; 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
;-------------------------------------------------[AI Activators]----------
[Command]
name = "AI_1"
command = D,D,D,F,F,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_2"
command = D,D,D,F,F,U,a+b+c+x+y+z
time = 1
[Command]
name = "AI_3"
command = D,D,D,F,F,UF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_4"
command = D,D,D,F,F,D,a+b+c+x+y+z
time = 1
[Command]
name = "AI_5"
command = D,D,D,F,F,DF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_6"
command = D,D,D,F,F,B,a+b+c+x+y+z
time = 1
[Command]
name = "AI_7"
command = D,D,D,F,F,DB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_8"
command = D,D,D,F,F,UB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_9"
command = D,D,D,F,U,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_10"
command = D,D,D,F,UF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_11"
command = D,D,D,F,DF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_12"
command = D,D,D,F,D,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_13"
command = D,D,D,F,DB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_14"
command = D,D,D,F,B,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_15"
command = D,D,D,F,UB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_16"
command = D,D,D,F,F,F,a+b+c+x+y,z
time = 1
[Command]
name = "AI_17"
command = D,D,D,F,F,F,a+b+c+x,y,z
time = 1
[Command]
name = "AI_18"
command = D,D,D,F,F,F,a+b+c,x,y,z
time = 1
[Command]
name = "AI_19"
command = D,D,D,F,F,F,a+b,c,x,y,z
;
;-| 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 = "gottagofast"
command = ~D, DF, F, D, DF, F, x+y
time = 20
[Command]
name = "overshockingspinball" ;Same name as above
command = ~D, DF, F, D, DF, F, a+b
time = 20
[Command]
name = "speedzone"
command = ~D, DB, B, D, DB, B, x+y
time = 20
[Command]
name = "bluetornado" ;Same name as above
command = ~D, DB, B, D, DB, B, a+b
time = 20
[Command]
name = "FINISHER"
command = ~D, D, z
time = 30
;-| Special Motions |------------------------------------------------------
[command]
name = "spinbounce"
command = ~D,DB,B,a
time = 15
[command]
name = "spinbounceEX"
command = ~D,DB,B,a+b
[command]
name = "spinbounce2"
command = ~D,DB,B,b
time = 15
[command]
name = "spindashEX"
command = ~D,DB,B,x+y
time = 15
[command]
name = "spindash2"
command = ~D,DB,B,y
time = 15
[command]
name = "spindash"
command = ~D,DB,B,x
time = 15
[Command]
name = "homingattack"
command = ~D,DF,F,a
time = 15
[Command]
name = "homingattack2"
command = ~D,DF,F,b
time = 15
[Command]
name = "homingattackEX"
command = ~D,DF,F,a+b
time = 15
[Command]
name = "ringportal"
command = ~D,DF,F,x
time = 15
[Command]
name = "ringportal2"
command = ~D,DF,F,y
time = 15
[Command]
name = "ringportalEX"
command = ~D,DF,F,x+y
time = 15
[Command]
name = "GuardCancel"
command = c+z
time = 10
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 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.
