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Command List — Jailbot_v1.1.zip ← Back to Overview

; Jailbot by altoiddealer ;--------------------------------------------------------------------------- ;COMMANDS ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;SUPER/HYPER [Command] name = "TurbineX" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "TurbineY" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "TurbineZ" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "Arcade" command = ~D, DB, B, D, DB, B, a+b time = 20 [Command] name = "Arcade" command = ~D, DB, B, D, DB, B, b+c time = 20 [Command] name = "Arcade" command = ~D, DB, B, D, DB, B, a+c time = 20 ;--------------------------------------------------------------------------- ;COMMAND THROWS [Command] name = "BnTLight" command = B, $D, F, x time = 15 [Command] ;alternate - hold back 5 or more secs name = "BnTLight" command = ~B, $D, F, x time = 10 [Command] name = "BnTMedium" command = B, $D, F, y time = 15 [Command] name = "BnTHeavy" command = B, $D, F, z time = 15 ;--------------------------------------------------------------------------- ;SPECIALS [Command] name = "LongPunchX" command = ~D, DF, F, x [Command] name = "LongPunchY" command = ~D, DF, F, y [Command] name = "LongPunchZ" command = ~D, DF, F, z [Command] name = "MinigunFakeOut" command = ~D, DB, B, s [Command] name = "MinigunShort" command = ~D, DB, B, x [Command] name = "MinigunMed" command = ~D, DB, B, y [Command] name = "MinigunLong" command = ~D, DB, B, z [Command] name = "ComeHere" command = ~B, B+x [Command] name = "ComeHere" command = ~B, B, x ;--------------------------------------------------------------------------------------------- ;SUPER JUMP [Command] name = "Super_Jump" command = ~D, U ;--------------------------------------------------------------------------------------------- ;DOUBLE-TAP [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "xx" command = /x, x, x time = 10 ;--------------------------------------------------------------------------------------------- ;TWO-BUTTON COMBOS [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "throw_p" command = x+y time = 5 [Command] name = "throw_p" command = y+z time = 5 [Command] name = "throw_p" command = x+z time = 5 ;--------------------------------------------------------------------------------------------- ;ONE BUTTON [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "holdc" 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 = "holds" command = /s time = 1 [Command] name = "s" command = s time = 1 ;--------------------------------------------------------------------------------------------- ;ONE DIRECTION [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 = $UF time = 1 ;--------------------------------------------------------------------------------------------- ;HOLD DIRECTION [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ;STATE -1 ;--------------------------------------------------------------------------- [Statedef -1] ;xxxx(ッ(__)ッ)xxxxxxxx/ [ ー ____ ー ] \xxxxxxxx(ッ(__)ッ)xxxx ;AI COMMANDS [State -1, AI Baseline] type = Null triggerall = AILevel trigger1 = RoundState = 2 trigger1 = GameTime%60 = 0 ;Below assigns var(56) a fixed number based on AILevel, which is slightly randomized every 60 ticks in effort to make AI more unpredictable. trigger1 = var(56) := Floor(((AILevel=1)*10+(AILevel=2)*25+(AILevel=3)*35+(AILevel=4)*50+(AILevel=5)*70+(AILevel=6)*90+(AILevel=7)*120+(AILevel=8)*150)*((100+Random%100)/100.0)) ;trigger1 = var(56) := (AILevel=1)*20+(AILevel=2)*40+(AILevel=3)*60+(AILevel=4)*80+(AILevel=5)*100+(AILevel=6)*150+(AILevel=7)*200+(AILevel=8)*300 trigger2 = RoundState != 2 trigger2 = var(56) := 0 ;--------------------------------------------------------------------------- [State -1, AI GUARD] type = ChangeState value = 120 triggerall = var(56) ;AILevel registered triggerall = P2MoveType = A triggerall = InGuardDist triggerall = StateNo != [120,155] triggerall = Random < var(56)*2 triggerall = ctrl trigger1 = StateType != A && P2StateType != A trigger2 = StateType = A || P2StateType = A trigger2 = Random < Cond((p2stateno=[200,699]),350,Cond((p2stateno=[1000,2999]),750,1000)) [State -1, AI DASH FORWARD] type = ChangeState value = 100 triggerall = var(56) ;AILevel registered triggerall = statetype = S triggerall = P2MoveType != H triggerall = Random < var(56) ;2% - 30% triggerall = ctrl trigger1 = Random < P2BodyDist X [State -1, AI DASH BACK] type = ChangeState value = 105 triggerall = var(56) ;AILevel registered triggerall = statetype = S triggerall = P2MoveType != H triggerall = Random < var(56) ;2% - 30% triggerall = ctrl trigger1 = Random < 50 ;5% trigger1 = var(7) = 0 ;enemy is standing near trigger2 = Random < 100 ;10% trigger2 = var(7) = [1,3] ;enemy is nearby, coming down from jump trigger3 = moveguarded trigger3 = Random < 20 ;2% [State -1, AI TURBINE SUPER] type = ChangeState value = 3200 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = P2StateNo != [5101,5150] ;not down/getting up triggerall = power >= 2000 triggerall = Random < var(56) ;2% - 30% trigger1 = AILevel < 5 && ctrl ;lower AI levels trigger1 = Random < 100-var(56)+abs(p2dist x/20) ;will use it more randomly / riskier trigger2 = AILevel >= 5 && ctrl ;higher AI levels trigger2 = Random < 10+abs(p2dist x/20) ;less randomly trigger3 = numtarget trigger3 = Random < var(56)*0.5 trigger3 = target,HitFall && (HitdefAttr = SC, NA) trigger4 = numtarget(250) && ctrl trigger4 = Random < var(56)*6.0 [State -1, AI ARCADE HYPER] type = ChangeState value = 3300 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = P2StateNo != [5101,5150] ;not down/getting up triggerall = power >= 3000 triggerall = Random < var(56) ;2% - 30% trigger1 = ctrl trigger1 = AILevel < 5 && ctrl ;lower AI levels trigger1 = Random < 100-var(56) ;will use it more randomly / riskier trigger2 = AILevel >= 5 && ctrl ;higher AI levels trigger2 = Random < 10 ;just 1% trigger3 = numtarget trigger3 = Random < var(56)*0.5 trigger3 = target,HitFall && (HitdefAttr = SC, NA) trigger4 = P2Dist Y > -80 && ctrl ;aim for the skies trigger4 = Random < var(56)*(P2Dist Y/160.0) [State -1, AI BASH N' TOSS LIGHT] type = ChangeState value = 2000 triggerall = var(56) ;AILevel registered triggerall = ctrl triggerall = Statetype != A triggerall = P2MoveType != H triggerall = Random < var(56) ;2% - 30% triggerall = Random < Cond(var(7) = 0,150,20) ;15 or 2% trigger1 = Cond(AILevel < 4,1,P2StateType = S && P2MoveType != A) trigger1 = var(4) := 1 ;flag light version [State -1, AI BASH N' TOSS MED] type = ChangeState value = 2000 triggerall = var(56) ;AILevel registered triggerall = ctrl triggerall = Statetype != A triggerall = P2MoveType != H triggerall = Random < var(56) ;2% - 30% triggerall = Random < Cond(var(7) = 0,135,15) ;13.5 or 1.5% trigger1 = Cond(AILevel < 4,1,P2StateType = S && P2MoveType != A) trigger1 = var(4) := 2 ;flag medium version [State -1, AI BASH N' TOSS HARD] type = ChangeState value = 2000 triggerall = var(56) ;AILevel registered triggerall = ctrl triggerall = Statetype != A triggerall = power >= 1000 triggerall = P2MoveType != H triggerall = Random < var(56) ;2% - 30% triggerall = Random < Cond(var(7) = 0,100,10) ;10% or 1% trigger1 = Cond(AILevel < 4,1,P2StateType = S && P2MoveType != A) trigger1 = var(4) := 3 ;flag hard version [State -1, AI LONG PUNCH GROUND] type = ChangeState value = 1200 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = Random < var(56) ;2% - 30% trigger1 = ctrl trigger1 = Random < (P2BodyDist X+(((P2BodyDist X > 100 && P2MoveType = A)*P2BodyDist X))) ;2x chance when enemy attacks from distance trigger1 = var(10) := 1200 trigger2 = Random < 100 ;10% trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact ;follow-up trigger2 = StateNo != [1200,1220] ;no repeats trigger2 = var(10) := 1200 [State -1, AI LONG PUNCH MEDIUM] type = ChangeState value = 1200 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = P2StateType = A triggerall = Random < var(56) ;2% - 30% trigger1 = ctrl trigger1 = Random < (P2BodyDist X+(((P2BodyDist X > 60 && P2MoveType = A)*P2BodyDist X))) ;2x chance when enemy attacks from distance trigger1 = var(10) := 1210 trigger2 = Random < 100 ;10% trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact ;follow-up trigger2 = StateNo != [1200,1220] ;no repeats trigger2 = var(10) := 1210 [State -1, AI LONG PUNCH HIGH] type = ChangeState value = 1200 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = P2StateType = A triggerall = Random < var(56) ;2% - 30% trigger1 = ctrl trigger1 = Random < (P2BodyDist X+(((P2BodyDist X > 20 && P2MoveType = A)*P2BodyDist X))) ;2x chance when enemy attacks from distance trigger1 = var(10) := 1220 trigger2 = Random < 100 ;10% trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact ;follow-up trigger2 = P2BodyDist X < 40 trigger2 = StateNo != [1200,1220] ;no repeats trigger2 = var(10) := 1220 [State -1, AI COME HERE] type = ChangeState value = 1100 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = P2MoveType != H triggerall = Random < var(56) ;2% - 30% trigger1 = Random < P2BodyDist X trigger1 = ctrl [State -1, AI MINIGUN FAKE-OUT] type = ChangeState value = 1010 triggerall = var(56) ;AILevel registered triggerall = ctrl triggerall = Statetype != A triggerall = P2Movetype != H triggerall = P2Statetype != A triggerall = Random < var(56) ;2% - 30% trigger1 = Random < 10 ;1% trigger1 = Cond(AILevel < 4,1,P2StateType = S && P2MoveType != A) trigger2 = Random < 100 ;10% trigger2 = var(7) = 4 || var(7) = 8 trigger2 = Cond(AILevel < 4,1,P2StateType = S && P2MoveType != A) [State -1, AI MINIGUN] type = ChangeState value = 1000 triggerall = var(56) ;AILevel registered triggerall = Statetype != A triggerall = Random < var(56) ;2% - 30% trigger1 = Random < 20 ;2% trigger1 = ctrl trigger1 = var(4) := Random%60 trigger2 = Random < 40 ;4% trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = var(4) := Random%30 [State -1, AI AIR LIGHT PUNCH] type = ChangeState value = 600 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = StateType = A && Ctrl triggerall = var(7) = 0 || var(7) = 12 ;next to or below trigger1 = Cond(StateNo = 56,Random < 300,Random < 150) ;30% or 15% [State -1, AI AIR MEDIUM PUNCH] type = ChangeState value = 610 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = 0 || var(7) = 12 ;next to or below trigger1 = Cond(StateNo = 56,Random < 300,Random < 150) ;30% or 15% trigger1 = StateType = A && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;trigger3 = Random < 75 ;7.5% ;trigger3 = stateno = 155 && ctrl ;Air blocking [State -1, AI AIR HARD PUNCH] type = ChangeState value = 620 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = (var(7) = [0,1]) || (var(7) = [12,13]) ;next to or below triggerall = Cond(Vel Y > 0,Pos Y < -80,1) trigger1 = Cond(StateNo = 56,Random < 300,Random < 150) ;30% or 15% trigger1 = StateType = A && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;trigger3 = Random < 50 ;5% ;trigger3 = stateno = 155 && ctrl ;Air blocking [State -1, AI AIR LIGHT KICK] type = ChangeState value = 630 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = 0 || var(7) = 12 ;next to or below trigger1 = Cond(StateNo = 56,Random < 300,Random < 150) ;30% or 15% trigger1 = StateType = A && Ctrl ;trigger2 = Random < 100 ;10% ;trigger3 = stateno = 155 && ctrl ;Air blocking [State -1, AI AIR MEDIUM KICK] type = ChangeState value = 640 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = 0 || var(7) = 12 ;next to or below trigger1 = Cond(StateNo = 56,Random < 300,Random < 150) ;30% or 15% trigger1 = StateType = A && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;trigger3 = Random < 75 ;7.5% ;trigger3 = stateno = 155 && ctrl ;Air blocking [State -1, AI AIR HARD KICK] type = ChangeState value = 650 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = 0 || var(7) = 12 ;next to or below trigger1 = Cond(StateNo = 56,Random < 300,Random < 150) ;30% or 15% trigger1 = StateType = A && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;trigger3 = Random < 