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Command List — clippy.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| 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 = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.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 ;-| 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 ;-| Hold Button |---------------------------------------------------------- ; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these ; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir ; commands at the very top of your CMD list, as demonstrated here. ; In this version of the AI code, these commands are only used by the XOR ; method, and thus are optional. But there remains a possibility that a ; future version of the helper method might be helped by having these ; commands placed here, and Anim 74140108 would then be used to indicate ; that a partner character has a compatible CMD. [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;--- None of your own command definitions should be above this line. --- ;-| CPU |-------------------------------------------------------------- ; Note that if you make any changes to the basic one-button or recovery ; commands, you'll need to make the same changes to their matching commands here ; and/or in the XOR VarSet controller. That includes things like, for example: ; * changing the recovery command to use a different combination of buttons. ; * renaming the b button command as "d", or the start button command as "s". ; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y". ; * having more than one way to trigger the same command name. ; If you understand how the XOR method works, the proper changes should be obvious. ; If you don't understand it, then simply disable the lines in the XOR VarSet ; controller that correspond to the commands you've altered. [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "QCF_2P" command = ~D, DF, F, x+y [Command] name = "QCF_2P" command = ~D, DF, F, y+z [Command] name = "QCF_2P" command = ~D, DF, F, x+y [Command] name = "QCB_2P" command = ~D, DB, B, x+y [Command] name = "QCB_2P" command = ~D, DB, B, y+z [Command] name = "QCB_2P" command = ~D, DB, B, x+y ; [Command] name = "QCF_2K" command = ~D, DF, F, a+b [Command] name = "QCF_2K" command = ~D, DF, F, b+c [Command] name = "QCF_2K" command = ~D, DF, F, a+c [Command] name = "QCB_2K" command = ~D, DB, B, a+b [Command] name = "QCB_2K" command = ~D, DB, B, b+c [Command] name = "QCB_2K" command = ~D, DB, B, a+c [Command] name = "SGS" command = ~x, x, F, a, z time = 35 ;-| Special Motions |------------------------------------------------------ [Command] name = "HCB_x" command = ~F, D, B, x [Command] name = "HCB_x" command = ~F, DF, D, DB, B, x [Command] name = "HCB_y" command = ~F, D, B, y [Command] name = "HCB_y" command = ~F, DF, D, DB, B, y [Command] name = "HCF_x" command = ~B, D, F, x [Command] name = "HCF_x" command = ~B, DB, D, DF, F, x [Command] name = "HCF_y" command = ~B, D, F, y [Command] name = "HCF_y" command = ~B, DB, D, DF, F, y [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_z" command = ~F, D, DF, z [Command] name = "rupper_x" command = ~B, D, DB, x [Command] name = "rupper_y" command = ~B, D, DB, y [Command] name = "rupper_z" command = ~B, D, DB, z [Command] name = "upper_a" command = ~F, D, DF, a [Command] name = "upper_b" command = ~F, D, DF, b [Command] name = "upper_c" command = ~F, D, DF, c [Command] name = "rupper_a" command = ~B, D, DB, a [Command] name = "rupper_b" command = ~B, D, DB, b [Command] name = "rupper_c" command = ~B, D, DB, c [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "HCB_a" command = ~F, D, B, a [Command] name = "HCB_a" command = ~F, DF, D, DB, B, a [Command] name = "HCB_b" command = ~F, D, B, b [Command] name = "HCB_b" command = ~F, DF, D, DB, B, b [Command] name = "HCB_c" command = ~F, D, B, c [Command] name = "HCB_c" command = ~F, DF, D, DB, B, c [Command] name = "HCF_a" command = ~B, D, F, a [Command] name = "HCF_a" command = ~B, DB, D, DF, F, a [Command] name = "HCF_b" command = ~B, D, F, b [Command] name = "HCF_b" command = ~B, DB, D, DF, F, b [Command] name = "HCF_c" command = ~B, D, F, c [Command] name = "HCF_c" command = ~B, DB, D, DF, F, c [Command] name = "360_x" command = ~$F, $D, $B, $U, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$D, $B, $U, $F, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$B, $U, $F, $D, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$U, $F, $D, $B, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$B, $D, $F, $U, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$D, $F, $U, $B, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$F, $U, $B, $D, x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$U, $B, $D, $F, x time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$F, $D, $B, $U, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$D, $B, $U, $F, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$B, $U, $F, $D, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$U, $F, $D, $B, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$B, $D, $F, $U, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$D, $F, $U, $B, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$F, $U, $B, $D, y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$U, $B, $D, $F, y time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$F, $D, $B, $U, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$D, $B, $U, $F, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$B, $U, $F, $D, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$U, $F, $D, $B, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$B, $D, $F, $U, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$D, $F, $U, $B, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$F, $U, $B, $D, z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$U, $B, $D, $F, z