[Statedef -1]
;;---------------------------------------------------------------------------
[State -1 ,ALL AI]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
v = 59
value = 1
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*500)
v = 59
value = 1
[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*500)
trigger2 = roundstate != 2
v = 59
value = 0
[State -1, AI powercharge]
type=changestate
value=930
triggerall = !NumHelper(3301)
triggerall = !NumHelper(3303)
triggerall = !NumHelper(3304)
triggerall = var(59) > 0
trigger1=roundstate=2&&statetype!=A&&power<3000&&ctrl
trigger1=random<50&&!inguarddist&&p2bodydist x>=100
;Combo #1
[State -1,AI Combo Attack]
type = ChangeState
value = 10009
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && statetype = S
trigger1 = (P2BodyDist X = [0,500]) && (Random = [0,100])
trigger1 = p2statetype != C
;---------------------------------------------
;---------------------------------------------
[State -1, AI Stand Guarding]
type = ChangeState
value = 130
triggerall = stateno != 130
triggerall = fvar(5) = 1
triggerall = var(59) != 0 && roundstate = 2
triggerall = P2Movetype = A
triggerall = p2statetype != C
triggerall = inguarddist
trigger1 = statetype != A && ctrl
;---------------------------------------------
[State -1, AI Crouch Guarding]
type = ChangeState
value = 131
triggerall = stateno != 131
triggerall = fvar(5) = 1
triggerall = var(59) != 0 && roundstate = 2
triggerall = P2Movetype = A
triggerall = p2statetype = C
triggerall = inguarddist
trigger1 = statetype != A && ctrl
;---------------------------------------------
[State -1, AI Air Guarding]
type = ChangeState
value = 132
triggerall = stateno != 132
triggerall = fvar(5) = 1
triggerall = var(59) != 0 && roundstate = 2
triggerall = P2Movetype = A
triggerall = inguarddist
trigger1 = statetype = A && ctrl
;-------------------------------------------------------------------------
[State -1, AI Guard Counter Attack]
type = ChangeState
value = 750
triggerall = var(59) > 0 && roundstate = 2
triggerall = enemy, stateno = [3000,4999]
triggerall = statetype != A
triggerall = stateno = [150,156]
triggerall = power >= 1000
triggerall = p2bodydist x <= 57
triggerall = p2bodydist Y >= -68
Trigger1 = Random<=var(59)*5.3
;===========================================================================
[State -1, Guard Counter Attack]
type = ChangeState
value = 750
triggerall = !var(59)
triggerall = command = "GuardCancel"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = stateno = [150,153]
[State -1, Parry]
type=hitoverride
triggerall = var(59)<1&&roundstate=2
triggerall=command="GuardCancel"
triggerall = power>=1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = ctrl
attr=SA,AA,AP
stateno=750
slot=0
time=ifelse((stateno=[150,153]),4,8)
;---------------------------------------------------------------------------
[State -1, AI Jump]
type = ChangeState
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist && enemynear, stateno != 6003
triggerall = enemynear, statetype != L
triggerall = enemynear, movetype != A
triggerall = (enemynear, stateno != [1025,1028])
triggerall = ctrl
triggerall = enemynear, numproj <= 0
triggerall = random < var(59) * 60
trigger1 = p2bodydist X = [120,160]
value = ifelse(random<=500,41,42)
[State -1, AI running]
type = ChangeState
triggerall = var(59) && roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist || var(12)
triggerall = enemynear, movetype != A || var(12)
triggerall = stateno != [100,106]
trigger1 = enemynear, statetype != L || var(12)
triggerall = ctrl
trigger1 = p2bodydist X >= 150
trigger2 = enemynear, movetype = H
trigger2 = enemynear, statetype = A
trigger2 = p2bodydist X >= 70
trigger2 = enemynear, statetype != L
trigger3 = var(12) && (enemynear, stateno != [1025,12028]) || enemynear, stateno = 6003
trigger3 = p2dist X > 5
value = 100
[State -1, AI walking]
type = ChangeState
triggerall = var(59) >= 4 && roundstate = 2
triggerall = statetype != A
triggerall = (stateno != [100,106])
triggerall = stateno != [120,155]
triggerall = stateno != 21
trigger1 = ctrl
value = 21
ctrl = 1
;---------------------------------------------------------------------------
[State -1, Fall Recovery]
type = changestate
value = 5210
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && canrecover
triggerall = vel y > 0 && pos y < -20
trigger1 = random <= 999
[State -1, Fall Recovery]
type = changestate
value = 5200
