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DJB MUGEN & IKEMEN Community

Command List — Leopold_Goenitz.zip ← Back to Overview

;>>>>>>>>>>>>>>>>>============<<<<<<<<<<<<<<<<<<<| ;|||||||||||||||||Goenitz' CMD|||||||||||||||||||| ;>>>>>>>>>>>>>>>>>============<<<<<<<<<<<<<<<<<<<| ;-| Button Remapping |---------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------ [Defaults] command.time = 17 command.buffer.time = 1 ;================================================== ; Commands ;================================================== ;-------------------------------------------------- ; Danger Moves/ Super Danger Moves ;-------------------------------------------------- [Command] Name = "Ibuki Nagayo" Command = ~F, $D, B, F, $D, B, a+b Time = 30 Buffer.Time = 10 [Command] Name = "Ibuki Nagayo" Command = ~F, $D, B, F, $D, B, b+c Time = 30 Buffer.Time = 10 [Command] Name = "Ibuki Nagayo" Command = ~F, $D, B, F, $D, B, a+c Time = 30 Buffer.Time = 10 [Command] Name = "Shin Ya Otome: Mizumi" Command = ~D, DB, B, $D, F, x Time = 25 Buffer.Time = 5 [Command] Name = "Shin Ya Otome: Mizumi" Command = ~D, DB, B, $D, F, y Time = 25 Buffer.Time = 5 [Command] Name = "Shin Ya Otome: Mizumi" Command = ~D, DB, B, $D, F, z Time = 25 Buffer.Time = 5 [Command] Name = "Yamidoukoku" Command = ~F, $D, B, F, $D, B, x Time = 30 Buffer.Time = 10 [Command] Name = "Yamidoukoku" Command = ~F, $D, B, F, $D, B, y Time = 30 Buffer.Time = 10 [Command] Name = "Yamidoukoku" Command = ~F, $D, B, F, $D, B, z Time = 30 Buffer.Time = 10 [Command] Name = "Fuujin Ibuki" Command = ~D, DF, F, D, DF, x Time = 20 Buffer.Time = 5 [Command] Name = "Fuujin Ibuki" Command = ~D, DF, F, D, DF, y Time = 20 Buffer.Time = 5 [Command] Name = "Fuujin Ibuki" Command = ~D, DF, F, D, DF, z Time = 20 Buffer.Time = 5 ;-------------------------------------------------- ; Super Moves ;-------------------------------------------------- [Command] Name = "Yonokaze" Command = ~D, DF, F, x Time = 17 Buffer.Time = 5 [Command] Name = "Yonokaze" Command = ~D, DF, F, y Time = 17 Buffer.Time = 5 [Command] Name = "Yonokaze" Command = ~D, DF, F, z Time = 17 Buffer.Time = 5 [Command] Name = "Yonokaze" Command = ~D, DF, F, a Time = 17 Buffer.Time = 5 [Command] Name = "Yonokaze" Command = ~D, DF, F, b Time = 17 Buffer.Time = 5 [Command] Name = "Yonokaze" Command = ~D, DF, F, c Time = 17 Buffer.Time = 5 [Command] Name = "Wanpyou Mametsu" Command = ~F, D, DF, x Buffer.Time = 5 [Command] Name = "Wanpyou Mametsu" Command = ~F, D, DF, y Buffer.Time = 5 [Command] Name = "Wanpyou Mametsu" Command = ~F, D, DF, z Buffer.Time = 5 [Command] Name = "Hyouga" Command = ~D, DB, B, a Time = 17 Buffer.Time = 5 [Command] Name = "Hyouga" Command = ~D, DB, B, b Time = 17 Buffer.Time = 5 [Command] Name = "Hyouga" Command = ~D, DB, B, c Time = 17 Buffer.Time = 5 [Command] Name = "Shin Aoi Hana: Seiran" Command = ~D, DB, B, x Time = 17 Buffer.Time = 5 [Command] Name = "Shin Aoi Hana: Seiran" Command = ~D, DB, B, y Time = 17 Buffer.Time = 5 [Command] Name = "Shin Aoi Hana: Seiran" Command = ~D, DB, B, z Time = 17 Buffer.Time = 5 [Command] Name = "Soukatsu Satsu" Command = ~F, $D, B, F, x Time = 20 Buffer.Time = 5 [Command] Name = "Soukatsu Satsu" Command = ~F, $D, B, F, y Time = 20 Buffer.Time = 5 [Command] Name = "Soukatsu Satsu" Command = ~F, $D, B, F, z Time = 20 Buffer.Time = 5 [Command] Name = "Shin Kototsuki Souga" Command = ~F, $D, B, F, a Time = 20 Buffer.Time = 5 [Command] Name = "Shin Kototsuki Souga" Command = ~F, $D, B, F, b Time = 20 Buffer.Time = 5 [Command] Name = "Shin Kototsuki Souga" Command = ~F, $D, B, F, c Time = 20 Buffer.Time = 5 [Command] Name = "SFRecover" Command = ~B, DB, D, x Time = 17 Buffer.Time = 10 [Command] Name = "SFRecover" Command = ~B, DB, D, y Time = 17 Buffer.Time = 10 [Command] Name = "SFRecover" Command = ~B, DB, D, z Time = 17 Buffer.Time = 10 [Command] Name = "SFRecover Reverse" Command = ~F, DF, D, x Time = 17 Buffer.Time = 10 [Command] Name = "SFRecover Reverse" Command = ~F, DF, D, y Time = 17 Buffer.Time = 10 [Command] Name = "SFRecover Reverse" Command = ~F, DF, D, z Time = 17 Buffer.Time = 10 [Command] Name = "Uranagi" Command = /F,y Time = 1 ;-------------------------------------------------- ; Groove Moves ;-------------------------------------------------- [Command] Name = "Power Attack" Command = ~D, DF, F, y+b Time = 17 Buffer.Time = 5 [Command] Name = "knockdown" Command = y+b Time = 1 [Command] name = "longjump" command = $D, $U [Command] name = "Power Charge" command = x+y time = 1 [Command] name = "MAX Timer" command = z+c time = 1 [Command] name = "MAX Timer" command = a+y time = 1 [Command] name = "SVC Grab" command = y+z time = 1 [Command] name = "SVC Grab" command = b+c time = 1 [Command] name = "SVC Grab 1" command = y+z time = 1 ;-------------------------------------------------- ; Hold Button Player ;-------------------------------------------------- [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdstart" command = /s time = 1 ;-------------------------------------------------- ; Hold Button AI ;-------------------------------------------------- [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 ;-------------------------------------------------- ; 2/3 Button Combination Player ;-------------------------------------------------- [Command] name = "2punches" command = x+y time = 1 [Command] name = "2punches" command = y+z time = 1 [Command] name = "2punches" command = x+z time = 1 [Command] name = "2kicks" command = a+b time = 1 [Command] name = "2kicks" command = b+c time = 1 [Command] name = "2kicks" command = a+c time = 1 ;-------------------------------------------------- ; Single Button Player ;-------------------------------------------------- [Command] name = "x" command = x time = 1 [Command] name = "a" command = a time = 1 [Command] name = "y" command = y time = 1 [Command] name = "b" command = b time = 1 [Command] name = "z" command = z time = 1 [Command] name = "c" command = c time = 1 [Command] name = "start" command = s time = 1 ;-------------------------------------------------- ; Single Button AI ;-------------------------------------------------- [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 ;-------------------------------------------------- ; Required(do not remove) - Player ;-------------------------------------------------- [Command] name = "FF" command = F, F time = 10 Buffer.Time = 5 [Command] name = "BB" command = B, B time = 10 [Command] name = "recovery" command = x+a time = 1 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 ;-------------------------------------------------- ; Required(do not remove) - AI ;-------------------------------------------------- [Command] name = "FF2" command = F, F time = 10 Buffer.Time = 5 [Command] name = "BB2" command = B, B time = 10 [Command] name = "recovery2" command = x+a time = 1 [Command] name = "holdfwd2" command = /$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 Definition ;================================================== [Statedef -1] ;-------------------------------------------------- ; Combo Varset ;-------------------------------------------------- [State -1, Normal Combo] type = Varset trigger1 = 1 var(3) = 0 [State -1, Normal Combo] type = Varset TriggerAll = Movecontact = [1,5] Trigger1 = Anim = 200 Trigger2 = Anim = 215 Trigger3 = StateNo = 220 Trigger4 = Anim = 235 Trigger5 = Anim = 240 Trigger5 = AnimElem = 6, < 0 Trigger5 = var(1) = [1,2] Trigger6 = StateNo = 240 Trigger6 = Anim != 240 Trigger7 = StateNo = 260 Trigger7 = PrevStateno != [150,152] Trigger8 = StateNo = 300 Trigger9 = StateNo = 400 Trigger9 = p2dist x > 50 || !var(9) Trigger10 = StateNo = 420 Trigger11 = StateNo = 440 Trigger12 = StateNo = 730 Trigger13 = StateNo = 250 Trigger13 = Anim != 250 ignorehitpause = 1 var(3) = 1 [State -1, Normal Combo] type = Varset Trigger1 = StateNo = [100,101] ignorehitpause = 1 var(3) = 1 [State -1, Normal Combo] type = Varset trigger1 = Movetype = H ignorehitpause = 1 var(3) = 0 [State -1, Cancel Combo] type = Varset trigger1 = 1 var(18) = 0 [State -1, Super Cancel] type = Varset TriggerAll = Movecontact = [1,5] Trigger1 = StateNo = 1100 Trigger2 = StateNo = [1300,1310] Trigger3 = StateNo = 1501 Trigger4 = StateNo = 1970 Trigger4 = var(47) < 70 ignorehitpause = 1 var(18) = 1 [State -1, Final Impact] type = Varset Trigger1 = StateNo = 1000 Trigger1 = animelem = 7, > 1 Trigger1 = animelem = 7, < 13 ignorehitpause = 1 var(18) = 1 [State -1, Normal Combo] type = Varset trigger1 = Movetype = H ignorehitpause = 1 var(18) = 0 ;-------------------------------------------------- ; Drago Groove Power Attack ;-------------------------------------------------- [State -1, DG P. Attack] type = ChangeState Value = 1950 TriggerAll = !var(9) TriggerAll = Command ="Power Attack" TriggerAll = StateType != A TriggerAll = Power >= 500*(!var(15)) Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100,102] ;-------------------------------------------------- ; Hidden Super Danger Moves ;-------------------------------------------------- [State -1, Ibuki Nagayo] type = ChangeState Value = 4000 TriggerAll = !var(9) TriggerAll = Command = "Ibuki Nagayo" TriggerAll = StateType != A Triggerall = life < LifeMax/4 TriggerAll = Power >= 1000+2000*(!var(15)) Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(18) Trigger3 = Power >= 2000+2000*(!var(15)) ;-------------------------------------------------- ; Danger Moves/Super Danger Moves ;-------------------------------------------------- [State -1, Yamidoukoku] type = ChangeState Value = 3100 TriggerAll = !var(9) TriggerAll = Command = "Yamidoukoku" TriggerAll = StateType != A TriggerAll = Power >= 1000 || var(15) || var(1) = 3 Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(18) Trigger3 = power >= 1000+1000*(!var(15))-1000*(var(1) = 3) [State -1, Shin Ya Otome: Jittsouko] type = ChangeState Value = 3000 TriggerAll = !var(9) TriggerAll = !var(1) TriggerAll = Command ="Shin Ya Otome: Mizumi" TriggerAll = Command ="2punches" || helper(2000), var(7) TriggerAll = StateType != A TriggerAll = Power >= 1000+2000*(!var(15)) Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(18) Trigger3 = Power >= 2000+2000*(!var(15)) [State -1, Shin Ya Otome: Mizumi] type = ChangeState Value = 3000 TriggerAll = !var(9) TriggerAll = var(1) TriggerAll = Command ="Shin Ya Otome: Mizumi" TriggerAll = StateType != A TriggerAll = Power >= 1000 || var(15) || var(1) = 3 Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(18) Trigger3 = power >= 1000+1000*(!var(15))-1000*(var(1) = 3) [State -1, Fuujin Ibuki] type = ChangeState Value = 3200 TriggerAll = !var(9) TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = Command = "Fuujin Ibuki" TriggerAll = StateType != A TriggerAll = Power >= 1000 || var(15) Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(18) Trigger3 = power >= 1000+1000*(!var(15)) ;-------------------------------------------------- ; Super Moves ;-------------------------------------------------- [State -1, Soukatsu Satsu] type = ChangeState Value = 1400 TriggerAll = Command ="Soukatsu Satsu" TriggerAll = !var(9) TriggerAll = var(1) = 2 TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = StateNo != 1000 [State -1, Shin Kototsuki Souga] type = ChangeState Value = 1500 TriggerAll = Command ="Shin Kototsuki Souga" TriggerAll = !var(9) TriggerAll = var(1) = [1,2] TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = StateNo != 1000 Trigger3 = StateNo != 1501 [State -1, Wanpyou Mametsu] type = ChangeState Value = 1100 TriggerAll = Command ="Wanpyou Mametsu" TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = !var(9) TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = StateNo != 1000 Trigger3 = StateNo != 1100 [State -1, Wanpyou Mametsu] type = ChangeState Value = 1100 TriggerAll = Command ="Shin Aoi Hana: Seiran" TriggerAll = var(1) TriggerAll = var(1) != 2 TriggerAll = !var(9) TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = StateNo != 1000 Trigger3 = StateNo != 1100 [State -1, Yonokase] type = ChangeState Value = 1000 TriggerAll = Command ="Yonokaze" TriggerAll = !Numproj TriggerAll = StateType != A TriggerAll = !var(9) Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = StateNo != 1000 [State -1, Shin Aoi Hana: Seiran] type = ChangeState Value = 1300 TriggerAll = Command ="Shin Aoi Hana: Seiran" TriggerAll = !var(9) TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = StateNo != [1300,1399] Trigger3 = StateNo != 1000 [State -1, Hyouga] type = ChangeState Value = 1200 TriggerAll = Command ="Hyouga" TriggerAll = StateType != A TriggerAll = !var(9) Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger3 = var(15) Trigger3 = var(18) Trigger3 = (StateNo != [1000, 1020]) && (StateNo != [1700,1800]) ;-------------------------------------------------- ; Groove Moves ;-------------------------------------------------- [State -1, Knockdown Attack] Type = ChangeState Value = Ifelse(StateType = A, 660, 260) TriggerAll = command = "knockdown" TriggerAll = !var(9) Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = Power >= 1000 Trigger3 = StateNo = 150 || StateNo = 152 [State -1, Roll Fwd] Type = ChangeState Value = 700 TriggerAll = command = "recovery" TriggerAll = command = "holdfwd" TriggerAll = !var(9) TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = Power >= 1000 Trigger3 = StateNo = 150 || StateNo = 152 [State -1, Roll Back] Type = ChangeState Value = 710 TriggerAll = command = "recovery" TriggerAll = command = "holdback" TriggerAll = !var(9) TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = Power >= 1000 Trigger3 = StateNo = 150 || StateNo = 152 [State -1, Dodge] Type = ChangeState Value = 720 TriggerAll = command = "recovery" TriggerAll = StateType != A TriggerAll = !var(9) Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Dodge Attack] Type = ChangeState Value = 730 TriggerAll = StateNo = 720 TriggerAll = AnimElem = 5, >= 0 TriggerAll = AnimElem = 6, < 0 TriggerAll = !var(9) Trigger1 = command = "x" Trigger2 = command = "y" Trigger3 = command = "z" Trigger4 = command = "a" Trigger5 = command = "b" Trigger6 = command = "c" [State -1, MAX Timer] type = ChangeState value = 750 triggerall = command = "MAX Timer" triggerall = power >= ifelse(movecontact, 2000, 1000) triggerall = var(15) <= 0 TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] trigger3 = hitdefattr = SC,NA Trigger3 = movecontact [State -1, SVC Grab] type = ChangeState value = Ifelse (command = "SVC Grab 1"|| var(1) = 2, 950, 960) triggerAll = command = "SVC Grab" TriggerAll = StateType != A TriggerAll = !var(9) Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Capcom Recovery Roll] type = ChangeState triggerAll = canrecover TriggerAll = Alive triggerAll = vel y > 0 triggerAll = Pos y >= -20 triggerAll = Command = "SFRecover" triggerAll = p2dist x >= 0 trigger1 = StateNo = 5030 trigger2 = StateNo = 5035 trigger3 = StateNo = 5050 trigger4 = StateNo = 5071 value = 5202 [State -1, Capcom Recovery Roll] type = ChangeState triggerAll = canrecover TriggerAll = Alive triggerAll = vel y > 0 triggerAll = Pos y >= -20 triggerAll = Command = "SFRecover Reverse" triggerAll = p2dist x < 0 trigger1 = StateNo = 5030 trigger2 = StateNo = 5035 trigger3 = StateNo = 5050 trigger4 = StateNo = 5071 value = 5202 [State -1, charge] type = ChangeState value = 770 TriggerAll = !var(9) triggerAll = power < PowerMax triggerAll = ctrl || stateno = [100,101] triggerAll = !var(15) || numpartner triggerAll = statetype != A trigger1 = command = "Power Charge" trigger2 = var(51) > 4 ;-------------------------------------------------- ; Throws ;-------------------------------------------------- [State -1, Meifu no Mon] type = ChangeState value = 800 Trigger1 = ctrl || stateNo = 52 Trigger1 = StateType = S Trigger1 = p2BodyDist x < 15 Trigger1 = StateNo != [100,101] Trigger1 = Command !="holddown" Trigger1 = p2MoveType != H Trigger1 = P2StateType = S || P2StateType = C Trigger1 = Command ="holdfwd" || Command = "holdback" Trigger1 = Command = "y" || Command = "z" [State -1, Soukatsu Satsu] type = ChangeState value = ifelse(var(1) = 2, 800, 810) Trigger1 = ctrl || stateNo = 52 Trigger1 = StateType = S Trigger1 = p2BodyDist x < 15 Trigger1 = StateNo != [100,101] Trigger1 = Command !="holddown" Trigger1 = p2MoveType != H Trigger1 = P2StateType = S || P2StateType = C Trigger1 = Command ="holdfwd" || Command = "holdback" Trigger1 = Command = "b" || Command = "c" ;-------------------------------------------------- ; Command Moves ;-------------------------------------------------- [State -1, Uranagi] type = ChangeState value = 300 TriggerAll = !var(9) TriggerAll = var(1) != 3 TriggerAll = command = "Uranagi" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = var(3) Trigger2 = stateno != [260,399] Trigger2 = stateno != 730 Trigger2 = stateno != [500,599] Trigger2 = stateno != [100,101] ;-------------------------------------------------- ; Basic Standing Attacks ;-------------------------------------------------- [State -1, Standing Weak Punch] type = ChangeState value = 200 TriggerAll = !var(9) TriggerAll = command = "x" TriggerAll = Command !