50 ;5% ;trigger3 = stateno = 155 && ctrl ;Air blocking [State -1, AI LIGHT PUNCH] type = ChangeState value = 200 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = [0,3] ;enemy is nearby trigger1 = Random < 150 ;15% trigger1 = StateType = S && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 200 && movecontact [State -1, AI MEDIUM PUNCH] type = ChangeState value = 210 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = [0,3] ;enemy is nearby trigger1 = Random < 150 ;15% trigger1 = StateType = S && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 200 || stateno = 230 trigger2 = movecontact [State -1, AI HARD PUNCHES] type = ChangeState value = Cond(P2BodyDist X > 44,220,221) triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% trigger1 = Random < 150 ;15% trigger1 = StateType = S && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 200 || stateno = 230 trigger2 = movecontact [State -1, AI HARD KICK (BOOT)] type = ChangeState value = 250 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = [0,3] ;enemy is nearby triggerall = enemynear,movetype != H trigger1 = Random < 150 ;15% trigger1 = StateType = S && Ctrl [State -1, AI SWEEP KICK] type = ChangeState value = 430 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = [0,3] ;enemy is nearby triggerall = StateType != A && Ctrl trigger1 = Random < 50 ;5% trigger2 = Random < 300 ;30% trigger2 = P2StateType = C [State -1, AI LIGHT KICK] type = ChangeState value = 230 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = [0,3] ;enemy is nearby trigger1 = Random < 150 ;15% trigger1 = StateType = S && Ctrl trigger2 = Random < 300 ;30% trigger2 = Stateno = 200 && Movecontact trigger3 = Random < 100 ;10% trigger3 = P2StateType = C [State -1, AI MEDIUM KICK] type = ChangeState value = 240 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = var(7) = [0,3] ;enemy is nearby trigger1 = Random < 150 ;15% trigger1 = StateType = S && Ctrl trigger2 = Random < 300 ;30% trigger2 = stateno = 200 || stateno = 230 trigger2 = movecontact [State -1, AI TAUNT] type = ChangeState value = 160 triggerall = var(56) ;AILevel registered triggerall = Random < var(56) ;2% - 30% triggerall = stateno != 100 triggerall = StateType = S && Ctrl trigger1 = Random < 10 ;1% trigger1 = abs(P2Dist X) > 300 trigger2 = numtarget trigger2 = target,HitFall trigger2 = target,StateNo != [5100,5120] trigger2 = Cond(target,CanRecover,Random < 100,Random < 200) ;10% or 20% trigger3 = Random < 300 trigger3 = Cond(numenemy = 2,(enemy(0),Life + enemy(1),Life) <= 0,P2Life <= 0) [State -1, AI SUPER JUMP] ;Down Up type = ChangeState value = 55 triggerall = var(56) ;AILevel registered triggerall = StateType = S && Ctrl triggerall = Random < var(56) ;2% - 30% trigger1 = Random < 60 ;6% trigger1 = (var(7) = [8,11]) trigger2 = Cond(P2StateNo = 45,Random < 500,Random < 100) ;50% or 10% trigger2 = (var(7) = [1,3]) ;xxxx(ッ(__)ッ)xxxxxxxx/ [ ー ____ ー ] \xxxxxxxx(ッ(__)ッ)xxxx ;PLAYER COMMANDS [State -1, DASH FORWARD] type = ChangeState value = 100 triggerall = !var(56) ;Not AI triggerall = command = "FF" triggerall = statetype = S trigger1 = ctrl ;----------------------------- [State -1, DASH BACK] type = ChangeState value = 105 triggerall = !var(56) ;Not AI triggerall = command = "BB" triggerall = statetype = S trigger1 = ctrl ;----------------------------- [State -1, TURBINE SUPER LOW] ;QCF QCF X type = ChangeState value = 3200 triggerall = !var(56) ;Not AI triggerall = command = "TurbineX" triggerall = Statetype != A triggerall = power >= 2000 trigger1 = ctrl trigger1 = var(4) := 1 ;ground attack trigger2 = (HitdefAttr = SC, NA) && MoveContact trigger2 = var(4) := 1 ;ground attack [State -1, TURBINE SUPER MED] ;QCF QCF Y type = ChangeState value = 3200 triggerall = !var(56) ;Not AI triggerall = command = "TurbineY" triggerall = Statetype != A triggerall = power >= 2000 trigger1 = ctrl trigger1 = var(4) := 2 ;med attack trigger2 = (HitdefAttr = SC, NA) && MoveContact trigger2 = var(4) := 2 ;med attack [State -1, TURBINE SUPER HIGH] ;QCF