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && gethitvar(fall.recover)
trigger1 = vel y > 0 && pos y >= -5
;-------------------------------------------------------------------
[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
;===========================================================================
[State -1]
type = ChangeState
value = 6000
triggerall = !NumHelper(3201)
triggerall = RoundState = 2
triggerall = command = "FINISHER"
triggerall = power >= 3000
triggerall = p2life < 500
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1020
trigger12 = movecontact = 1
trigger12 = stateno = 1030
;---------------------------------------------------------------------------
;OHKO
[State -1, AI_4]
type = ChangeState
value = 6000
triggerall = !NumHelper(3201)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = p2life < 500
triggerall = statetype != A
triggerall = power >= 3000
trigger1 =(stateno = 200 || stateno = 410 || stateno = 210) && movehit
trigger2 = ctrl || stateno = 100 || (stateno = [120,141]) || stateno = 5120 && animtime = 0 || stateno = 52000 && animtime = 0
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-5,35]
trigger3 = ctrl || stateno = 100
trigger3 = p2bodydist X = [-5,35]
trigger3 = random < 100
; Splashdown
[State -1]
type = ChangeState
value = 3300
triggerall = !NumHelper(3201)
triggerall = RoundState = 2
triggerall = command = "bluetornado"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 230
trigger5 = movecontact = 1
trigger5 = stateno = 240
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 430
trigger10 = movecontact = 1
trigger10 = stateno = 440
trigger11 = movecontact = 1
trigger12 = statetype != A
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3101)
triggerall = !NumHelper(3102)
triggerall = !NumHelper(3201)
triggerall = !NumHelper(3202)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (p2statetype != L)
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 2000) && (random = [60,115]) && (statetype != A)
value = 3300
;---------------------------------------------------------------------------
; Jackhammer
[State -1, Jackhammer]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = Command = "speedzone"
triggerall = power>=2000
trigger1 = StateType != A
trigger1 = Ctrl
value = 3200
[State -1, AI_4]
type = ChangeState
value = 3200
triggerall = !NumHelper(3201)
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
trigger1 =(stateno = 200 || stateno = 410 || stateno = 210) && movehit
trigger2 = ctrl || stateno = 100 || (stateno = [120,141]) || stateno = 5120 && animtime = 0 || stateno = 52000 && animtime = 0
trigger2 = p2movetype = A
trigger2 = p2bodydist X = [-35,235]
trigger3 = ctrl || stateno = 100
trigger3 = p2bodydist X = [-35,235]
trigger3 = random < 100
;------------------------------------------------------------------------------------------------------------------------
; Thundershock (air)
[State -1,]
type = ChangeState
value = 3100
triggerall = !NumHelper(3201)
triggerall = var(8) = 0
triggerall = var(59) <= 0
triggerall = command = "overshockingspinball"
triggerall = power >= 1000
triggerall = numhelper(3101) = 0
trigger1 = (ctrl) && (statetype = A)
trigger2 = stateno = 55
trigger3 = (stateno = 600) && (movecontact)
trigger4 = (stateno = 610) && (movecontact)
trigger5 = (stateno = 630) && (movecontact)
trigger6 = (stateno = 640) && (movecontact)
trigger7 = stateno = [1300,1399]
trigger7 = statetype = A && movecontact
; Thundershock
[State -1,]
type = ChangeState
value = 3100
triggerall = !NumHelper(3201)
triggerall = var(8) = 0
triggerall = var(59) <= 0
triggerall = command = "overshockingspinball"
triggerall = power >= 1000
triggerall = numhelper(3101) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 101 && var(11) = 0
trigger4 = (stateno = [200,299]) && MoveContact
trigger5 = (stateno = [400,499]) && MoveContact
trigger6 = (stateno = [600,699]) && MoveContact
trigger7 = stateno = 700 && MoveContact
trigger8 = stateno = 1205 && movecontact
trigger9 = stateno = [1300,1399]
trigger9 = statetype != A && movecontact
trigger10 = stateno = [1400,1499]
trigger10 = movecontact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0); && (p2stateno != [1242,1243])
triggerall = (Ctrl) && (Statetype = A); && (p2statetype != L)
triggerall = (power >= 1000||var(12)) && (random = [60,115]) && (statetype != A)
trigger1 = (p2bodydist X <= 60) && enemy,facing != facing
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12))
