK [State -1,SHADOW KICK] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = life>1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = statetype != L triggerall = p2statetype != L triggerall = enemy, NumProj = 0 trigger1 = Ctrl trigger1 = enemynear,vel x <0 trigger1 = p2bodydist X <100 trigger1 = p2statetype != C trigger2 = Ctrl trigger2 = P2stateno = [123456,123458] trigger3 = Ctrl trigger3 = p2bodydist X <120 trigger3 = p2stateno = [5020,5045] trigger4 = p2movetype = I trigger4 = Ctrl || stateno = [120,140] trigger4 = random <= 300 trigger4 = p2bodydist X >100 trigger4 = p2bodydist X <150 ignorehitpause = 1 value =ifelse(random<=1400,1400,1410) ;SHADOW KICK [State -1,SHADOW KICK] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = life>1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = statetype != L triggerall = p2statetype != L triggerall = enemy, NumProj = 0 trigger1 = Ctrl trigger1 = enemynear,vel x <0 trigger1 = p2bodydist X <100 trigger1 = p2statetype != C trigger2 = Ctrl trigger2 = P2stateno = [123456,123458] trigger3 = Ctrl trigger3 = p2bodydist X <120 trigger3 = p2stateno = [5020,5045] trigger4 = p2movetype = I trigger4 = Ctrl || stateno = [120,140] trigger4 = random <= 300 trigger4 = p2bodydist X >100 trigger4 = p2bodydist X <150 ignorehitpause = 1 value =1420 ;BALL BREAKER [State -1, BALL BREAKER] type = ChangeState triggerall = power >= 1000 triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = p2Stateno != 522 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = P2Name != "GORO" triggerall = P2Name != "KINTARO" triggerall = P2Name != "MOTARO" triggerall = P2Name != "SHAO KAHN" triggerall = P2Name != "JOHNNY CAGE MK1" triggerall = var(4) = 0 triggerall = life>1 triggerall = statetype != L triggerall = stateno != [5100,5150] triggerall = stateno != 340 triggerall = statetype != A triggerall = movetype != H triggerall = p2movetype != H trigger1 = P2Dist X <40 trigger1 = BackEdgeDist < 60 trigger1 = Ctrl || stateno = [120,140] value = 3000 ;SHADOW UPPERCUT [State -1, SHADOW UPPERCUT] type = ChangeState triggerall = power >= 1000 triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = life>1 triggerall = statetype != L triggerall = stateno != [5100,5150] triggerall = statetype != A triggerall = movetype != H triggerall = p2movetype != H triggerall = enemynear,vel x >0 trigger1 = Ctrl trigger1 = enemynear,pos y <-100 trigger1 = p2bodydist X > 100 trigger1 = p2bodydist X < 200 trigger1 = p2statetype = A trigger2 = P2Dist X <150 trigger2 = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger3 = Ctrl trigger3 = p2bodydist Y <-130 trigger3 = p2stateno = [5020,5045] trigger4 = P2Dist X <60 trigger4 = Ctrl || stateno = [120,140] value = 3050 ;***************************************************************************** ;****************************FATALITY************************************** ;***************************************************************************** ;FATALITY [State -1, FATALITY] type = ChangeState triggerall = P2Dist X < 250 triggerall = var(50) = 1 triggerall = var(55) >= 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *10 triggerall = RoundState = 2 triggerall = statetype != A triggerall = movetype = I triggerall = enemynear,stateno = 49999 || p2stateno = 49999 triggerall = p2stateno != [5050,5150] trigger1 = Ctrl value = ifelse(random<=500,600, 620)
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