time = 15 buffer.time = 3 ;-| N.Edge Special Motions |------------------------------------------------------ [Command] name = "HCB_x" command = ~F, D, B, ~x [Command] name = "HCB_x" command = ~F, DF, D, DB, B, ~x [Command] name = "HCB_y" command = ~F, D, B, ~y [Command] name = "HCB_y" command = ~F, DF, D, DB, B, ~y [Command] name = "HCF_x" command = ~B, D, F, ~x [Command] name = "HCF_x" command = ~B, DB, D, DF, F, ~x [Command] name = "HCF_y" command = ~B, D, F, ~y [Command] name = "HCF_y" command = ~B, DB, D, DF, F, ~y [Command] name = "upper_x" command = ~F, D, DF, ~x [Command] name = "upper_y" command = ~F, D, DF, ~y [Command] name = "upper_z" command = ~F, D, DF, ~z [Command] name = "rupper_x" command = ~B, D, DB, ~x [Command] name = "rupper_y" command = ~B, D, DB, ~y [Command] name = "rupper_z" command = ~B, D, DB, ~z [Command] name = "upper_a" command = ~F, D, DF, ~a [Command] name = "upper_b" command = ~F, D, DF, ~b [Command] name = "upper_c" command = ~F, D, DF, ~c [Command] name = "rupper_a" command = ~B, D, DB, ~a [Command] name = "rupper_b" command = ~B, D, DB, ~b [Command] name = "rupper_c" command = ~B, D, DB, ~c [Command] name = "QCF_x" command = ~D, DF, F, ~x [Command] name = "QCF_y" command = ~D, DF, F, ~y [Command] name = "QCF_z" command = ~D, DF, F, ~z [Command] name = "QCB_x" command = ~D, DB, B, ~x [Command] name = "QCB_y" command = ~D, DB, B, ~y [Command] name = "QCB_z" command = ~D, DB, B, ~z [Command] name = "QCF_a" command = ~D, DF, F, ~a [Command] name = "QCF_b" command = ~D, DF, F, ~b [Command] name = "QCF_c" command = ~D, DF, F, ~c [Command] name = "QCB_a" command = ~D, DB, B, ~a [Command] name = "QCB_b" command = ~D, DB, B, ~b [Command] name = "QCB_c" command = ~D, DB, B, ~c [Command] name = "HCB_a" command = ~F, D, B, ~a [Command] name = "HCB_a" command = ~F, DF, D, DB, B, ~a [Command] name = "HCB_b" command = ~F, D, B, ~b [Command] name = "HCB_b" command = ~F, DF, D, DB, B, ~b [Command] name = "HCB_c" command = ~F, D, B, ~c [Command] name = "HCB_c" command = ~F, DF, D, DB, B, ~c [Command] name = "HCF_a" command = ~B, D, F, ~a [Command] name = "HCF_a" command = ~B, DB, D, DF, F, ~a [Command] name = "HCF_b" command = ~B, D, F, ~b [Command] name = "HCF_b" command = ~B, DB, D, DF, F, ~b [Command] name = "HCF_c" command = ~B, D, F, ~c [Command] name = "HCF_c" command = ~B, DB, D, DF, F, ~c [Command] name = "360_x" command = ~$F, $D, $B, $U, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$D, $B, $U, $F, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$B, $U, $F, $D, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$U, $F, $D, $B, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$B, $D, $F, $U, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$D, $F, $U, $B, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$F, $U, $B, $D, ~x time = 15 buffer.time = 3 [Command] name = "360_x" command = ~$U, $B, $D, $F, ~x time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$F, $D, $B, $U, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$D, $B, $U, $F, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$B, $U, $F, $D, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$U, $F, $D, $B, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$B, $D, $F, $U, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$D, $F, $U, $B, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$F, $U, $B, $D, ~y time = 15 buffer.time = 3 [Command] name = "360_y" command = ~$U, $B, $D, $F, ~y time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$F, $D, $B, $U, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$D, $B, $U, $F, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$B, $U, $F, $D, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$U, $F, $D, $B, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$B, $D, $F, $U, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$D, $F, $U, $B, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$F, $U, $B, $D, ~z time = 15 buffer.time = 3 [Command] name = "360_z" command = ~$U, $B, $D, $F, ~z time = 15 buffer.time = 3 ;-| 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 [Command] name = "TapUp" ;Required (do not remove) command = $U [Command] name = "SupahJump" ;command = ~$D, $U command = ~$D, $U time = 5 buffer.time = 2 [Command] name = "ChargedSupahJump" ;command = ~$D, $U command = ~12$D, $U time = 5 buffer.time = 2 [Command] name = "upper_what" command = ~15$D, $U, x time = 10 [Command] name = "upper_what" command = ~15$D, $U, y time = 10 [Command] name = "upper_what" command = ~15$D, $U, z time = 10 [Command] name = "upper_what" command = ~15$D, $U, a time = 10 [Command] name = "upper_what" command = ~15$D, $U, b time = 10 [Command] name = "upper_what" command = ~15$D, $U, c time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "lplk" command = x+a time = 1 [Command] name = "hphk" command = z+c time = 1 [Command] name = "3Punch" command = x+y+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ; The main purpose of having these next two controllers here at the top of ; StateDef -1 is to make sure the AI helper never changes to a different state, ; nor encounters any VarSets within State -1. ; But they also improve efficiency by preventing Mugen from wasting time ; processing the entire State -1 for the helper. [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(9) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) ;trigger2 = anim != 200 ;trigger2 = anim != 210 ;trigger2 = anim != 220 ;trigger2 = anim != 230 ;trigger2 = anim != 240 ;trigger2 = anim != 250 trigger2 = time;movecontact trigger3 = stateno = 100 trigger4 = stateno = 730 trigger4 = animelemtime(6) > 0 trigger4 = movehit trigger5 = stateno = 40 trigger5 = animtime != 0 var(9) = 1 ; AI-related stuff starts here [State AI, RESET] type = VarSet trigger1 = fvar(35)=0 trigger2 = random >= (fvar(35)-8)*2 var(52) = 0 ignorehitpause = 1 ; NORMAL AI [State AI, Consider backing off] type = VarSet triggerall = roundstate = 2 triggerall = fvar(35) triggerall = var(52) = 0 || random < 80+fvar(35) triggerall = random < 200 + (123*(prevstateno = 440 && (p2stateno=[5070,5100]) ) ) triggerall = numenemy triggerall = (p2stateno = [5110,5130]) || ((enemynear,time <= 10) && (enemynear,prevstateno = 5120)) triggerall = p2bodydist x <= 40 trigger1 = stateno != 40 trigger1 = ctrl var(52) = ifelse(backedgebodydist <= 60, 1120, ifelse(random<500&&(helper(10003),var(30)|| fvar(35)<=4.0),43,ifelse(random<500,1100,105)) ) ignorehitpause = 1 [State AI, Consider S.A] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),17-(9*movecontact)] triggerall = p2dist y >= ifelse(p2bodydist x<=15,-20,-20) - (enemynear,vel y*5) ;triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= ifelse(p2bodydist x<=15,-20,-20) triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0 ;trigger2 = stateno = 200 ;trigger2 = (movecontact) var(52) = 230 ignorehitpause = 1 [State AI, Consider C.Y] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 100) triggerall = p2stateno != [5080,5130] triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),20-(9*movecontact)] triggerall = p2dist y >= -60 - (enemynear,vel y*3) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -45 triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact) var(52) = 410 ignorehitpause = 1 [State AI, Consider C.A] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),40-(9*movecontact)] triggerall = p2dist y >= -10 - (enemynear,vel y*3) triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0 ;trigger2 = stateno = 200 || stateno = 400 ;trigger2 = (movecontact) var(52) = 430 ignorehitpause = 1 [State AI, Consider S.X] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),40-(9*movecontact)] triggerall = p2dist y >= ifelse(p2bodydist x<=15,-60,-85) - (enemynear,vel y*2) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50 triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 trigger2 = (movecontact) trigger2 = prevstateno != 200 var(52) = 200 ignorehitpause = 1 [State AI, Consider C.X] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 150) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),40-(2*movecontact)] triggerall = p2dist y >= -65 - (enemynear,vel y*5) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -25 triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(10) && ctrl&& fvar(35)<=4.0 var(52) = 400 ignorehitpause = 1 [State AI, Consider S.B] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 32) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),50-(9*movecontact)] triggerall = p2dist y >= ifelse(p2bodydist x<=15,-70,-60) - (enemynear,vel y*7) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -15 triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact) var(52) = 240 ignorehitpause = 1 [State AI, Consider S.Y] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),50-(9*movecontact)] triggerall = p2dist y >= ifelse(p2bodydist x<=15,-60,-70) - (enemynear,vel y*7) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -40 triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact) var(52) = 210 ignorehitpause = 1 [State AI, Consider S.Z] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 32) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),60-(9*movecontact)] triggerall = p2dist y >= ifelse(p2bodydist x<=15,-45,-55) - (enemynear,vel y*12) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -33 triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact) var(52) = 220 ignorehitpause = 1 [State AI, Consider C.C] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 32) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),72-(9*movecontact)] triggerall = p2dist y >= -15 - (enemynear,vel y*8) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= ifelse(p2bodydist x<=15,-10,-10) triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact) var(52) = 450 ignorehitpause = 1 [State AI, Consider C.B] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 100) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),80-(9*movecontact)] triggerall = p2dist y >= -10 - (enemynear,vel y*5) triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact) var(52) = 440 ignorehitpause = 1 [State AI, Consider S.C] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),80-(9*movecontact)] triggerall = p2dist y >= ifelse(p2bodydist x<=15,-40,-40) - (enemynear,vel y*9) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50 triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 || (stateno = 220 && anim = 221) trigger2 = (movecontact) var(52) = 250 ignorehitpause = 1 [State AI, Consider C.Z] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+(fvar(35)*2) triggerall = fvar(35) triggerall = random < (0.8*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 32) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-8),80-(9*movecontact)] triggerall = p2dist y >= -44 - (enemynear,vel y*5) triggerall = statetype != A triggerall = helper(10003),var(8)=0 || fvar(35)>4.0 triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 88 || p2movetype = H trigger1 = ctrl || stateno = 100|| helper(10003),var(11) && ctrl&& fvar(35)<=4.0 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact) var(52) = 420 ignorehitpause = 1 [State AI, J.X] type = Varset triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = fvar(35) triggerall = p2bodydist x = [-20+(vel x*6)+(enemynear,vel x*6),40+(vel x*6)+(enemynear,vel x*6)] triggerall = p2dist y >= -65 + (vel y*6) ; - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50 + (vel y*6); - (enemynear,vel y*6) triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = ctrl || stateno = 110 var(52) = 600 ignorehitpause = 1 [State AI, J.Y] type = Varset triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = fvar(35) triggerall = p2bodydist x = [-20+(vel x*6)+(enemynear,vel x*6),40+(vel x*6)+(enemynear,vel x*6)] triggerall = p2dist y >= -85 + (vel y*6) ; - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50 + (vel y*6); - (enemynear,vel y*6) triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = ctrl || stateno = 110 trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact var(52) = 610 ignorehitpause = 1 [State AI, J.Z] type = Varset triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = fvar(35) triggerall = p2bodydist x = [-20+(vel x*6)+(enemynear,vel x*6),45+(vel x*6)+(enemynear,vel x*6)] triggerall = p2dist y >= -75 + (vel y*6) ; - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -8 + (vel y*6); - (enemynear,vel y*6) triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = ctrl || stateno = 110 trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact var(52) = 620 ignorehitpause = 1 [State AI, J.A] type = Varset triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = fvar(35) triggerall = p2bodydist x = [-20+(vel x*6)+(enemynear,vel x*6),12+(vel x*6)+(enemynear,vel x*6)] triggerall = p2dist y >= -45 + (vel y*6) ; - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -8 + (vel y*6); - (enemynear,vel y*6) triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = ctrl || stateno = 110 trigger2 = stateno = 600 trigger2 = movecontact var(52) = 630 ignorehitpause = 1 [State AI, J.B] type = Varset triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = fvar(35) triggerall = p2bodydist x = [-20+(vel x*6)+(enemynear,vel x*6),30+(vel x*6)+(enemynear,vel x*6)] triggerall = p2dist y >= -65 + (vel y*6) ; - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -40 + (vel y*6); - (enemynear,vel y*6) triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = ctrl || stateno = 110 trigger2 = stateno = 600 || stateno = 610 || stateno = 630 trigger2 = movecontact var(52) = 640 ignorehitpause = 1 [State AI, J.C] type = Varset triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = fvar(35) triggerall = p2bodydist x = [-20+(vel x*6)+(enemynear,vel x*6),45+(vel x*6)+(enemynear,vel x*6)] triggerall = p2dist y >= -65 + (vel y*6) ; - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -11 + (vel y*6); - (enemynear,vel y*6) triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 trigger1 = ctrl || stateno = 110 trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact var(52) = 650 ignorehitpause = 1 [State AI, Consider Throwing] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 900 triggerall = fvar(35) triggerall = random < (15*(fvar(35)*fvar(35))) triggerall = p2stateno != [5080,5130] triggerall = abs(p2bodydist x) < 6 triggerall = statetype != A triggerall = p2movetype != H triggerall = p2statetype != A triggerall = prevstateno != [800,830] triggerall = prevstateno != 1350 triggerall = enemynear,prevstateno != [5120,5129] triggerall = var(8) = 0 trigger1 = stateno != 40 trigger1 = ctrl var(52) = ifelse(random<500,1200,ifelse(random<500,830,800)) ignorehitpause = 1 [State AI, Consider Air Throwing] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 900 triggerall = fvar(35) triggerall = roundstate = 2 triggerall = random < (15*(fvar(35)*fvar(35))) triggerall = p2stateno != [5080,5130] triggerall = abs(p2bodydist x) < 6 triggerall = abs(p2bodydist y) < 50 triggerall = statetype = A triggerall = p2statetype = A triggerall = prevstateno != [800,830] triggerall = enemynear,prevstateno != [5120,5129] trigger1 = stateno != 40 trigger1 = ctrl var(52) = 860 ignorehitpause = 1 [State AI, Consider SLAM] type = VarSet var(52) = 1210 triggerall = roundstate = 2 triggerall = numenemy triggerall = stateno = 1210 triggerall = random < (15*(fvar(35)*fvar(35))) triggerall = fvar(35) >= 4 trigger1 = time >= 200 trigger2 = var(0)*50 >= life ignorehitpause = 1 [State AI, Consider SLAM] type = VarSet var(52) = ifelse(var(1)=0,1204,1208) triggerall = roundstate = 2 triggerall = numenemy triggerall = stateno = 1210 triggerall = random < (15*(fvar(35)*fvar(35))) || anim = 1212 triggerall = fvar(35) >= 4 trigger1 = var(52) != 1210 ignorehitpause = 1 [State AI, Consider Speeding Up] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x + p2bodydist y = [-15,15] triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120]) ;triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 13 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = (prevstateno != [1000,1020]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) || (statetype=A&&ctrl) || ((stateno = [600,650]) && movehit) ;trigger1 = !moveguarded var(52) = ifelse(statetype=A,1020,1010) ignorehitpause = 1 [State AI, Consider Speeding Forward] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = p2stateno != [5080,5130] triggerall = (p2dist y >= -60 - (enemynear,vel y*11)) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120]) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50 ;triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 13 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = (prevstateno != [1000,1020]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) || (statetype=A&&ctrl) || ((stateno = [600,650]) && movehit) ;trigger1 = !moveguarded var(52) = ifelse(statetype=A,1010,1000) ignorehitpause = 1 [State AI, Consider Speeding Down] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x - p2bodydist y = [-15,15] triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120]) triggerall = statetype = A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 13 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = (prevstateno != [1000,1020]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || ((stateno = [600,650]) && movehit) ;trigger1 = !moveguarded var(52) = 1000 ignorehitpause = 1 [State AI, Consider Shoving Into The Ground] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = p2stateno != [5080,5130] ;triggerall = (p2bodydist x = [ifelse(p2statetype!