triggerall = p2movetype = H
trigger1 = (ctrl || stateno = [100,101]) || (stateno = 1100 && animelemtime(5) > 0) && !numhelper(1100) || (stateno = 1300 && animelemtime(6) > 0) && prevstateno != 1100 && prevstateno != 1230
trigger1 = var(20) = 1 && (p2bodydist x <= 50 || frontedgedist <= 50)
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12))
triggerall = movehit && (stateno = 1020 || stateno = 1070)
triggerall = anim = 1001 && animelemtime(1) >= 0
trigger1 = frontedgedist <= 90
trigger2 = random < 10 && animelemtime(1) = 0
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12)) && random < 100 || (power >= 2000 || var(12) && var(22) >= 1000) && random <= 500
triggerall = anim = 1001 && animelemtime(1) = 0
trigger1 = movehit && (stateno = 1000 || stateno = 1050)
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0); && (p2stateno != [1242,1243])
triggerall = (Ctrl) && (Statetype != A); && (p2statetype != L)
triggerall = (power >= 1000||var(12)) && (random = [60,115]) && (statetype != A)
trigger1 = (p2bodydist X <= 60) && enemy,facing != facing
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype != A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12))
triggerall = p2movetype = H
trigger1 = (ctrl || stateno = [100,101]) || (stateno = 1100 && animelemtime(5) > 0) && !numhelper(1100) || (stateno = 1300 && animelemtime(6) > 0) && prevstateno != 1100 && prevstateno != 1230
trigger1 = var(20) = 1 && (p2bodydist x <= 50 || frontedgedist <= 50)
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype != A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12))
triggerall = movehit && (stateno = 1010 || stateno = 1020)
triggerall = anim = 1010 && animelemtime(1) >= 0
trigger1 = frontedgedist <= 90
trigger2 = random < 10 && animelemtime(1) = 0
value = 3100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype != A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12)) && random < 100 || (power >= 2000 || var(12) && var(22) >= 1000) && random <= 500
triggerall = anim = 1010 && animelemtime(1) = 0
trigger1 = movehit && (stateno = 1300 || stateno = 1310)
value = 3100
;---------------------------------------------------------------------------
; Sonic Acrobatic Rush (DM)
[State -1]
type = ChangeState
value = 3000
triggerall = !NumHelper(3201)
triggerall = RoundState = 2
triggerall = command = "gottagofast"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
trigger11 = movecontact = 1
trigger11 = stateno = 1020
trigger12 = movecontact = 1
trigger12 = stateno = 1030
trigger13 = (stateno = [1000,1004]) && movecontact
trigger14 = (Stateno = 1100)
trigger15 = (stateno = [1200,1201]) && movecontact
trigger16 = (Stateno = 1300)
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0); && (p2stateno != [1242,1243])
triggerall = (Ctrl) && (Statetype = A); && (p2statetype != L)
triggerall = (power >= 1000||var(12)) && (random = [60,115]) && (statetype != A)
trigger1 = (p2bodydist X <= 60) && enemy,facing != facing
value = 3000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12))
triggerall = p2movetype = H
trigger1 = (ctrl || stateno = [100,101]) || (stateno = 1100 && animelemtime(5) > 0) && !numhelper(1100) || (stateno = 1300 && animelemtime(6) > 0) && prevstateno != 1100 && prevstateno != 1230
trigger1 = var(20) = 1 && (p2bodydist x <= 50 || frontedgedist <= 50)
value = 3000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12))
triggerall = movehit && (stateno = 1020 || stateno = 1070)
triggerall = anim = 1001 && animelemtime(1) >= 0
trigger1 = frontedgedist <= 90
trigger2 = random < 10 && animelemtime(1) = 0
value = 3000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(3201)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210])
triggerall = (power >= 1000||var(12)) && random < 100 || (power >= 2000 || var(12) && var(22) >= 1000) && random <= 500
triggerall = anim = 1001 && animelemtime(1) = 0
trigger1 = movehit && (stateno = 1000 || stateno = 1050)
value = 3000
;---------------------------------------------------------------------------
[State -1, Gold Spin]
type = ChangeState
value = 1320
triggerall = command = "spinbounceEX"
triggerall = power >= 500
trigger1 = statetype != C
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = power >= 500
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != C) && (random = [50,135])
trigger1 = (p2bodydist X <= 120) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1320