="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = AnimElem = 3, > 2 Trigger3 = StateNo = 400 || (StateNo = 210 && Anim = 215) [State -1, Standing Weak Kick] type = ChangeState value = 210 TriggerAll = !var(9) TriggerAll = command = "a" TriggerAll = Command !="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = AnimElem = 2, > 2 Trigger3 = StateNo = 200 || StateNo = [400, 410] Trigger4 = var(1) = 1 Trigger4 = AnimElem = 3, > 0 Trigger4 = StateNo = 210 [State -1, Standing Medium Punch] type = ChangeState value = 220 TriggerAll = !var(9) TriggerAll = command = "y" TriggerAll = Command !="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Standing Medium Kick] type = ChangeState value = 230 TriggerAll = !var(9) TriggerAll = command = "b" TriggerAll = Command !="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Standing Strong Punch] type = ChangeState value = 240 TriggerAll = !var(9) TriggerAll = command = "z" TriggerAll = Command !="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = var(1) = 2 Trigger3 = Anim = 226 Trigger3 = movecontact [State -1, Standing Strong Kick] type = ChangeState value = 250 TriggerAll = !var(9) TriggerAll = command = "c" TriggerAll = Command !="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = anim = 241 Trigger3 = movehit ;-------------------------------------------------- ; Basic Crouching Attacks ;-------------------------------------------------- [State -1, Crouching Weak Punch] type = ChangeState value = 400 TriggerAll = !var(9) TriggerAll = command = "x" TriggerAll = Command ="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] Trigger3 = AnimElem = 3, > 2 Trigger3 = StateNo = 400 || (StateNo = 200 && Anim = 205) || (StateNo = 210 && Anim = 215) [State -1, Crouching Weak Kick] type = ChangeState value = 410 TriggerAll = !var(9) TriggerAll = command = "a" TriggerAll = Command ="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Crouching Medium Punch] type = ChangeState value = 420 TriggerAll = !var(9) TriggerAll = command = "y" TriggerAll = Command ="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Crouching Medium Kick] type = ChangeState value = 430 TriggerAll = !var(9) TriggerAll = command = "b" TriggerAll = Command ="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Crouching Strong Punch] type = ChangeState value = 440 TriggerAll = !var(9) TriggerAll = command = "z" TriggerAll = Command ="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] [State -1, Crouching Strong Kick] type = ChangeState value = 450 TriggerAll = !var(9) TriggerAll = command = "c" TriggerAll = Command ="holddown" TriggerAll = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger2 = StateNo = [100, 101] ;-------------------------------------------------- ; Basic Aerial Attacks ;-------------------------------------------------- [State -1, Aerial Weak Punch] type = ChangeState value = 600 Trigger1 = !var(9) Trigger1 = command = "x" Trigger1 = StateType = A Trigger1 = ctrl || stateNo = 52 [State -1, Aerial Weak Kick] type = ChangeState value = 610 Trigger1 = !var(9) Trigger1 = command = "a" Trigger1 = StateType = A Trigger1 = ctrl || stateNo = 52 [State -1, Aerial Medium Punch] type = ChangeState value = 620 Trigger1 = !var(9) Trigger1 = command = "y" Trigger1 = StateType = A Trigger1 = ctrl || stateNo = 52 [State -1, Aerial Medium Kick] type = ChangeState value = 630 Trigger1 = !var(9) Trigger1 = command = "b" Trigger1 = StateType = A Trigger1 = ctrl || stateNo = 52 [State -1, Aerial Strong Punch] type = ChangeState value = 640 Trigger1 = !var(9) Trigger1 = command = "z" Trigger1 = StateType = A Trigger1 = ctrl || stateNo = 52 [State -1, Aerial Strong Kick] type = ChangeState value = 650 Trigger1 = !var(9) Trigger1 = command = "c" Trigger1 = StateType = A Trigger1 = ctrl || stateNo = 52 ;-------------------------------------------------- ; Taunt ;-------------------------------------------------- [State -1, Taunt] type = ChangeState value = 195 Triggerall = command = "start" Triggerall = StateNo != 195 Triggerall = statetype != A Triggerall = ctrl Trigger1 = var(9) <= 2 ;-------------------------------------------------- ; Running - Player ;-------------------------------------------------- [State -1, Run Fwd] type = ChangeState value = 100 Trigger1 = Command = "FF" Trigger1 = ctrl || stateNo = 52 Trigger1 = StateType = S Trigger1 = !var(9) [State -1, GC Dash] type = ChangeState value = 101 TriggerAll = Command = "FF" TriggerAll = Power >= 500 Trigger1 = StateNo = 150 Trigger2 = StateNo = 152 [State -1, Run Back] Type = ChangeState Value = 105 Trigger1 = Command = "BB" Trigger1 = ctrl || stateNo = 52 Trigger1 = StateType = S Trigger1 = !var(9) ;================================================== ; AI codes ;================================================== ;----------------- MAX Activation ----------------- [State -1, MAX Timer AI] type = ChangeState value = 750 Trigger1 = var(9) Trigger1 = random < ((lifemax-life)/(lifemax/const(data.life)))/(8-var(9)) trigger1 = power >= ifelse(movecontact, 3000, 2000) trigger1 = var(15) <= 0 Trigger1 = StateType != A Trigger1 = ctrl || stateNo = 52 Trigger1 = p2bodydist x > 150 Trigger1 = p2movetype != A ;------------------- All Modes ------------------ [State -1, Ibuki Nagayo AI] type = ChangeState value = 4000 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(10-var(9)) TriggerAll = StateType != A TriggerAll = pos y >= 0 TriggerAll = Power >= 1000+2000*(!var(15)) TriggerAll = Life <= LifeMax/4 TriggerAll = p2Life >= 300 triggerAll = ctrl || StateNo = [100,101] Trigger1 = p2Stateno = [5050,5210] Trigger2 = p2StateType = A || p2StateNo = 40 Trigger2 = enemynear, vel y < -5 Trigger2 = p2bodydist x > 100 Trigger3 = Numproj Trigger4 = random < 150 Trigger4 = p2bodydist x > 160 ;------------------- 2002 UM Mode ------------------ [State -1, Fuujin Ibuki AI] type = ChangeState value = 3200 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(9-var(9)) TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = StateType != A TriggerAll = P2StateType != A TriggerAll = !var(25) TriggerAll = Power >= 1000 || var(15) TriggerAll = p2Life >= 150 triggerAll = ctrl || (StateNo = [100,101]) || StateNo = [120,141] Trigger1 = p2MoveType = A Trigger1 = EnemyNear, AnimTime < -19 Trigger1 = p2bodydist x = [5,80] Trigger2 = EnemyNear, HitdefAttr = SC, AA,AT Trigger2 = EnemyNear, AnimTime < -19 Trigger2 = p2bodydist x = [5,100] [State -1, Yamidoukoku AI] type = ChangeState value = 3100 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(15-var(9)-5*(var(53) = 3)) TriggerAll = p2statetype != A TriggerAll = p2statetype != L TriggerAll = StateType != A TriggerAll = Power >= 1000 || var(15) || var(1) = 3 TriggerAll = p2Life >= 150 TriggerAll = p2dist x = [0,69] triggerAll = !var(6) Trigger1 = ctrl || stateNo = 52 trigger2 = StateNo = [100,103] [State -1, Shin Ya Otome AI SDM] type = ChangeState value = 3000 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = !var(1) TriggerAll = StateType != A TriggerAll = Power >= 1000+2000*(!var(15)) TriggerAll = p2Life >= 200 triggerAll = var(15) < 300 || power < 2000 || var(9) < 5 triggerAll = ctrl || StateNo = [100,101] Trigger1 = p2StateType = A Trigger1 = p2dist x < 120+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 20+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = (p2dist y = [-170,-70]) || (Enemynear, vel y = [-9,-3]) trigger1 = p2MoveType != H Trigger2 = p2bodydist x > 100 Trigger2 = EnemyNear, hitdefattr = SCA, AA, AT Trigger2 = enemy, animtime < -30 [State -1, Shin Ya Otome AI DM] type = ChangeState value = 3000 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = var(1) TriggerAll = StateType != A TriggerAll = Power >= 1000 || var(15) || var(1) = 3 TriggerAll = p2Life >= 150 triggerAll = var(15) < 300 || power < 1000 || var(1) != 2 || var(9) < 5 triggerAll = ctrl || StateNo = [100,101] Trigger1 = p2StateType = A Trigger1 = p2dist x < 120+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 20+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = (p2dist y = [-170,-70]) || (Enemynear, vel y = [-9,-3]) trigger1 = p2MoveType != H Trigger2 = p2bodydist x > 100 Trigger2 = EnemyNear, hitdefattr = SA, AA, AT Trigger2 = enemy, animtime < -20 [State -1, Hyouga AI] type = ChangeState Value = 1200 TriggerAll = var(9) TriggerAll = random < (((lifemax-life)/(lifemax/const(data.life)))/(8-var(9)))/(1+9*(p2StateNo != [5120, 5210])) TriggerAll = StateType != A TriggerAll = !var(25) TriggerAll = ctrl || stateno = 100 || stateno = [120,131] Trigger1 = EnemyNear, HitdefAttr = SA, AA, AP, AT || EnemyNear, numproj