QCF Z type = ChangeState value = 3200 triggerall = !var(56) ;Not AI triggerall = command = "TurbineZ" triggerall = Statetype != A triggerall = power >= 2000 trigger1 = ctrl trigger1 = var(4) := 3 ;high attack trigger2 = (HitdefAttr = SC, NA) && MoveContact trigger2 = var(4) := 3 ;high attack ;----------------------------- [State -1, ARCADE HYPER] type = ChangeState value = 3300 triggerall = !var(56) ;Not AI triggerall = command = "Arcade" triggerall = Statetype != A triggerall = power >= 3000 trigger1 = ctrl trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact ;----------------------------- [State -1, BASH N' TOSS LIGHT] ;HCF X type = ChangeState value = 2000 triggerall = !var(56) ;Not AI triggerall = command = "BnTLight" triggerall = Statetype != A triggerall = P2MoveType != H trigger1 = ctrl trigger1 = var(4) := 1 ;----------------------------- [State -1, BASH N' TOSS MED] ;HCF Y type = ChangeState value = 2000 triggerall = !var(56) ;Not AI triggerall = command = "BnTMedium" triggerall = Statetype != A triggerall = P2MoveType != H trigger1 = ctrl trigger1 = var(4) := 2 ;----------------------------- [State -1, BASH N' TOSS HARD] ;HCF Z type = ChangeState value = 2000 triggerall = !var(56) ;Not AI triggerall = command = "BnTHeavy" triggerall = Statetype != A triggerall = power >= 1000 triggerall = P2MoveType != H trigger1 = ctrl trigger1 = var(4) := 3 ;----------------------------- [State -1, LONG PUNCH GROUND] ;QCF X type = ChangeState value = 1200 triggerall = !var(56) ;Not AI triggerall = command = "LongPunchX" triggerall = Statetype != A trigger1 = ctrl trigger1 = var(10) := 1200 trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = StateNo != [1200,1220] ;no repeats trigger2 = var(10) := 1200 ;----------------------------- [State -1, LONG PUNCH MED] ;QCF Y type = ChangeState value = 1200 triggerall = !var(56) ;Not AI triggerall = command = "LongPunchY" triggerall = Statetype != A trigger1 = ctrl trigger1 = var(10) := 1210 trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = StateNo != [1200,1220] ;no repeats trigger2 = var(10) := 1210 ;----------------------------- [State -1, LONG PUNCH HIGH] ;QCF Z type = ChangeState value = 1200 triggerall = !var(56) ;Not AI triggerall = command = "LongPunchZ" triggerall = Statetype != A trigger1 = ctrl trigger1 = var(10) := 1220 trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = StateNo != [1200,1220] ;no repeats trigger2 = var(10) := 1220 ;----------------------------- [State -1, COME HERE] ;QCB Y type = ChangeState value = 1100 triggerall = !var(56) ;Not AI triggerall = command = "ComeHere" triggerall = Statetype != A triggerall = P2MoveType != H trigger1 = ctrl ;----------------------------- [State -1, MINIGUN FAKE-OUT] ;QCF START type = ChangeState value = 1010 triggerall = !var(56) ;Not AI triggerall = command = "MinigunFakeOut" triggerall = Statetype != A trigger1 = ctrl ;----------------------------- [State -1, MINIGUN SHORT] ;QCF A type = ChangeState value = 1000 triggerall = !var(56) ;Not AI triggerall = command = "MinigunShort" triggerall = Statetype != A trigger1 = ctrl trigger1 = var(4) := 60 trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = var(4) := 60 ;----------------------------- [State -1, MINIGUN MED] ;QCF B type = ChangeState value = 1000 triggerall = !var(56) ;Not AI triggerall = command = "MinigunMed" triggerall = Statetype != A trigger1 = ctrl trigger1 = var(4) := 30 trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = var(4) := 30 ;----------------------------- [State -1, MINIGUN LONG] ;QCF C type = ChangeState value = 1000 triggerall = !var(56) ;Not AI triggerall = command = "MinigunLong" triggerall = Statetype != A trigger1 = ctrl trigger1 = var(4) := 1 trigger2 = (HitdefAttr = SC, NA, SA) && MoveContact trigger2 = var(4) := 1 ;----------------------------- [State -1, AIR LIGHT PUNCH] ;X type = ChangeState value = 600 triggerall = !var(56) ;Not AI triggerall = command = "x" trigger1 = StateType = A && Ctrl ;----------------------------- [State -1, AIR