[State -1, Gold Spin]
type = ChangeState
value = 1310
triggerall = command = "spinbounce2"
trigger1 = statetype != C
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != C) && (random = [50,135])
trigger1 = (p2bodydist X <= 120) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1310
[State -1, Gold Spin]
type = ChangeState
value = 1300
triggerall = command = "spinbounce"
trigger1 = statetype != C
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != C) && (random = [50,135])
trigger1 = (p2bodydist X <= 120) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1300
;===========================================================================
[State -1, spindash]
type = ChangeState
value = 1220
triggerall = power >= 500
triggerall = !NumHelper(350)
triggerall = command = "spindashEX"
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = power >= 500
triggerall = NumHelper(350) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1220
[State -1, spindash]
type = ChangeState
value = 1210
triggerall = !NumHelper(350)
triggerall = command = "spindash2"
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = NumHelper(350) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1210
[State -1, spindash]
type = ChangeState
value = 1200
triggerall = !NumHelper(350)
triggerall = command = "spindash"
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = NumHelper(350) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1200
;===========================================================================
[State -1, homingattack]
type = ChangeState
value = 1120
triggerall = command = "homingattackEX"
triggerall = power >= 500
trigger1 = statetype != C
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, homingattack]
type = ChangeState
value = 1110
triggerall = command = "homingattack2"
trigger1 = statetype != C
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 220) && (prevstateno != 5120) && (p2movetype != H) && (statetype != C)
value = 1110
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = power >= 500
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 220) && (prevstateno != 5120) && (p2movetype != H) && (statetype != C)
value = 1120
[State -1, homingattack]
type = ChangeState
value = 1100
triggerall = command = "homingattack"
trigger1 = statetype != C
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 220) && (prevstateno != 5120) && (p2movetype != H) && (statetype != C)
value = 1100
;===========================================================================
[State -1, GoldWave EX]
type = ChangeState
value = 1020
triggerall = !NumHelper(1001)
triggerall = command = "ringportalEX"
triggerall = power >= 500
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(1001)
triggerall = power >= 500
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1020
[State -1, GoldWave]
type = ChangeState
value = 1010
triggerall = !NumHelper(1001)
triggerall = command = "ringportal2"
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(1001)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1010
[State -1, GoldWave]
type = ChangeState
value = 1000
triggerall = !NumHelper(1001)
triggerall = command = "ringportal"
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = !NumHelper(1001)
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,135])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1000
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------
;==<STANDING NORMALS>==
;===========================================================================
;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 = stateno != 450
trigger2 = stateno != 252 && stateno != [201,203];Except for sweep kick
trigger2 = movecontact
var(9) = 1
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(6) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,619]) || (stateno = [630,699])
trigger2 = stateno != 620 ;Except for sweep kick
trigger2 = movecontact
var(6) = 1
;===========================================================================
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
[state -1]
type = changestate
TriggerAll=RoundState=3 && stateno != 195 && prevstateno != 195
triggerall = win
Trigger1=(statetype = s) && ctrl
triggerall = var(59)
value = 195
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = ctrl
triggerall = statetype = S
trigger1 = command = "c"
trigger2 = stateno = [200,250]
trigger2 = movecontact
trigger3 = stateno = [100000,100004]