Trigger1 = Enemy, AnimTime < -52 Trigger1 = Enemy, AnimTime > -72 Trigger1 = p2BodyDist x >= 90 Trigger2 = p2StateNo = [5120, 5210] Trigger2 = p2BodyDist x <= 50 Trigger2 = BackEdgedist < 50 Trigger3 = p2movetype = A Trigger2 = p2StateNo != [3000, 4999] Trigger3 = p2Dist x <= 110 Trigger3 = Enemy, AnimTime < -52 Trigger3 = Enemy, AnimTime > -72 [State -1, Advanced Hyouga AI] type = ChangeState Value = 1200 TriggerAll = var(9) > 2 TriggerAll = random < (((lifemax-life)/(lifemax/const(data.life)))/(15-var(9))) TriggerAll = StateType != A TriggerAll = !var(25) TriggerAll = var(53) = 3 TriggerAll = Power >= 1000 || var(15) TriggerAll = ctrl || stateno = 100 || stateno = [120,131] Trigger1 = p2movetype != H Trigger1 = p2dist x = [90,265] Trigger1 = p2StateType != A Trigger1 = p2StateType != L [State -1, Wampyou Tokobuse AI] type = ChangeState Value = 1100 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(10-var(9)) TriggerAll = statetype != A TriggerAll = p2dist x = [40,100] TriggerAll = p2statetype != A TriggerAll = p2Movetype != H TriggerAll = ctrl || stateno = [100,101] Trigger1 = p2StateNo = 5120 Trigger1 = EnemyNear, AnimTime = [-25,-18] Trigger2 = p2dist x = [40,80] Trigger2 = EnemyNear, HitDefAttr = C, NA Trigger2 = EnemyNear, AnimTime < -19 [State -1, Wampyou Messatsu AI] type = ChangeState Value = 1100 TriggerAll = var(9) TriggerAll = var(1) = 1 TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(8-var(9)) triggerAll = statetype != A trigger1 = p2statetype = S Trigger1 = p2dist x = [90,130] Trigger1 = p2StateNo = [100,799] Trigger1 = ctrl || stateNo = 52 || StateNo = 100 || StateNo = [120,131] trigger2 = stateno = 52 trigger2 = !AnimTime trigger2 = p2statetype = A Trigger2 = p2dist x = [55,130] [State -1, Yonokaze AI] type = ChangeState Value = 1000 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life))/10)*var(9) TriggerAll = !Numproj TriggerAll = !var(22) || p2StateType = A TriggerAll = StateType != A TriggerAll = ctrl TriggerAll = p2dist x <= 240+(22*enemynear,vel x) triggerAll = p2bodydist x > 100+(22*enemynear,vel x) triggerAll = p2StateNo != [3000,4999] Trigger1 = var(25) trigger2 = enemy, vel x >= 0 trigger3 = p2StateNo != [1000,2999] [State -1, Wampiou Mametsu AI] type = ChangeState Value = 1100 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(8-var(9)) TriggerAll = statetype != A TriggerAll = p2statetype = A TriggerAll = p2Movetype != H TriggerAll = EnemyNear, vel y < 0 TriggerAll = ctrl || (stateno = [100,101]) ||(Stateno = [120,131]) Trigger1 = EnemyNear, p2dist x > 0 Trigger1 = EnemyNear, vel x >= 0 Trigger1 = p2dist x < 60+17*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 17*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = p2dist y < -70-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*18)) Trigger1 = p2dist y > -170-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*18)) trigger2 = EnemyNear, vel x > 0 trigger2 = EnemyNear, vel y = [-11.5, -8.5] Trigger2 = p2dist x = [120,170] [State -1, Jump AI] type = ChangeState value = 40 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = statetype != A TriggerAll = ctrl TriggerAll = !var(53) triggerAll = p2MoveType = A Trigger1 = Enemy, vel x = 0 Trigger1 = p2stateNo = [1000,2999] trigger1 = EnemyNear, AnimTime < -31 Trigger1 = p2bodydist x >= 90 Trigger1 = p2statetype != A Trigger2 = Enemy, vel x = 0 Trigger2 = p2stateNo = [1000,2999] trigger2 = EnemyNear, AnimTime < -31 Trigger2 = p2bodydist x >= 90 Trigger2 = p2statetype != A trigger2 = EnemyNear, Numproj || EnemyNear, hitdefattr != SCA, AA Trigger3 = EnemyNear, hitdefattr = SCA, AT [State -1, SVC Grab] type = ChangeState value = Ifelse(random >= 500, 950,ifelse(var(1) = 2, 1400,960)) triggerAll = var(9) Triggerall = random < ifelse(var(9) < 3, 100,200)+100*(var(53) = 3) triggerall = p2statetype != A triggerall = p2movetype != H triggerall = ctrl TriggerAll = statetype != A TriggerAll = p2bodydist x < 20 triggerAll = p2stateNo != [3950, 3999] TriggerAll = !var(6) trigger1 = p2stateno = [52,59] trigger2 = p2stateno = 5201 Trigger2 = enemyNear,animtime = 0 trigger3 = EnemyNear,authorname = "Don Drago" Trigger3 = p2stateno = [5202,5204] Trigger4 = var(25) Trigger4 = EnemyNear, Ctrl [State -1, Normal Grab] type = ChangeState value = ifelse(random > 500, 800, ifelse(var(1) = 2, 1400,810)) Triggerall = random < ifelse(var(9) < 3, 100,200)+100*(var(53) = 3) triggerAll = var(9) triggerAll = !var(6) triggerAll = !var(25) triggerAll = ctrl TriggerAll = statetype != A TriggerAll = p2bodydist x < 15 TriggerAll = p2movetype != H triggerAll = p2stateno != [5000,5210] TriggerAll = p2stateno != [1100,4999] TriggerAll = p2stateno != [6000,10999] trigger1 = p2statetype = S Trigger2 = p2statetype = C [State -1, Roll Fwd against cross-up AI] type = ChangeState value = 1200 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(10-var(9)) triggerAll = statetype != A TriggerAll = ctrl || stateno = 100 || stateno = [120,131] trigger1 = p2StateNo = 40 Trigger1 = EnemyNear, vel x > 0 Trigger1 = p2dist x < 30 trigger2 = p2StateType = A trigger2 = p2MoveType != H Trigger2 = EnemyNear, vel x > 0 Trigger2 = EnemyNear, vel y < .75 Trigger2 = p2dist x < 10 [State -1, Roll Fwd against cross-up AI] type = ChangeState value = 700 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(10-var(9)) triggerAll = statetype != A TriggerAll = ctrl || stateno = 100 || stateno = [120,131] trigger1 = p2StateNo = 40 Trigger1 = EnemyNear, vel x > 0 Trigger1 = p2dist x < 30 trigger2 = p2StateType = A trigger2 = p2MoveType != H Trigger2 = EnemyNear, vel x > 0 Trigger2 = EnemyNear, vel y < .75 Trigger2 = p2dist x < 10 [State -1, Roll Fwd AI] type = ChangeState value = 700 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(9-var(9)) triggerAll = statetype != A triggerAll = inguarddist triggerAll = !var(25) triggerAll = p2bodydist x = [25,130] TriggerAll = EnemyNear, AnimTime = [-46, -36] TriggerAll = p2statetype != A TriggerAll = ctrl || ((stateno = 100 || stateno = 103)) || stateno = [120,131] Trigger1 = EnemyNear, hitdefattr = SCA, AA, AP Trigger2 = Enemy, Numproj [State -1, Dodge AI] type = ChangeState value = 720 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(9-var(9)) triggerall = statetype != A triggerAll = !var(25) triggerAll = inguarddist TriggerAll = ctrl || stateno = [120,131] triggerAll = p2bodydist x > 25 TriggerAll = p2statetype != A Trigger1 = (p2StateNo != [200, 699]) || EnemyNear, AnimTime < -40 [State -1, Dodge Attack] Type = ChangeState Value = 730 Trigger1 = StateNo = 720 Trigger1 = Time >= 15 Trigger1 = Time < 29 Trigger1 = var(9) Trigger1 = random < 200 Trigger1 = p2bodydist x = [0,35] Trigger1 = EnemyNear, Ctrl = 0 Trigger1 = EnemyNear, AnimTime = [-19,-14] trigger1 = P2StateType = S ;-------------------------------------------------- ;------------- Advanced Combo Strings ------------- ;-------------------------------------------------- ;-------------- Basic Combo Starters -------------- [State -1, Combo starter - near - 1] type = ChangeState value = 400 TriggerAll = var(9) TriggerAll = var(1) != 3 Triggerall = random < 500 TriggerAll = StateType != A TriggerAll = p2bodydist x < 6 TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = p2StateNo != [5120, 5210] TriggerAll = p2dist x > 0 TriggerAll = ctrl || StateNo = 101 Trigger1 = p2MoveType = H Trigger2 = Enemy, Moveguarded Trigger3 = var(25) Trigger4 = !Enemy, Ctrl Trigger4 = p2MoveType != A Trigger5 = StateNo = 101 trigger5 = time > 3 [State -1, Combo starter - near - 2] type = ChangeState value = ifelse(random < 333,230,ifelse(random < 666,250,240)) TriggerAll = var(9) TriggerAll = var(1) < 2 Triggerall = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = p2StateNo != [5120, 5210] TriggerAll = p2dist x > 0 TriggerAll = p2bodydist x < 20 TriggerAll = ctrl || (time > 10 && StateNo = [100, 102]) || (StateNo = [120,131]) Trigger1 = p2MoveType = H Trigger2 = EnemyNear, Moveguarded Trigger3 = var(25) Trigger4 = !EnemyNear, Ctrl Trigger4 = p2MoveType != A Trigger5 = StateNo = 101 trigger5 = time > 3 Trigger6 = P2BodyDist x < 25 trigger6 = p2StateNo = 5120 Trigger6 = EnemyNear, AnimTime > -4 [State -1, Combo starter - near - 2] type = ChangeState value = ifelse(random < 333, 220, ifelse(random < 666,230,240)) TriggerAll = var(9) TriggerAll = var(1) = 2 Triggerall = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = p2StateNo != [5120, 5210] TriggerAll = p2dist x > 0 TriggerAll = p2bodydist x < 20 TriggerAll = ctrl || (time > 10 && StateNo = [100, 102]) || (StateNo = [120,131]) Trigger1 = p2MoveType = H Trigger2 = EnemyNear, Moveguarded Trigger3 = var(25) Trigger4 = !EnemyNear, Ctrl Trigger4 = p2MoveType != A Trigger5 = StateNo = 101 trigger5 = time > 3 Trigger6 = P2BodyDist x < 25 trigger6 = p2StateNo = 5120 Trigger6 = EnemyNear, AnimTime > -4 [State -1, Combo starter - near - 2] type = ChangeState value = ifelse(random < 300, 230, 240) TriggerAll = var(9) TriggerAll = var(1) = 3 Triggerall = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = p2StateNo != [5120, 5210] TriggerAll = p2dist x > 0 TriggerAll = p2bodydist x < 20 TriggerAll = ctrl || (time > 10 && StateNo = [100, 102]) || (StateNo = [120,131]) Trigger1 = p2MoveType = H Trigger2 = EnemyNear, Moveguarded Trigger3 = var(25) Trigger4 = !EnemyNear, Ctrl Trigger4 = p2MoveType != A Trigger5 = StateNo = 101 trigger5 = time > 3 Trigger6 = P2BodyDist x < 25 trigger6 = p2StateNo = 5120 Trigger6 = EnemyNear, AnimTime > -4 [State -1, Combo starter - mid dist - 1] type = ChangeState value = 240 Trigger1 = var(9) Trigger1 = var(1) = 1 || var(9) < 3 Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType != A Trigger1 = p2StateType != L Trigger1 = p2StateNo != [5120, 5210] Trigger1 = p2bodydist x = [20,45] Trigger1 = ctrl || stateNo = 52 || (time > 10 && StateNo = [100, 102]) || (StateNo = [120,131]) Trigger1 = p2MoveType = H [State -1, Combo starter - far] type = ChangeState value = 420 Trigger1 = var(9) Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType != A Trigger1 = p2StateType != L Trigger1 = p2StateNo != [5120, 5210] Trigger1 = p2dist x < 80 Trigger1 = ctrl || stateNo = 52 || (time > 10 && StateNo = [100, 102]) || (StateNo = [120,131]) Trigger1 = p2MoveType = H [State -1, basic combo follow 1] type = ChangeState value = 400 Trigger1 = var(9) Trigger1 = random < 750 Trigger1 = p2StateType != A Trigger1 = p2StateType != L Trigger1 = Movecontact trigger1 = StateNo = 400 Trigger1 = AnimElem = 3, > 2 ;---------- Level 1 Only Combo Finishers ---------- [State -1, LV1 finisher 1] type = ChangeState Value = ifelse(random < 333, 1100, ifelse(random < 666, 1300, 1000)) Trigger1 = var(9) = 2 Trigger1 = !var(1) Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType != A Trigger1 = var(3) Trigger1 = MoveContact [State -1, LV1 finisher 2] type = ChangeState Value = ifelse(random < 333, 1100, ifelse(random < 666, 1500, 1000)) Trigger1 = var(9) = 2 Trigger1 = var(1) = 1 Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType != A Trigger1 = var(3) Trigger1 = MoveContact [State -1, LV1 finisher 3] type = ChangeState Value = ifelse(random < 250, 1100, ifelse(random < 500, 1300,ifelse(random < 750, 1500, 1000))) Trigger1 = var(9) = 2 Trigger1 = var(1) = 2 Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType != A Trigger1 = var(3) Trigger1 = MoveContact [State -1, LV1 finisher 4] type = ChangeState Value = ifelse(random < 500, 1100, 1000) Trigger1 = var(9) = 2 Trigger1 = var(1) = 1 Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType != A Trigger1 = var(3) Trigger1 = MoveContact ;------------ Advanced Combo Follow-ups ------------ [State -1, LV2 Follow-up 1] type = ChangeState value = 300 TriggerAll = var(9) > 1 TriggerAll = var(1) < 3 TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = var(3) TriggerAll = MoveContact TriggerAll = StateNo != 300 Trigger1 = !(StateNo = 220 && var(1) = 2) Trigger1 = !(StateNo = 240 && !var(1)) trigger2 = var(9) < 3 [State -1, LV2 Follow-up 2] type = ChangeState value = ifelse(var(9) > 3, 420, 450) TriggerAll = var(9) > 2 TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = MoveContact TriggerAll = !AnimTime TriggerAll = var(3) Trigger1 = StateNo = 220 Trigger1 = var(1) = 2 Trigger2 = StateNo = 240 Trigger2 = !var(1) ;------------ LV4 MAX Thread ------------- [State -1, LV4 MAX] type = ChangeState Value = 750 TriggerAll = var(9) > 3 TriggerAll = random < 850 TriggerAll = Power >= 2000 TriggerAll = !var(15) TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = p2bodydist x <= 43 TriggerAll = MoveHit Trigger1 = StateNo = [220,250] Trigger1 = p2bodydist x > 17 || var(1) = 3 Trigger2 = StateNo = 300 Trigger4 = StateNo = [420,440] Trigger4 = p2bodydist x > 17 || var(1) = 3 ;------- 2002 UM Goenitz cancel thread -------- [State -1, 2002UM cancel thread 1] type = ChangeState Value = 1300 TriggerAll = var(9) = 5 TriggerAll = random < 950 TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = StateType != A TriggerAll = Movehit TriggerAll = var(15) TriggerAll = var(18) TriggerAll = StateNo = 1100 TriggerAll = Numtarget TriggerAll = target, backedgebodydist > 20 TriggerAll = target, frontedgebodydist > 20 Trigger1 = p2StateType = A Trigger1 = !var(2) Trigger1 = p2dist y < -45 Trigger2 = p2StateType = A Trigger2 = !var(2) Trigger2 = p2dist x > 95 Trigger3 = p2StateType = A Trigger3 = var(2) = 1 Trigger3 = p2dist y < -80 Trigger4 = p2StateType = A Trigger4 = var(2) = 1 Trigger4 = p2dist x > 120 Trigger5 = p2StateType = A Trigger5 = var(2) = 2 Trigger5 = p2dist y < -100 Trigger6 = p2StateType = A Trigger6 = var(2) = 2 Trigger6 = p2dist x > 85 Trigger7 = p2StateType != A Trigger7 = var(2) != 2 Trigger7 = p2dist x = [50,80] [State -1, 2002UM cancel thread 2] type = ChangeState Value = 1100 Trigger1 = var(9) = 5 Trigger1 = random < 950 Trigger1 = var(1) != 1 Trigger1 = var(1) != 3 Trigger1 = StateType != A Trigger1 = Movehit Trigger1 = var(15) Trigger1 = var(18) Trigger1 = StateNo = 1310 Trigger1 = p2StateType = A [State -1, 2002UM cancel thread 3] type = ChangeState Value = 1000 TriggerAll = var(9) = 5 TriggerAll = random < 950 TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = StateType != A TriggerAll = p2StateType = A TriggerAll = Movehit TriggerAll = var(15) TriggerAll = var(18) TriggerAll = StateNo = 1100 TriggerAll = Numtarget TriggerAll = p2dist y < -100 Trigger1 = target, backedgebodydist <= 20 Trigger2 = target, frontedgebodydist <= 20 ;------- 98UM Goenitz cancel thread -------- [State -1, 98UM cancel thread 1] type = ChangeState Value = 1100 Trigger1 = var(9) = 5 Trigger1 = random < 950 Trigger1 = var(1) = 1 Trigger1 = var(15) Trigger1 = var(18) Trigger1 = MoveHit Trigger1 = p2StateType != A Trigger1 = StateNo = 1501 [State -1, 98UM cancel thread 2] type = ChangeState Value = 1000 Trigger1 = var(9) = 5 Trigger1 = random < 950 Trigger1 = var(1) = 1 Trigger1 = var(15) Trigger1 = var(18) Trigger1 = MoveHit Trigger1 = StateNo = 1100 Trigger1 = time > 55 ;------- MIX Goenitz cancel thread -------- [State -1, MIX cancel thread 1] type = ChangeState Value = 1300 Trigger1 = var(9) = 5 Trigger1 = random < 950 Trigger1 = var(1) = 2 Trigger1 = var(15) Trigger1 = var(18) Trigger1 = MoveHit Trigger1 = p2StateType != A Trigger1 = StateNo = 1501 [State -1, MIX cancel thread 2] type = ChangeState Value = 1500 Trigger1 = var(9) = 5 Trigger1 = random < 950 Trigger1 = var(1) = 2 Trigger1 = var(15) Trigger1 = var(18) Trigger1 = MoveHit Trigger1 = p2StateType != A Trigger1 = StateNo = 1310 ;------- Boss Goenitz cancel thread -------- [State -1, Boss cancel thread 1] type = ChangeState Value = 3000 TriggerAll = var(9) = 5 TriggerAll = random < 750 TriggerAll = var(1) = 3 TriggerAll = StateType != A TriggerAll = p2StateType = A TriggerAll = var(15) || power >= 1000 TriggerAll = var(18) TriggerAll = Numtarget TriggerAll = Movehit TriggerAll = StateNo = 1100 Trigger1 = p2StateType = A Trigger1 = !var(2) Trigger1 = p2dist y < -45 Trigger2 = p2StateType = A Trigger2 = !var(2) Trigger2 = p2dist x > 95 Trigger3 = p2StateType = A Trigger3 = var(2) = 1 Trigger3 = p2dist y < -80 Trigger4 = p2StateType = A Trigger4 = var(2) = 1 Trigger4 = p2dist x > 120 Trigger5 = p2StateType = A Trigger5 = var(2) = 2 Trigger5 = p2dist y < -100 Trigger6 = p2StateType = A Trigger6 = var(2) = 2 Trigger6 = p2dist x > 85 Trigger7 = p2StateType != A Trigger7 = var(2) != 2 Trigger7 = p2dist x > 80 ;------------ LV4 Finishers ------------- [State -1, LV4 finisher 1] type = ChangeState Value = 3100 TriggerAll = var(9) > 3 TriggerAll = random < 750 TriggerAll = Power >= ifelse(var(15), 1000, 2000)-1000*(var(1) = 3) TriggerAll = p2Life >= 100 || var(15) TriggerAll = StateType != A TriggerAll = var(18) TriggerAll = p2dist x < 70 TriggerAll = MoveHit TriggerAll = p2StateType != A TriggerAll = var(15) < 250 || var(1) != 2 || var(9) < 5 TriggerAll = !