=A,-10,-22),80) triggerall = (p2dist y >= -30 - (enemynear,vel y*11)) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120]) triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 15 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = (prevstateno != [1050,1070]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = ctrl || movehit ;trigger1 = !moveguarded var(52) = ifelse(p2bodydist x<=80,1050,ifelse(p2dist x>=230,1070,1060)) ignorehitpause = 1 [State AI, Consider Poking] type = VarSet var(52) = 1051 triggerall = roundstate = 2 triggerall = fvar(35) triggerall = numenemy triggerall = numhelper(1055) triggerall = helper(1055),anim != 1056 triggerall = helper(1055),p2bodydist x = [-5,74] triggerall = helper(1055),p2dist y >= -35 - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -30 triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) ;triggerall = (p2stateno !=[120,169]) triggerall = (p2stateno != [5080,5130]) triggerall = random < (0.25*(fvar(35)*fvar(35)*fvar(35))); * ifelse(movehit||p2statetype=A,2,1) trigger1 = stateno = 1050 || stateno = 1060 || stateno = 1070 trigger1 = anim = 1050 trigger1 = animelemtime(6) >= 10 trigger2 = stateno = 1052 trigger2 = time >= 14 ignorehitpause = 1 [State AI, Consider Shoving Deeper] type = VarSet var(52) = 1061 triggerall = roundstate = 2 triggerall = fvar(35) triggerall = numenemy triggerall = numhelper(1055) triggerall = helper(1055),anim != 1056 ;triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = (p2stateno !=[120,169]) || stateno = 1070 triggerall = (p2stateno != [5080,5130]) || stateno = 1070 triggerall = random < (0.25*(fvar(35)*fvar(35)*fvar(35))); * ifelse(movehit||p2statetype=A,2,1); trigger1 = stateno = 1050 || stateno = 1060 || stateno = 1070 trigger1 = anim = 1050 trigger1 = animelemtime(6) >= 10 trigger2 = stateno = 1052 trigger2 = time >= 14 ignorehitpause = 1 [State AI, Consider Freaking out over these fuckin iguanas] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [-22,140] triggerall = (p2dist y >= -80 - (enemynear,vel y*11)) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120]) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 11 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = (prevstateno != [1100,1120]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) || (statetype=A&&ctrl) || ((stateno = [600,650]) && movehit) ;trigger1 = !moveguarded var(52) = 1120 ignorehitpause = 1 [State AI, Consider Calling The buddy] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.6*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = p2bodydist x >= 32 || movecontact ;triggerall = (p2dist y >= -80 - (enemynear,vel y*11)) || (stateno != [200,499]) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -17 ) || (p2stateno != [5030,5120]) ;triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -10 ;triggerall = statetype != A triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 10 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) || (moveguarded) triggerall = (prevstateno != [1150,1170]) triggerall = !numhelper(1150) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) || (statetype=A&&ctrl) || ((stateno = [600,650]) && movecontact) ;trigger1 = !moveguarded var(52) = 1150+((random%3) * 10) ignorehitpause = 1 [State AI, Consider Being a coward] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+fvar(35)) && (var(52)!=[200,250]) && (var(52)!=[400,650]) ) triggerall = fvar(35) triggerall = random < (0.2*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0) || (random < 64) triggerall = backedgebodydist >= 60 triggerall = (prevstateno != [1100,1130]) triggerall = !numhelper(1150) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) || (statetype=A&&ctrl) || (stateno = [600,650]) trigger1 = moveguarded var(52) = 1100 ignorehitpause = 1 [State AI, Consider teabagging] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 140+fvar(35) triggerall = fvar(35) triggerall = random < (0.35*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) + ((lifemax - life)/8) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0); || (random < 32) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [-5,70] triggerall = p2dist y >= -10*const(size.yscale) - (enemynear,vel y*3) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -15 ;triggerall = p2statetype != A triggerall = statetype != A triggerall = power >= 2000 triggerall =(p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || (random < 80) triggerall = prevstateno != [3100,3102] triggerall = p2stateno != [120,156] triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*6) + (enemynear, pos y) <= -4 ) || (p2stateno != [5030,5120]) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = ctrl || stateno = 100 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 250 trigger2 = var(9) trigger2 = !movecontact || movehit trigger3 = stateno = 1101 var(52) = 3100 ignorehitpause = 1 [State AI, Consider blasting Rita Repulsa] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 140+fvar(35) triggerall = fvar(35) triggerall = random < (0.35*(fvar(35)*fvar(35)*fvar(35))) * ifelse(movehit||p2statetype=A,2,1) + ((lifemax - life)/8) triggerall = ((p2movetype != A && enemynear, numproj = 0) || (EnemyNear, Facing = Facing) || (EnemyNear, moveguarded >= 8) || (var(51)) || (!InGuardDist) ) || (p2movetype!