[State -1, AI throw them]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2statetype != L
triggerall = enemynear,stateno != [1120,1122]
triggerall = enemynear,stateno != 5120
triggerall = enemynear,prevstateno != 5120
trigger1 = p2bodydist x <= 24
trigger1 = p2movetype != H
trigger1 = p2statetype != A
trigger1 = random<var(50)*0.5
trigger2 = enemynear, stateno >= 120 && enemynear, stateno <= 155 && p2bodydist x <= 24
trigger2 = p2statetype != A
trigger2 = p2movetype != H
trigger2 = random<var(50)*1.0
trigger2 = AILevel >= 5
;===========================================================================
;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(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
var(1) = 1
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;5 LP
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Statetype = S
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = 905
trigger3 = stateno = [100,106]
[State -1,AI Stand Light Punch]
type = ChangeState
value = 200
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,15])
;---------------------------------------------------------------------------
;5 HP
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = statetype = S
trigger1 = ctrl
triggerall = command != "holddown"
triggerall = command = "y"
trigger2 = (stateno = [200,209])&& movecontact
trigger3 = (stateno = [230,239])&& movecontact
trigger4 = (stateno = [400,409])&& movecontact
trigger5 = (stateno = [430,439])&& movecontact
trigger6 = stateno = [100,106]
trigger7 = stateno = 905
[State -1,AI Stand Light Punch]
type = ChangeState
value = 210
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,15])
;---------------------------------------------------------------------------
;5 LK
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = stateno != 216
triggerall = statetype = S
triggerall = command != "holddown"
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = [200,209])&& movecontact
trigger3 = (stateno = [400,409])&& movecontact
trigger4 = stateno = [100,106]
[State -1,AI Stand Light Punch]
type = ChangeState
value = 230
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,15])
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = statetype = S
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,239])&& movecontact
trigger4 = (stateno = [400,409])&& movecontact
trigger5 = (stateno = [430,439])&& movecontact
trigger6 = stateno = [100,106]
trigger7 = stateno = 905
[State -1,AI Stand Light Punch]
type = ChangeState
value = 240
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,15])
;---------------------------------------------------------------------------
;2 LP
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = stateno != 216
triggerall = statetype = C
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 430) && movecontact
trigger4 = stateno = 905
[State -1,AI Stand Light Punch]
type = ChangeState
value = 400
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,25])
;---------------------------------------------------------------------------
;2 HP (launcher)
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = statetype = C
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = ctrl
trigger2 = (stateno = [200,210])&& movecontact
trigger3 = (stateno = [400,409])&& movecontact
trigger4 = (stateno = [430,449])&& movecontact
trigger5 = stateno = 905
[State -1,AI Stand Light Punch]
type = ChangeState
value = 410
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,25])
[State -1, AI Launcher]
type = ChangeState
value = 410
triggerall = Var(59) != 0 && RoundState = 2
triggerall = statetype != A && ctrl || (stateno = [100,101])
triggerall = !inguarddist || (enemynear,movetype = A && (enemynear,time <= 5 || enemynear,animtime >= -7)) || (enemynear,ctrl = 0 && enemynear,movetype = I)
triggerall = (p2bodydist x = [-35,35 + 5*(ifelse(stateno = 100, vel x, 1) + enemynear,vel x)])
triggerall = (p2bodydist y + 4*(enemynear,vel y) >= -75 && (enemynear,statetype = A || enemynear,pos y < -10 || (enemynear,stateno = 40 && enemynear,ctrl = 0)))
triggerall = (enemynear,stateno != 105 || enemynear,statetype != L)
trigger1 = random <= (250 + (250 * enemynear,vel x = 0)) || (enemynear,movetype = A && enemynear,time <= 5)
trigger2 = (enemynear,hitfall = 1 && prevstateno != 500) || (enemynear,stateno = [5200,5210])
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = statetype = C