(life < lifemax/4 && power >= 4000+1000*(!var(15))) Trigger1 = StateNo = 1100 Trigger1 = p2dist x > 63 Trigger2 = StateNo = 1310 Trigger3 = StateNo = 1501 [State -1, LV4 finisher 2a] type = ChangeState Value = 3000 TriggerAll = var(9) > 3 TriggerAll = var(1) > 1 TriggerAll = random < 750 TriggerAll = Power >= ifelse(var(15),1000,2000)-1000*(var(1) = 3) TriggerAll = p2Life >= 150 || var(15) TriggerAll = StateType != A TriggerAll = p2StateType != A || p2stateno = [6000,6006] TriggerAll = var(18) TriggerAll = MoveHit || projhit = 1, = [10,12] TriggerAll = var(15) < 300 || var(9) < 5 || var(1) = 3 || p2StateType != A TriggerAll = StateNo = 1100 Trigger1 = p2StateType = A Trigger1 = !var(2) Trigger1 = p2dist y < -45 Trigger2 = p2StateType = A Trigger2 = !var(2) Trigger2 = p2dist x > 95 Trigger3 = p2StateType = A Trigger3 = var(2) = 1 Trigger3 = p2dist y < -80 Trigger4 = p2StateType = A Trigger4 = var(2) = 1 Trigger4 = p2dist x > 120 Trigger5 = p2StateType = A Trigger5 = var(2) = 2 Trigger5 = p2dist y < -100 Trigger6 = p2StateType = A Trigger6 = var(2) = 2 Trigger6 = p2dist x > 85 Trigger7 = p2StateType != A Trigger7 = var(2) != 2 Trigger7 = p2dist x > 80 [State -1, LV4 finisher 2b] type = ChangeState Value = 3000 Trigger1 = var(9) > 3 Trigger1 = var(1) Trigger1 = var(1) != 2 Trigger1 = random < 750 Trigger1 = Power >= ifelse(var(15),1000,2000)-1000*(var(1) = 3) Trigger1 = p2Life >= 150 || var(15) Trigger1 = StateType != A Trigger1 = p2stateno = [6000,6006] Trigger1 = var(18) Trigger1 = projhit = 1, = [10,12] Trigger1 = StateNo = 1000 Trigger1 = p2dist x < 100 [State -1, LV4 finisher 2c] type = ChangeState Value = 3000 Trigger1 = var(9) > 3 Trigger1 = random < 750 Trigger1 = Power >= ifelse(var(15),1000,2000)-1000*(var(1) = 3) Trigger1 = p2Life >= 250 Trigger1 = StateType != A Trigger1 = p2stateno = [6000,6006] Trigger1 = var(18) Trigger1 = projhit = 1, = [10,12] Trigger1 = StateNo = 1000 Trigger1 = p2dist x < 100 Trigger1 = enemynear, backedgebodydist > 20 Trigger1 = enemynear, frontedgebodydist > 20 [State -1, LV4 finisher 2d] type = ChangeState Value = 3000 TriggerAll = var(9) > 3 TriggerAll = !var(1) TriggerAll = random < 750 TriggerAll = Power >= ifelse(var(15),3000,4000) TriggerAll = p2Life >= 250 TriggerAll = StateType != A TriggerAll = p2StateType != A || p2stateno = [6000,6006] TriggerAll = var(18) TriggerAll = MoveHit || projhit = 1, = [10,12] TriggerAll = var(15) < 300 || var(9) < 5 TriggerAll = StateNo = 1100 Trigger1 = p2StateType = A Trigger1 = !var(2) Trigger1 = p2dist y < -45 Trigger2 = p2StateType = A Trigger2 = !var(2) Trigger2 = p2dist x > 95 Trigger3 = p2StateType = A Trigger3 = var(2) = 1 Trigger3 = p2dist y < -80 Trigger4 = p2StateType = A Trigger4 = var(2) = 1 Trigger4 = p2dist x > 120 Trigger5 = p2StateType = A Trigger5 = var(2) = 2 Trigger5 = p2dist y < -100 Trigger6 = p2StateType = A Trigger6 = var(2) = 2 Trigger6 = p2dist x > 85 Trigger7 = p2StateType != A Trigger7 = var(2) != 2 Trigger7 = p2dist x > 80 [State -1, LV4 finisher 2e] type = ChangeState Value = 3000 Trigger1 = var(9) > 3 Trigger1 = !var(1) Trigger1 = random < 750 Trigger1 = Power >= ifelse(var(15),3000,4000) Trigger1 = p2Life >= 250 Trigger1 = StateType != A Trigger1 = p2stateno = [6000,6006] Trigger1 = var(18) Trigger1 = projhit = 1, = [10,12] Trigger1 = StateNo = 1000 Trigger1 = p2dist x < 100 Trigger1 = enemynear, backedgebodydist > 20 Trigger1 = enemynear, frontedgebodydist > 20 [State -1, LV4 finisher 3a] type = ChangeState Value = 3200 TriggerAll = var(9) > 3 TriggerAll = !var(1) TriggerAll = random < 750 TriggerAll = Power >= ifelse(var(15),1000,2000) TriggerAll = p2Life >= 250 TriggerAll = StateType != A TriggerAll = p2StateType != A || p2stateno = [6000,6006] TriggerAll = var(18) TriggerAll = MoveHit TriggerAll = var(15) < 300 || var(9) < 5 || p2StateType != A TriggerAll = StateNo = 1100 Trigger1 = p2StateType = A Trigger1 = !var(2) Trigger1 = p2dist y < -45 Trigger2 = p2StateType = A Trigger2 = !var(2) Trigger2 = p2dist x > 95 Trigger3 = p2StateType = A Trigger3 = var(2) = 1 Trigger3 = p2dist y < -80 Trigger4 = p2StateType = A Trigger4 = var(2) = 1 Trigger4 = p2dist x > 120 Trigger5 = p2StateType = A Trigger5 = var(2) = 2 Trigger5 = p2dist y < -100 Trigger6 = p2StateType = A Trigger6 = var(2) = 2 Trigger6 = p2dist x > 85 Trigger7 = p2StateType != A Trigger7 = var(2) != 2 Trigger7 = p2dist x > 80 [State -1, LV4 finisher 3b] type = ChangeState Value = 3200 Trigger1 = var(9) > 3 Trigger1 = !var(1) Trigger1 = random < 750 Trigger1 = Power >= ifelse(var(15),1000,2000) Trigger1 = p2Life >= 250 Trigger1 = StateType != A Trigger1 = p2stateno = [6000,6006] Trigger1 = var(18) Trigger1 = projhit = 1, = [10,12] Trigger1 = StateNo = 1000 Trigger1 = p2dist x < 100 Trigger1 = enemynear, backedgebodydist > 20 Trigger1 = enemynear, frontedgebodydist > 20 [State -1, LV4 finisher 2b] type = ChangeState Value = 3200 Trigger1 = var(9) > 3 Trigger1 = var(1) != 1 Trigger1 = var(1) != 3 Trigger1 = random < 750 Trigger1 = Power >= ifelse(var(15),1000,2000) Trigger1 = p2Life >= 250 Trigger1 = StateType != A Trigger1 = p2stateno = [6000,6006] Trigger1 = var(18) Trigger1 = projhit = 1, = [10,12] Trigger1 = StateNo = 1000 Trigger1 = p2dist x < 100 ;------------ Hyper Finishers ------------- [State -1, LV3 finisher 1] type = ChangeState Value = 3000 TriggerAll = var(9) > 2 TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(8-var(9)) TriggerAll = !var(1) TriggerAll = Power >= ifelse(var(15), 1000,3000) TriggerAll = p2Life >= 200 || var(15) TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = MoveHit TriggerAll = var(15) || var(9) < 5 TriggerAll = power < 2000 || var(9) < 4 Trigger1 = random < 200 Trigger2 = StateNo = 300 [State -1, LV3 finisher 2] type = ChangeState Value = 3100 TriggerAll = var(9) > 2 TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = Power >= 1000 || var(15) || var(1) = 3 TriggerAll = p2Life >= 100 || var(15) || var(1) = 3 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = !var(19) TriggerAll = var(3) TriggerAll = p2dist x < 70 TriggerAll = MoveHit TriggerAll = var(15) || var(9) < 5 || var(1) = 3 TriggerAll = power < 1000 || var(9) < 4 || var(1) = 3 Trigger1 = random < 200 || var(1) = 3 Trigger2 = StateNo = 300 [State -1, LV3 finisher 2] type = ChangeState Value = ifelse(var(1),3000,3200) TriggerAll = var(9) > 2 TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = Power >= 1000 || var(15) || var(1) = 3 TriggerAll = p2Life >= 100 || var(15) || var(1) = 3 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = MoveHit TriggerAll = var(15) || var(9) < 5 || var(1) = 3 TriggerAll = power < 1000 || var(9) < 4 || var(1) = 3 Trigger1 = random < 200 || var(1) = 3 Trigger2 = StateNo = 300 ;-------- LV 3+ Special Finishers --------- [State -1, LV3 finisher 1] type = ChangeState Value = 1300 TriggerAll = var(9) > 2 TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = p2bodydist x <= 60 TriggerAll = MoveHit Trigger1 = random < 200 || var(1) = 3 Trigger2 = StateNo = 300 Trigger3 = StateNo = 730 [State -1, LV3 finisher 3] type = ChangeState Value = 1500 TriggerAll = var(9) > 2 TriggerAll = var(1) TriggerAll = var(1) != 3 TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = MoveHit Trigger1 = random < 200 || var(1) = 3 Trigger2 = StateNo = 300 Trigger3 = StateNo = 730 [State -1, LV3 finisher 4] type = ChangeState Value = ifelse(random < 200, 1200, 1000) TriggerAll = var(9) > 2 TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = MoveGuarded Trigger1 = random < 200 || var(1) = 3 Trigger2 = StateNo = 300 Trigger3 = StateNo = 730 [State -1, LV3 finisher 2] type = ChangeState Value = 1100 TriggerAll = var(9) > 2 TriggerAll = var(1) = [1,2] TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = var(3) TriggerAll = MoveHit TriggerAll = p2bodydist x <= 55 TriggerAll = StateNo != [200,210] TriggerAll = StateNo != 400 TriggerAll = StateNo != 420 || var(1) = 1 Trigger1 = random < 200 Trigger2 = StateNo = 300 Trigger3 = StateNo = 730 [State -1, LV3 finisher 2b] type = ChangeState Value = 1100 TriggerAll = var(9) > 2 TriggerAll = var(1) TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType = A TriggerAll = p2MoveType = H TriggerAll = p2Stateno = [6000,6006] TriggerAll = var(3) TriggerAll = MoveHit Trigger1 = enemynear, backedgedist < 10 Trigger1 = p2dist x < 80 Trigger2 = enemynear, frontedgedist < 10 Trigger2 = p2dist x < 80 Trigger3 = p2bodydist x <= 55 [State -1, LV3 finisher 2c] type = ChangeState Value = 1000 Trigger1 = var(9) > 2 Trigger1 = var(1) = [1,2] Trigger1 = random < 500 Trigger1 = StateType != A Trigger1 = p2StateType = A Trigger1 = p2MoveType = H Trigger1 = p2Stateno = [6000,6004] Trigger1 = var(3) Trigger1 = MoveHit [State -1, LV3 finisher 3] type = ChangeState Value = 3100 TriggerAll = var(9) > 3 TriggerAll = var(1) = 3 TriggerAll = var(3) TriggerAll = !var(19) TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = p2StateType != A