= A && enemynear, ctrl = 0); || (random < 32) triggerall = p2stateno != [5080,5130] ;triggerall = p2bodydist x <= 100 ;triggerall = p2dist y >= -10*const(size.yscale) - (enemynear,vel y*15) ;triggerall = p2statetype != A ;triggerall = statetype != A triggerall = power >= 1000 triggerall =(p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || (random < 80) triggerall = prevstateno != [3000,3062] triggerall = p2stateno != [120,156] triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*6) + (enemynear, pos y) <= -4 ) || (p2stateno != [5030,5120]) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 7-fvar(35))) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = ctrl || stateno = 100 trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 250 trigger2 = var(9) || (statetype=A&&ctrl) || ((stateno = [600,650]) && movehit) trigger2 = !movecontact || movehit var(52) = ifelse(random<500,3050,3000) ignorehitpause = 1 [State AI, Consider being a spiteful dick] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 140+fvar(35) triggerall = fvar(35) triggerall = random < (0.35*(fvar(35)*fvar(35)*fvar(35))) + ((lifemax - life)/8) triggerall = p2stateno != [5080,5160] triggerall = p2bodydist x >= 24 triggerall = p2dist y >= -30*const(size.yscale) - (enemynear,vel y*15) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -50 triggerall = power >= 3000 trigger1 = stateno = 5120 trigger1 = animelemtime(2) <= 0 var(52) = 3200 ignorehitpause = 1 [State AI, Consider Advancing] type = VarSet triggerall = roundstate = 2 triggerall = fvar(35) triggerall = var(52) = 0 || random < 80+fvar(35) triggerall = random < (33*fvar(35)) * ifelse(numhelper(3050),2,1) triggerall = ((enemynear, ctrl = 0) && p2movetype != A) || (p2movetype = A && (enemynear, facing = facing)) triggerall = (p2stateno != [5080,5130]) || (p2bodydist x = [45,100]) triggerall = p2bodydist x >= 45 triggerall = statetype != A triggerall = time >= 7-fvar(35) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 100 trigger1 = ctrl trigger1 = !moveguarded var(52) = ifelse(random<200&&stateno!=100,ifelse(random<500,1120,41),100) ignorehitpause = 1 [State AI, Consider Countering/Guard Canceling] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 55+fvar(35) triggerall = fvar(35) triggerall = random < (0.05*(fvar(35)*fvar(35)*fvar(35))) + ifelse(p2life - life<0,0,(p2life - life)/4) ;triggerall = p2bodydist x = [-5,60] ;triggerall = p2dist y >= -50 triggerall = statetype != A triggerall = power >= 1000 triggerall = power < 2000 || random < 32 || power >= 3000 triggerall = time >= 7-fvar(35) || random < 10 triggerall = (enemynear,time >= 14-(fvar(35)*2)) || random < 10 trigger1 = stateno = 150 || stateno = 152 var(52) = ifelse(random<500,710,ifelse(random<500&&frontedgedist > 64,706,707)) ignorehitpause = 1 [State AI, Consider jumping in] type = VarSet triggerall = roundstate = 2 triggerall = numenemy triggerall = var(52) = 0 || random < 80+fvar(35) + (100*(stateno = 410)) triggerall = fvar(35) triggerall = p2stateno != [5080,5130] ;triggerall = statetype != A || stateno = 410 triggerall = p2statetype = A && p2movetype = H triggerall = (enemynear, pos y <= -45) || (stateno = 410) trigger1 = ctrl || stateno = 100 || stateno = 40 || helper(10003),var(30) trigger2 = stateno = 410 trigger2 = movecontact var(52) = ifelse(p2bodydist x>=20,ifelse(p2bodydist x>=160,44,41),42) ignorehitpause = 1 [State -1, taunt] type = VarSet var(52) = 195;ifelse(random<500,195,1950) triggerall = roundstate = 2 triggerall = !numhelper(195) triggerall = fvar(35) trigger1 = random < 2 [State AI, Guard S] type = ChangeState triggerall = roundstate = 2 triggerall = stateno != 40 triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = (fvar(35)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) && (var(50)<40) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 14-(fvar(35)*2))) trigger1 = (P2StateType != C) && (((P2MoveType = A) && (inguarddist)) || (EnemyNear, NumProj > 0)) value = 130;ifelse(random<50&&(stateno!=[120,159])&&(prevstateno!=[700,705]),ifelse(random<123&&p2bodydist x<=55,ifelse(statetype=A,1120,1110),ifelse(random<500,700,705)),130) ;value = ifelse(random<50&&(stateno!=[120,159])&&(stateno!=[700,705]),ifelse(random<500,700,705),130) [State AI, Guard L] type = ChangeState triggerall = roundstate = 2 triggerall = stateno != 40 triggerall = random < (1*(fvar(35)*fvar(35)*fvar(35))) triggerall = (fvar(35)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) && (var(50)<40) triggerall = ((time >= 7-fvar(35)) && (enemynear,time >= 14-(fvar(35)*2))) trigger1 = (P2StateType = C) && (((P2MoveType = A) && (inguarddist)) || (EnemyNear, NumProj > 0)) value = 131;ifelse(random<50&&(stateno!=[120,159])&&(prevstateno!=[700,705]),ifelse(random<123&&p2bodydist x<=55,1100,ifelse(random<500,700,705)),131) ;value = ifelse(random<50&&(stateno!=[120,159])&&(stateno!=[700,705]),ifelse(random<500,700,705),131) ; AI-related stuff ends here ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, ARMAGEDDON] type = ChangeState value = 3000 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_2P",command = "QCF_2P")) || (var(52) = [3000,3001]) triggerall = power >= 1000 trigger1 = var(9) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact trigger4 = stateno = 1001 || (stateno = 1051 && animelemtime(20) >= 0) || stateno = 1101 trigger4 = time [State -1, MAXIMUM SPIDER] type = ChangeState value = 3050 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_2P",command = "QCB_2P")) || (var(52) = [3050,3051]) triggerall = power >= 1000 trigger1 = var(9) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact trigger4 = stateno = 1001 || (stateno = 1051 && animelemtime(20) >= 0) || stateno = 1101 trigger4 = time [State -1, FINISH THE FIGHT] type = ChangeState value = 3100 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_2K",command = "QCB_2K")) || (var(52) = [3100,3101]) triggerall = power >= 