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact
trigger4 = stateno = 905
[State -1,AI Stand Light Punch]
type = ChangeState
value = 430
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,25])
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = statetype = C
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = ctrl
trigger2 = (stateno = [200,239])&& movecontact
trigger3 = (stateno = [400,409])&& movecontact
trigger4 = (stateno = [430,439])&& movecontact
trigger5 = stateno = 905
[State -1,AI Stand Light Punch]
type = ChangeState
value = 440
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 50
trigger1 = (P2BodyDist X = [0,55])
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = [100000,100004]
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 600
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 640) && movecontact
trigger5 = (stateno = 650) && movecontact
trigger6 = stateno = [100000,100004]
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 610
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = stateno = [100000,100004]
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 630
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = stateno = [100000,100004]
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 640
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;-------------------------------------------------------------------------------
;Terrestre
[State -1, Parry]
type = HitOverride
triggerall = statetype = S && statetype != C && statetype != A
triggerall = command = "fwd" && command != "down" && command != "up" && command != "back"
trigger1 = ctrl || stateno = 700
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 700
time = 8
forceair = 0
[State -1, Parry]
type=hitoverride
triggerall = RoundState = 2 && Var(59) != 0
triggerall = statetype = S && statetype != C && statetype != A
trigger1 = ctrl
attr=SCA,NA,SA,HA,NP,SP,HP
stateno=700
slot=0
time=ifelse((stateno=[150,153]),4,8)
;-------------------------------------------------------------------------------
;Aereo
[State -1, Parry]
type = HitOverride
triggerall = statetype = A && statetype != S && statetype != C
triggerall = command = "fwd" && command != "down" && command != "up" && command != "back"
trigger1 = ctrl || stateno = 701
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 701
time = 8
forceair = 0
;Aereo
[State AI Stand-Parry]
type = HitOverride
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 701
time = 8
forceair = 0
trigger1 = RoundState = 2 && Var(59) != 0
triggerall = statetype = A && statetype != S && statetype != C
trigger1 = ctrl || stateno = 701
trigger1 = p2movetype = A
;===========================================================================
[State -1, Guard Counter Attack]
type = ChangeState
value = 750
triggerall = !var(59)
triggerall = command = "GuardCancel"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = stateno = [150,153]
[State -1, Parry]
type=hitoverride
triggerall = var(59)<1&&roundstate=2
triggerall=command="GuardCancel"
triggerall = power>=1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = ctrl
attr=SA,AA,AP
stateno=750
slot=0
time=ifelse((stateno=[150,153]),4,8)
[State -1, AI Stand Combo]
type = ChangeState
value = 750
triggerall = enemy, stateno = [3000,4999]
triggerall=alive
triggerall = var(59) = 1
triggerall=power>=1000
triggerall = p2bodydist X = [-250,250]
trigger1 = statetype != A
trigger1=stateno=[5000,5011]
[State -1, AI Stand Combo]
type = ChangeState
value = 750
triggerall = enemy, stateno = [3000,4999]
triggerall=alive
triggerall = var(59) = 1
triggerall=power>=1000
triggerall = p2bodydist X = [-250,250]
trigger1 = statetype != A
trigger1=stateno=[150,153]
;----------------------------------------------
;---------------------------------------------------------------------------
[State -1, Charge]
type = ChangeState
value = 930
triggerall = !NumHelper(3101)
triggerall = !NumHelper(3102)
triggerall = !NumHelper(3201)
triggerall = !NumHelper(3202)
triggerall = !AILevel&& roundstate = 2
triggerall = power < powermax
trigger1 = command = "hold_b" && command = "hold_y"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, AI powercharge]
type=changestate
value=930
triggerall = !NumHelper(3101)
triggerall = !NumHelper(3102)
triggerall = !NumHelper(3201)
triggerall = !NumHelper(3202)
triggerall = var(59) > 0
trigger1=roundstate=2&&statetype!=A&&power<3000&&ctrl
trigger1=random<50&&!inguarddist&&p2bodydist x>=100