MEDIUM PUNCH] ;Y type = ChangeState value = 610 triggerall = !var(56) ;Not AI triggerall = command = "y" trigger1 = StateType = A && Ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;----------------------------- [State -1, AIR HARD PUNCH] ;Z CHAINSAW type = ChangeState value = 620 triggerall = !var(56) ;Not AI triggerall = command = "z" triggerall = Cond(Vel Y > 0,Pos Y < -80,1) trigger1 = StateType = A && Ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;----------------------------- [State -1, AIR LIGHT KICK] ;A type = ChangeState value = 630 triggerall = !var(56) ;Not AI triggerall = command = "a" trigger1 = StateType = A && Ctrl ;----------------------------- [State -1, AIR MEDIUM KICK] ;B type = ChangeState value = 640 triggerall = !var(56) ;Not AI triggerall = command = "b" trigger1 = StateType = A && Ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;----------------------------- [State -1, AIR HARD KICK] ;C type = ChangeState value = 650 triggerall = !var(56) ;Not AI triggerall = command = "c" trigger1 = StateType = A && Ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;----------------------------- [State -1, LIGHT PUNCH] ;X type = ChangeState value = 200 triggerall = !var(56) ;Not AI triggerall = command = "x" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose ;triggerall = command != "holddown" trigger1 = StateType = S && Ctrl trigger2 = stateno = 200 trigger2 = time > 6 && movecontact ;----------------------------- [State -1, MEDIUM PUNCH] ;Y type = ChangeState value = 210 triggerall = !var(56) ;Not AI triggerall = command = "y" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose ;triggerall = command != "holddown" trigger1 = StateType = S && Ctrl trigger2 = StateNo = 200 || StateNo = 230 trigger2 = Movecontact ;----------------------------- [State -1, HARD PUNCHES] ;Z (Flyswatter / Crazy headbutt) type = ChangeState value = Cond(P2BodyDist X > 44,220,221) triggerall = !var(56) ;Not AI triggerall = Command = "z" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose ;triggerall = command != "holddown" trigger1 = StateType = S && Ctrl trigger2 = StateNo = 200 || StateNo = 230 trigger2 = Movecontact ;----------------------------- [State -1, HARD KICK (BOOT)] ;C type = ChangeState value = 250 triggerall = !var(56) ;Not AI triggerall = Command = "c" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose ;triggerall = command != "holddown" trigger1 = StateType = S && Ctrl trigger2 = StateNo = 200 || StateNo = 230 trigger2 = Movecontact ;----------------------------- [State -1, MEDIUM KICK] ;B type = ChangeState value = 240 triggerall = !var(56) ;Not AI triggerall = Command = "b" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose ;triggerall = Command != "holddown" trigger1 = StateType = S && Ctrl trigger2 = StateNo = 200 || StateNo = 230 trigger2 = Movecontact ;----------------------------- [State -1, SWEEP KICK] ;Down A type = ChangeState value = 430 triggerall = !var(56) ;Not AI triggerall = Command = "a" triggerall = command = "holddown" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose trigger1 = StateType != A && Ctrl ;----------------------------- [State -1, LIGHT KICK] ;A type = ChangeState value = 230 triggerall = !var(56) ;Not AI triggerall = Command = "a" triggerall = Command != "holddown" triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose ;triggerall = stateno != 100 trigger1 = StateType = S && Ctrl trigger2 = Stateno = 200 && Movecontact ;----------------------------- [State -1, TAUNT] ;S type = ChangeState value = 160 triggerall = !var(56) ;Not AI triggerall = Command = "s" ;triggerall = Command != "holddown" triggerall = stateno != 100 triggerall = var(59) != 5 ;Prevent movement during pre Arcade win pose trigger1 = StateType = S && Ctrl ;----------------------------- [State -1, SUPER JUMP] ;Down Up type = ChangeState value = 55 triggerall = !var(56) ;Not AI triggerall = Command = "Super_Jump" trigger1 = StateType = S && Ctrl
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