2000 trigger1 = var(9) trigger2 = stateno = 1101 trigger2 = time [State -1, FUCK YOU] type = ChangeState value = 3200 triggerall = (fvar(35)<5 && command = "3Punch") || (var(52) = [3200,3201]) triggerall = power >= 3000 trigger1 = stateno = 5110 trigger2 = stateno = 5120 trigger2 = animelemtime(3) < 0 [State -1, Shove Into 1] type = ChangeState value = 1050 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_a",command = "rupper_a")) || var(52) = 1050 trigger1 = var(9) ;Use combo condition (above) [State -1, Shove Into 2] type = ChangeState value = 1060 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_b",command = "rupper_b")) || var(52) = 1060 trigger1 = var(9) ;Use combo condition (above) [State -1, Shove Into 3] type = ChangeState value = 1070 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "upper_c",command = "rupper_c")) || var(52) = 1070 trigger1 = var(9) ;Use combo condition (above) [State -1, Shove Poke] type = ChangeState value = 1052 triggerall = var(0) < 5 triggerall = (fvar(35)<5 && (command = "x" || command = "y" || command = "z") ) || var(52) = 1051 triggerall = numhelper(1055) triggerall = helper(1055),anim != 1056 trigger1 = stateno = 1050 || stateno = 1060 || stateno = 1070 trigger1 = anim = 1050 trigger1 = animelemtime(6) >= 5 ;trigger1 = animelemtime(10) < 2 trigger2 = stateno = 1052 trigger2 = time >= 12 [State -1, Shove Followup] type = ChangeState value = 1051 triggerall = (fvar(35)<5 && (command = "a" || command = "b" || command = "c") ) || var(52) = 1061 triggerall = numhelper(1055) triggerall = helper(1055),anim != 1056 trigger1 = stateno = 1050 || stateno = 1060 || stateno = 1070 trigger1 = anim = 1050 trigger1 = animelemtime(6) >= 5 ;trigger1 = animelemtime(10) < 2 trigger2 = stateno = 1052 trigger2 = time >= 12 [State -1, Strajp] type = ChangeState value = 1200 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "HCF_a",command = "HCB_a")) || var(52) = 1200 trigger1 = var(9) ;Use combo condition (above) [State -1, Strajp] type = ChangeState value = 1200 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "HCF_b",command = "HCB_b")) || var(52) = 1200 trigger1 = var(9) ;Use combo condition (above) [State -1, Strajp] type = ChangeState value = 1200 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "HCF_c",command = "HCB_c")) || var(52) = 1200 trigger1 = var(9) ;Use combo condition (above) [State -1, HEADCRUSH 1] type = ChangeState value = ifelse(statetype=A,1030,1000) triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_x",command = "QCB_x")) || var(52) = 1000 trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact trigger4 = stateno = [1050,1070] trigger4 = animelemtime(10) >= 0 [State -1, HEADCRUSH 2] type = ChangeState value = ifelse(statetype=A,1000,1010) triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_y",command = "QCB_y")) || var(52) = 1010 trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact trigger4 = stateno = [1050,1070] trigger4 = animelemtime(10) >= 0 [State -1, HEADCRUSH 3] type = ChangeState value = ifelse(statetype=A,1010,1020) triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCF_z",command = "QCB_z")) || var(52) = 1020 trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact trigger4 = stateno = [1050,1070] trigger4 = animelemtime(10) >= 0 [State -1, Coppy] type = ChangeState value = 1150 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_x",command = "QCF_x")) || var(52) = 1150 triggerall = !numhelper(1150) trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact [State -1, Coppy] type = ChangeState value = 1160 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_y",command = "QCF_y")) || var(52) = 1160 triggerall = !numhelper(1150) trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact [State -1, Coppy] type = ChangeState value = 1170 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_z",command = "QCF_z")) || var(52) = 1170 triggerall = !numhelper(1150) trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact [State -1, Freakout 1] type = ChangeState value = 1100 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_a",command = "QCF_a")) || var(52) = 1100 trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact [State -1, Freakout 2] type = ChangeState value = 1110 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_b",command = "QCF_b")) || var(52) = 1110 trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact [State -1, Freakout 3] type = ChangeState value = 1120 triggerall = (fvar(35)<5 && ifelse((anim!=[5,6]),command = "QCB_c",command = "QCF_c")) || var(52) = 1120 trigger1 = var(9) ;Use combo condition (above) trigger2 = statetype = A trigger2 = ctrl trigger3 = stateno = [600,650] trigger3 = time || movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !var(19) trigger1 = (command = "FF") || (var(52) = 100) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = ifelse(!var(19),105,10105) ;triggerall = !var(19) trigger1 = (command = "BB") || (var(52) = 105) trigger1 = statetype = S trigger1 = ctrl || stateno = 100 ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 830 triggerall = !var(19) triggerall = (command = "z" && (command = "holdfwd" || command = "holdback")) || var(52) = 830 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 triggerall = var(8) <= 0 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = !var(19) triggerall = (command = "c" && (command = "holdfwd" || command = "holdback")) || var(52) = 800 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 triggerall = var(8) <= 0 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1, Air Throw] type = ChangeState value = 860 ;triggerall = (command = "y" && (command = "holdfwd" || command = "holdback")) || var(52) = 860 triggerall = ((command = "c" || command = "z") && (command = "holdfwd" || command = "holdback")) || var(52) = 860 triggerall = statetype = A triggerall = ctrl trigger1 = p2bodydist X < 8 trigger1 = abs(p2bodydist y) < 50 trigger1 = (p2statetype = A) ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Guard Counter Attack] type = ChangeState value = 710 triggerall = (fvar(35)<5 && command = "hphk" ) || var(52) = 710 triggerall = statetype != A trigger1 = stateno = [150,156] trigger1 = power >= 1000 ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Attacks [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = (fvar(35)<5 && (command = "x" && command != "holddown")) || var(52) = 200 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 230 trigger2 = (animtime >= -6) [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = (fvar(35)<5 && (command = "y" && command != "holddown")) || var(52) = 210 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact || animtime >= -6) [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = (fvar(35)<5 && (command = "z" && command != "holddown")) || var(52) = 220 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact || animtime >= -6) [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = (fvar(35)<5 && (command = "a" && command != "holddown")) || var(52) = 230 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 230 trigger2 = (animtime >= -6) [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = (fvar(35)<5 && (command = "b" && command != "holddown")) || var(52) = 240 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 230 || stateno = 40 || stateno = 430 trigger2 = (movecontact || animtime >= -6) [State -1, Stand Hard Kick] type = ChangeState value = 250 triggerall = (fvar(35)<5 && (command = "c" && command != "holddown")) || var(52) = 250 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact || animtime >= -6) ;[State -1, Test] ;type = ChangeState ;value = 182 ;triggerall = (command = "start") || var(52) = 195; || (var(58) = -2 && winko && !var(48)) ;triggerall = stateno != 195 ;trigger1 = statetype != A ;trigger1 = ctrl || stateno = 100 [State -1, Talk Talk] type = Helper triggerall = (command = "start") || var(52) = 195; || (var(58) = -2 && winko && !var(48)) trigger1 = !numhelper(195) trigger1 = stateno != 183 helpertype = normal ;player name = "Dialogue Baloon" ID = 195 stateno = 196 pos = -2,-107 postype = p1 facing = 1 ownpal = 1 supermovetime = 65535 pausemovetime = 65535 ;--------------------------------------------------------------------------- ;Crouching Attacks [State -1, Crouch Light Punch] type = ChangeState value = 400 triggerall = !var(19) triggerall = (fvar(35)<5 && (command = "x" && command = "holddown")) || var(52) = 400 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 400 trigger2 = (animtime >= -6) [State -1, Crouch Medium Punch] type = ChangeState value = 410 triggerall = !var(19) triggerall = (fvar(35)<5 && (command = "y" && command = "holddown")) || var(52) = 410 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact || animtime >= -6) [State -1, Crouch Hard Punch] type = ChangeState value = 420 triggerall = !var(19) triggerall = (fvar(35)<5 && (command = "z" && command = "holddown")) || var(52) = 420 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact || animtime >= -6) [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = !var(19) triggerall = (fvar(35)<5 && (command = "a" && command = "holddown")) || var(52) = 430 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 400 || stateno = 430 trigger2 = (animtime >= -6) [State -1, Crouch Medium Kick] type = ChangeState value = 440 triggerall = !var(19) triggerall = (fvar(35)<5 && (command = "b" && command = "holddown")) || var(52) = 440 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = (movecontact || animtime >= -6) [State -1, Crouch Hard Kick] type = ChangeState value = 450 triggerall = !var(19) triggerall = (fvar(35)<5 && (command = "c" && command = "holddown")) || var(52) = 450 trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440 trigger2 = (movecontact || animtime >= -6) ;--------------------------------------------------------------------------- ;Jump [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !var(19) triggerall = (fvar(35)<5 && command = "x") || var(52) = 600 trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !var(19) triggerall = (fvar(35)<5 && command = "y") || var(52) = 610 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger2 = numtarget trigger2 = target,statetype = A [State -1, Jump Hard Punch] type = ChangeState value = 620 triggerall = !var(19) triggerall = (fvar(35)<5 && command = "z") || var(52) = 620 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact trigger2 = numtarget trigger2 = target,statetype = A [State -1, Jump Light Punch] type = ChangeState value = 630 triggerall = !var(19) triggerall = (fvar(35)<5 && command = "a") || var(52) = 630 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger2 = numtarget trigger2 = target,statetype = A [State -1, Jump Medium Punch] type = ChangeState value = 640 triggerall = !var(19) triggerall = (fvar(35)<5 && command = "b") || var(52) = 640 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 trigger2 = movecontact trigger2 = numtarget trigger2 = target,statetype = A [State -1, Jump Hard Punch] type = ChangeState value = 650 triggerall = !var(19) triggerall = (fvar(35)<5 && command = "c") || var(52) = 650 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger2 = movecontact trigger2 = numtarget trigger2 = target,statetype = A [State -1, Air combo lol] type = ChangeState value = ifelse(statetype=A,45,40) triggerall = (command = "holdup") || var(52) = [40,45] trigger1 = fvar(35) trigger1 = stateno != 40 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 410 trigger3 = movehit
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