TriggerAll = p2StateType != L TriggerAll = MoveHit TriggerAll = p2dist x < 70 Trigger1 = var(15) Trigger2 = var(9) < 5 Trigger3 = power < 2000 [State -1, LV3 finisher 3] type = ChangeState Value = 3000 TriggerAll = var(9) > 3 TriggerAll = var(1) = 3 TriggerAll = var(3) TriggerAll = random < 500 TriggerAll = StateType != A TriggerAll = MoveHit TriggerAll = p2StateType != A || p2StateNo = [6000,6006] Trigger1 = var(15) Trigger2 = var(9) < 5 Trigger3 = power < 2000 ;---------------- Jugglers & OTG ----------------- [State -1, Shin Ya Otome AI SDM] type = ChangeState value = 3000 TriggerAll = var(9) > 2 TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = !var(1) TriggerAll = StateType != A TriggerAll = Power >= 1000+2000*(!var(15)) TriggerAll = p2Life >= 200 triggerAll = ctrl || StateNo = [100,101] triggerAll = var(15) < 300 || power < 2000 || var(9) < 5 Trigger1 = p2StateType = A Trigger1 = p2dist x < 120+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 20+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = (p2dist y = [-170,-70]) || (Enemynear, vel y = [-9,-3]) trigger1 = p2MoveType = H trigger1 = p2StateNo = [6000,6006] [State -1, Shin Ya Otome AI DM] type = ChangeState value = 3000 TriggerAll = var(9) > 2 TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(12-var(9)) TriggerAll = var(1) TriggerAll = StateType != A TriggerAll = Power >= 1000 || var(15) || var(1) = 3 TriggerAll = p2Life >= 150 triggerAll = ctrl || StateNo = [100,101] triggerAll = var(15) < 300 || power < 1000 || var(1) != 2 || var(9) < 5 Trigger1 = p2StateType = A Trigger1 = p2dist x < 120+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 20+15*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = (p2dist y = [-170,-70]) || (Enemynear, vel y = [-9,-3]) trigger1 = p2MoveType = H trigger1 = p2StateNo = [6000,6006] [State -1, Wampiou Mametsu AI Juggle] type = ChangeState Value = 1100 TriggerAll = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(8-var(9)) TriggerAll = statetype != A TriggerAll = p2statetype = A TriggerAll = p2Movetype = H TriggerAll = p2StateNo = [6000,6006] TriggerAll = EnemyNear, vel y < 4 TriggerAll = ctrl || (stateno = [100,101]) ||(Stateno = [120,131]) Trigger1 = p2dist x < 60+17*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 17*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = p2dist y < -70-((EnemyNear, vel y)+(enemyNear, gethitvar(yaccel)*18)) Trigger1 = p2dist y > -170-((EnemyNear, vel y)+(enemyNear, gethitvar(yaccel)*18)) [State -1, OTG finisher] type = ChangeState Value = 1000 TriggerAll = var(9) > 2 TriggerAll = var(1) TriggerAll = var(1) != 3 TriggerAll = random < 500 TriggerAll = !Numproj TriggerAll = StateType != A TriggerAll = ctrl || StateNo = [100,103] TriggerAll = p2dist x <= 250 TriggerAll = p2MoveType = H trigger1 = p2StateNo = 6700 trigger2 = p2StateNo = [5050,5110] ;----------- offensive code [State -1] type = ChangeState value = 100 TriggerAll = var(9) TriggerAll = random < ifelse(var(9) < 3, 100,200)+300*(!var(53)) triggerall = ctrl triggerall = var(53) != 1 TriggerAll = statetype != A TriggerAll = p2statetype != L TriggerAll = p2stateNo != [5120,5205] trigger1 = p2movetype != A trigger1 = P2bodydist X >= 150 trigger2 = P2bodydist X >= 60 trigger2 = p2movetype = H || (var(25) && p2StateType != A) ;-----------defensive code [State -1, High Jump fwd AI] type = ChangeState value = 41 TriggerAll = var(9) TriggerAll = random < ifelse(var(9) < 3, 100,200)+300*(var(53) = 1) triggerAll = statetype != A TriggerAll = ctrl TriggerAll = p2bodydist x <= 50 TriggerAll = backedgebodydist < 50 trigger1 = p2stateno = [5120,5202] trigger2 = p2stateno = [5030,5110] trigger3 = p2stateno = [153,155] trigger4 = p2MoveType = H Trigger4 = p2StateNo = [1350,1360] trigger5 = p2MoveType = H Trigger5 = p2StateNo = [6010,6019] [State -1, Run back AI] type = ChangeState value = 105 TriggerAll = var(9) TriggerAll = random < ifelse(var(9) < 3, 200,400)+300*(var(53) = 1) triggerAll = statetype != A TriggerAll = ctrl TriggerAll = p2bodydist x <= 50 TriggerAll = backedgebodydist > 50 trigger1 = p2stateno = [5120,5202] trigger2 = p2stateno = [153,155] trigger3 = p2MoveType = H Trigger3 = p2StateNo = [1350,1360] trigger4 = p2MoveType = H Trigger4 = p2StateNo = [6010,6019] trigger5 = p2MoveType = H Trigger5 = p2StateNo = 6700 [State -1, Guard] type = ChangeState value = 120 triggerall = var(9) TriggerAll = random < ((lifemax-life)/(lifemax/const(data.life)))/(15-var(9)) triggerall = ctrl TriggerAll = stateno != [120,140] trigger1 = inguarddist trigger1 = enemynear, MoveGuarded = 0 [State -1,recover1] type = ChangeState value = 5201 triggerall = var(9) triggerall = canrecover triggerall = movetype = H triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive TriggerAll = random < ifelse(var(9) < 3, 200,400) triggerall = stateno = [5050,5100] trigger1 = var(53) = 1 trigger2 = p2bodydist x < 60 trigger3 = var(50) [State -1, GC Dash AI] type = ChangeState value = 101 TriggerAll = var(9) > 2 TriggerAll = Power >= 1500 TriggerAll = !var(53) TriggerAll = Random < (power/10) TriggerAll = p2bodydist x < 65 TriggerAll = p2statetype != A TriggerAll = EnemyNear, AnimTime < -10 Trigger1 = StateNo = 150 Trigger2 = StateNo = 152 [State -1, Knockdown AI] type = ChangeState Value = 260 TriggerAll = var(9) Triggerall = random < 150 TriggerAll = Life < p2life || life < 300 TriggerAll = Power >= 1000 TriggerAll = StateNo = 150 || StateNo = 152 trigger1 = p2dist x = [10,70] trigger1 = p2StateType != A [State -1 AIcharge] type = ChangeState value = 770 Triggerall = random < 100+200*(var(53) = 2) Trigger1 = var(9) trigger1 = power < PowerMax trigger1 = p2bodydist x > 90 trigger1 = Enemy, gethitvar(fall) = 1 || p2StateNo = [5050, 5110] trigger1 = statetype != A Trigger1 = ctrl || stateNo = 52 trigger1 = !var(15) || numpartner ;--------- Anti-aerials [State -1, Anti-Aerial 1] type = ChangeState Value = 1100 TriggerAll = var(9) TriggerAll = random < 50 TriggerAll = statetype != A TriggerAll = p2statetype = A TriggerAll = p2Movetype != H TriggerAll = EnemyNear, vel y < 0 TriggerAll = ctrl || (stateno = [100,101]) ||(Stateno = [120,131]) Trigger1 = EnemyNear, p2dist x > 0 Trigger1 = EnemyNear, vel x >= 0 Trigger1 = p2dist x < 60+17*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 95 Trigger1 = p2dist x > 17*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) Trigger1 = p2dist y < -70-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*18)) Trigger1 = p2dist y > -170-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*18)) trigger2 = EnemyNear, vel x > 0 trigger2 = EnemyNear, vel y = [-11.5, -8.5] Trigger2 = p2dist x = [120,170] [State -1, Anti-Aerial 2] type = ChangeState Value = 41 TriggerAll = var(9) TriggerAll = var(1) > 1 Triggerall = random < 150 TriggerAll = statetype != A TriggerAll = EnemyNear, vel y > -1 TriggerAll = ctrl Trigger1 = p2Movetype != H Trigger1 = p2StateNo != [2000,4999] Trigger1 = p2dist x < 140 Trigger1 = p2dist x > 55 Trigger1 = p2dist y < -70 Trigger1 = p2dist y > -200 Trigger1 = p2statetype = A [State -1, Anti-Aerial 3] type = ChangeState Value = 440 TriggerAll = var(9) Triggerall = random < 150 TriggerAll = statetype != A TriggerAll = EnemyNear, vel y > -1 TriggerAll = ctrl Trigger1 = p2Movetype != H Trigger1 = p2StateNo != [2000,4999] Trigger1 = p2dist x < 55+9*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || frontEdgeDist < 55 Trigger1 = p2dist x > 15+9*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) || backEdgeDist < 5 Trigger1 = p2dist y < -50-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*9)) Trigger1 = p2dist y > -65-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*9)) Trigger1 = p2statetype = A [State -1, anti-aerial 4] type = ChangeState Value = 250 TriggerAll = var(9) Triggerall = random < 150 TriggerAll = statetype != A TriggerAll = EnemyNear, vel y > 0 TriggerAll = EnemyNear, pos y < 0 TriggerAll = p2dist x < 58+6*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) TriggerAll = p2dist x > -8+6*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) TriggerAll = p2dist y < -65-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*6)) TriggerAll = p2dist y > -100-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*6)) TriggerAll = p2statetype = A TriggerAll = p2Movetype != H TriggerAll = p2MoveType != A || var(30) Triggerall = p2bodydist x > 20 || var(1) > 1 Trigger1 = ctrl || stateNo = 52 Trigger2 = stateno = [100,101] [State -1, anti-aerial 5] type = ChangeState Value = 450 TriggerAll = var(9) Triggerall = random < 150 TriggerAll = statetype != A TriggerAll = p2dist x < 85+8*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) TriggerAll = p2dist x > 65+8*((enemyNear, vel x)*ifelse(enemynear, p2dist x < 0, -1, 1)) TriggerAll = p2dist y < -22-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*8)) TriggerAll = p2dist y > -30-((EnemyNear, vel y)+(enemyNear, const(movement.yaccel)*8)) TriggerAll = p2statetype = A TriggerAll = p2Movetype != H TriggerAll = EnemyNear, vel y > 0 TriggerAll = EnemyNear, pos y < 0 TriggerAll = p2StateNo != [2000,4999] Trigger1 = ctrl || stateNo = 52 Trigger2 = (stateno = 100 || stateno = 103) ;-------------------------------------------------- ;------------------ Poking system ----------------- ;-------------------------------------------------- [State -1, poking All 1] type = ChangeState value = ifelse(random > 500, 200, 400) Trigger1 = var(9) Trigger1 = random < 250 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [0,50] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 1] type = ChangeState value = ifelse(random < 500, 210, 450) Trigger1 = var(9) Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [50,65] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 2] type = ChangeState value = ifelse(random < 500, 200, 450) Trigger1 = var(9) Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [60,70] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 3] type = ChangeState value = ifelse(random < 500, 420, 450) Trigger1 = var(9) Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [70,85] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 3] type = ChangeState value = ifelse(random < 500, 240, 450) Trigger1 = var(9) Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [60,85] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 4a] type = ChangeState value = ifelse(random < 500, 420, 300) Trigger1 = var(9) Trigger1 = var(1) < 3 Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [75,95] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 4b] type = ChangeState value = ifelse(random < 500, 420, 250) Trigger1 = var(9) Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [75,95] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 [State -1, poking 5] type = ChangeState value = ifelse(random < 500, 300, 250) Trigger1 = var(9) Trigger1 = var(1) != 3 Trigger1 = random < 150 trigger1 = statetype != A trigger1 = p2statetype != A trigger1 = p2statetype != L Trigger1 = p2dist x = [85,105] Trigger1 = p2stateno != [1100,4999] Trigger1 = ctrl || stateNo = 52 ;----------- aerials [State -1, Jump SPunch AI] type = ChangeState value = 640 triggerAll = var(9) TriggerAll = statetype = A TriggerAll = ctrl Trigger1 = !var(4) Trigger1 = p2dist x < 55+13*vel x Trigger1 = p2dist x > 13*vel x trigger1 = vel y > -.5 trigger1 = pos y < -80 Trigger1 = p2statetype != A Trigger2 = var(4) Trigger2 = p2dist x < 55+13*vel x Trigger2 = p2dist x > 0 trigger2 = vel y > -.5 trigger2 = pos y < -55 Trigger2 = p2statetype != A [State -1, Jump SKick AI] type = ChangeState value = ifelse(var(1) = 3, 630,650) triggerAll = var(9) triggerAll = var(1) != [1,2] TriggerAll = statetype = A TriggerAll = ctrl Trigger1 = !var(4) Trigger1 = p2dist x < 80+7*vel x Trigger1 = p2dist x > 7*vel x trigger1 = vel y > 0 && pos y > -80 Trigger1 = p2statetype != A Trigger2 = var(4) Trigger2 = p2dist x < 80+7*vel x Trigger2 = p2dist x > 0 trigger2 = vel y > 0 trigger2 = pos y < -65 Trigger2 = p2statetype != A [State -1, Jump Med kick AI] type = ChangeState value = ifelse(var(1) = 2,630,ifelse(var(1) = 3, 610,650)) triggerAll = var(9) triggerAll = var(1) TriggerAll = statetype = A TriggerAll = ctrl Trigger1 = p2bodydist x < 85 trigger1 = vel y > 0 && pos y > -80 Trigger1 = p2statetype != A Trigger2 = random < ifelse(var(9) < 3, 400,800) Trigger2 = p2movetype != H Trigger2 = p2statetype = A Trigger2 = p2dist x < 85+8*vel x Trigger2 = p2dist x > 0 Trigger2 = p2bodydist y = [0,20] Trigger2 = p2dist x > 85+8*vel x || p2MoveType != A [State -1, Jump Knockdown AI] type = ChangeState value = 660 triggerAll = var(9) TriggerAll = statetype = A TriggerAll = ctrl Trigger1 = random < ifelse(var(9) < 3, 400,800) Trigger1 = p2movetype != H Trigger1 = p2statetype = A Trigger1 = p2dist x < 60+12*vel x Trigger1 = p2dist x > 0 Trigger1 = p2bodydist y = [-50,10] [State -1, Jump Strong kick AI] type = ChangeState value = 650 triggerAll = var(9) triggerAll = var(1) > 1 TriggerAll = statetype = A TriggerAll = ctrl Trigger1 = random < ifelse(var(9) < 3, 400,800) Trigger1 = p2movetype != H Trigger1 = p2statetype = A Trigger1 = p2dist x < 40+4*vel x Trigger1 = p2dist x > 0 Trigger1 = p2bodydist y = [-90,0] ;-------------------------------------------------- ;---------------- Personality chips --------------- ;-------------------------------------------------- ;--------------- Run & grab ---------------- [State -1, Jump] type = ChangeState value = 7000 TriggerAll = var(9) TriggerAll = var(53) = 3 TriggerAll = !var(6) triggerAll = statetype != A triggerAll = p2StateType != A triggerAll = p2StateType != L triggerAll = p2MoveType != A triggerAll = !EnemyNear, Numproj trigger1 = p2bodydist x > 100 Trigger1 = !inguarddist Trigger1 = ctrl || stateNo = 52 Trigger2 = Stateno = [400,430] Trigger2 = !AnimTime ;--------------- jump, dodge & grab ---------------- [State -1, Jump] type = ChangeState value = ifelse(p2bodydist x > 20,700,720) Trigger1 = var(9) Trigger1 = var(53) = 3 trigger1 = statetype != A trigger1 = p2StateType != A trigger1 = p2StateType != L trigger1 = p2bodydist x = [0,55] Trigger1 = stateno = 52 Trigger1 = prevstateno = [600,690] Trigger1 = p2stateno = [120,152] Trigger1 = !AnimTime [State -1, Jump] type = ChangeState value = 3100 TriggerAll = var(9) TriggerAll = var(53) = 3 TriggerAll = !var(6) triggerAll = statetype != A triggerAll = p2StateType != A triggerAll = p2StateType != L triggerAll = p2dist x = [0,69] TriggerAll = prevstateno = 52 TriggerAll = stateno = [700,720] TriggerAll = !AnimTime trigger1 = Power >= 1000 trigger2 = var(15) trigger3 = var(1) = 3 [State -1, Jump] type = ChangeState value = 950+10*(random < 500) Trigger1 = var(9) Trigger1 = var(1) != 2 Trigger1 = var(53) = 3 trigger1 = statetype != A trigger1 = p2StateType != A trigger1 = p2StateType != L trigger1 = p2bodydist x = [0,20] Trigger1 = prevstateno = 52 Trigger1 = stateno = [700,720] Trigger1 = !AnimTime [State -1, Jump] type = ChangeState value = 1400 Trigger1 = var(9) Trigger1 = var(1) = 2 Trigger1 = var(53) = 3 trigger1 = statetype != A trigger1 = p2StateType != A trigger1 = p2StateType != L trigger1 = p2bodydist x = [0,20] Trigger1 = prevstateno = 52 Trigger1 = stateno = [700,720] Trigger1 = !AnimTime ;--------------- Teleport & grab ---------------- [State -1, Teleport] type = ChangeState value = 7010 TriggerAll = var(9) > 2 TriggerAll = var(53) = 3 TriggerAll = !var(6) triggerAll = p2StateType != A triggerAll = p2StateType != L triggerAll = p2dist x = [0,69] TriggerAll = !AnimTime Trigger1 = stateno = 1200 Trigger1 = var(2) != 2 Trigger2 = stateno = 1201 Trigger2 = var(2) = 2 ;--------------- Koko Desu Ka ---------------- [State -1, Combo] type = ChangeState value = 7020 TriggerAll = var(9) > 2 TriggerAll = var(1) != 1 TriggerAll = var(1) != 3 triggerAll = Stateno = 1000 triggerAll = prevStateno = 1100 triggerAll = !AnimTime triggerAll = p2dist x < 95 triggerAll = numtarget trigger1 = target, backedgebodydist < 5 trigger2 = target, frontedgebodydist < 5 [State -1, Retarded Kototsuki AI] type = ChangeState Value = 1500 Trigger1 = var(9) Trigger1 = (life > lifemax/4*(var(9)-1)) Trigger1 = var(1) Trigger1 = var(1) != 3 Trigger1 = random < 25 Trigger1 = StateType != A Trigger1 = ctrl || stateNo = 52 [State -1, Retarded Aoi Hana AI] type = ChangeState Value = 1300 Trigger1 = var(9) Trigger1 = (life > lifemax/4*(var(9)-1)) Trigger1 = var(1) != 1 Trigger1 = var(1) != 3 Trigger1 = random < 25 Trigger1 = StateType != A Trigger1 = ctrl || stateNo = 52 [State -1, Retarded Wampiou AI] type = ChangeState Value = 1100 Trigger1 = var(9) Trigger1 = (life > lifemax/4*(var(9)-1)) Trigger1 = random < 25 Trigger1 = StateType != A Trigger1 = ctrl || stateNo = 52 [State -1, Retarded punch AI] type = ChangeState Value = 240 Trigger1 = var(9) Trigger1 = (life > lifemax/4*(var(9)-1)) Trigger1 = random < 150 Trigger1 = p2bodydist x > 150 Trigger1 = StateType != A Trigger1 = ctrl || stateNo = 52 [State -1, Retarded Taunt AI] type = ChangeState Value = 195 Trigger1 = var(9) Trigger1 = (life > lifemax/4*(var(9)-1)) Trigger1 = random < 25 Trigger1 = StateType != A Trigger1 = ctrl || stateNo = 52
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