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Command List — MVCSonicAI.zip ← Back to Overview

;-| 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] command.time = 15 command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "upper_xy" command = ~F, D, DF, x+y time = 45 buffer.time = 10 [Command] name = "upper_xy" command = ~F, D, DF, x+z time = 45 buffer.time = 10 [Command] name = "upper_xy" command = ~F, D, DF, z+y time = 45 buffer.time = 10 [Command] name = "QCF_xy" command = ~D, DF, F, x+y time = 45 buffer.time = 10 [Command] name = "QCF_xy" command = ~D, DF, F, x+z time = 45 buffer.time = 10 [Command] name = "QCF_xy" command = ~D, DF, F, z+y time = 45 buffer.time = 10 [Command] name = "QCB_xy" command = ~D, DB, B, x+y time = 45 buffer.time = 10 [Command] name = "QCB_xy" command = ~D, DB, B, x+z time = 45 buffer.time = 10 [Command] name = "QCB_xy" command = ~D, DB, B, z+y time = 45 buffer.time = 10 [Command] name = "QCF_ab" command = ~D, DF, F, a+b time = 45 buffer.time = 10 [Command] name = "QCF_ab" command = ~D, DF, F, a+c time = 45 buffer.time = 10 [Command] name = "QCF_ab" command = ~D, DF, F, c+b time = 45 buffer.time = 10 [Command] name = "itemS" command = ~D,D,x+y time = 45 buffer.time = 10 [Command] name = "itemS" command = ~D,D,z+y time = 45 buffer.time = 10 [Command] name = "itemS" command = ~D,D,x+z time = 45 buffer.time = 10 ;-| Special Motions |------------------------------------------------------ [Command] name = "item" command = ~D,D,x buffer.time = 10 [Command] name = "item" command = ~D,D,y buffer.time = 10 [Command] name = "item" command = ~D,D,z buffer.time = 10 [Command] name = "upper_x" command = ~F, D, DF, x buffer.time = 10 [Command] name = "upper_y" command = ~F, D, DF, y buffer.time = 10 [Command] name = "upper_z" command = ~F, D, DF, z buffer.time = 10 [Command] name = "QCF_x" command = ~D, DF, F, x buffer.time = 10 [Command] name = "QCF_y" command = ~D, DF, F, y buffer.time = 10 [Command] name = "QCF_z" command = ~D, DF, F, z buffer.time = 10 [Command] name = "QCB_x" command = ~D, DB, B, x buffer.time = 10 [Command] name = "QCB_y" command = ~D, DB, B, y buffer.time = 10 [Command] name = "QCF_a" command = ~D, DF, F, a buffer.time = 10 [Command] name = "QCF_b" command = ~D, DF, F, b buffer.time = 10 [Command] name = "QCF_c" command = ~D, DF, F, c buffer.time = 10 [Command] name = "FF_ab" command = F, F, a+b buffer.time = 10 [Command] name = "FF_a" command = F, F, a buffer.time = 10 [Command] name = "FF_b" command = F, F, b buffer.time = 10 [Command] name = "lighta" command = ~D,DB,B,a buffer.time = 10 [Command] name = "lightb" command = ~D,DB,B,b buffer.time = 10 [Command] name = "lightc" command = ~D,DB,B,c buffer.time = 10 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 15 [Command] name = "BB" ;Required (do not remove) command = B, B time = 15 ;-| 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 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holda";Required (do not remove) command = /a time = 1 [Command] name = "holdb";Required (do not remove) command = /b time = 1 [Command] name = "holdc" ;Required (do not remove) command = /c time = 1 [Command] name = "holdx";Required (do not remove) command = /x time = 1 [Command] name = "holdx" ;Required (do not remove) command = /x time = 1 [Command] name = "holdz";Required (do not remove) command = /z time = 1 ;-| super jump |----------------------------------------------------------- [Command] name = "du" command = $D, $U time = 8 [command] name = "abc" command = a+b+c time = 8 [Command] name = "xyz" command = x+y+z time = 8 [Command] name = "xyz" command = y+z+x time = 8 [Command] name = "xyz" command = z+y+x time = 8 ;-| Single Counter Motions |------------------------------------------- [Command] name = "Counter" command = /F, x+a time = 8 [Command] name = "Counter" command = /F, y+b time = 8 [Command] name = "Counter" command = /F, z+c time = 8 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ; Start AI ;=========================================================================== ; Config [State 0, Dynamic AI Difficulty] type = VarSet trigger1 = AILevel && !ishelper fvar(12) = 1.00 ; Set from 0.00 to 1.00 ;=========================================================================== ; Set Up [state -2, AI Memory Helper] type = helper triggerall = ailevel triggerall = roundstate = 2 trigger1 = !numhelper(18000) name = "AI Memory Helper" ID = 18000 stateno = 18000 postype = p1 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -2, AI Blocking Helper] type = helper triggerall = ailevel triggerall = roundstate = 2 trigger1 = !numhelper(15900) name = "AI Blocking Helper" ID = 15900 stateno = 15900 postype = p1 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -3, AI Detect Projectile System] type = helper trigger1 = ailevel ;M.U.G.E.N 1.0+ ;trigger1 = var(59) = 1 ;M.U.G.E.N below 1.0 that uses Winane's AI Activation Method. trigger1 = !numhelper(33333333) name = "AI Detect Projectile System" ID = 33333333 stateno = 33333333 postype = p1 ownpal = 1 keyctrl = 0 size.xscale = 1.0 size.yscale = 1.0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [State -3, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 1 var(57) = 0 ignorehitpause = 1 [State -3, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 2 trigger1 = enemynear(0),alive trigger1 = enemynear(1),alive var(57) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1) ignorehitpause = 1 [State -3, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 2 trigger1 = !enemynear(0),Alive || !enemynear(1),Alive var(57) = IfElse(EnemyNear(0),Alive,0,1) ignorehitpause = 1 [state -2,yaccel] type = varset trigger1 = fvar(18) != enemynear(var(57)),const(movement.yaccel) trigger1 = enemynear(var(57)),stateno != [5000,5210] trigger1 = enemynear(var(57)),vel y != 0 fv = 18 value = enemynear(var(57)),const(movement.yaccel) ignorehitpause = 1 [state -2,yaccel] type = varset trigger1 = fvar(18) != enemynear(var(57)),gethitvar(yaccel) trigger1 = enemynear(var(57)),stateno = [5000,5210] fv = 18 value = enemynear(var(57)),gethitvar(yaccel) ignorehitpause = 1 [state -2, yaccel] type = varset trigger1 = fvar(18) != 0 trigger1 = enemynear(var(57)),vel y = 0 fv = 18 value = 0 ignorehitpause = 1 [State 0, P2Bodydist X] type = Null triggerall = !ishelper triggerall = 1||fvar(10):=facing*(enemynear(var(57)),pos x-(pos x+facing*(cond(statetype = A, const(size.air.front),const(size.ground.front))))) trigger1 = enemynear(var(57)),facing != facing && fvar(10)>=0 || enemynear(var(57)),facing = facing && fvar(10)<0 trigger1 = 1||fvar(10):=(fvar(10)-cond(enemynear(var(57)),statetype = A, enemynear(var(57)),const(size.air.front), enemynear(var(57)),const(size.ground.front))) trigger2 = 1||fvar(10):=(fvar(10)-cond(enemynear(var(57)),statetype = A, enemynear(var(57)),const(size.air.back), enemynear(var(57)),const(size.ground.back))) ignorehitpause = 1 [State 0, P2Bodydist Y] type = Null triggerall = !ishelper trigger1 = 1||fvar(11):=enemynear(var(57)),pos y-pos y ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel trigger1 = 1 var(44) = 0 ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel triggerall = numhelper(15900) trigger1 = enemynear(var(57)),stateno != helper(15900),var(10) trigger1 = enemynear(var(57)),stateno != helper(15900),var(11) trigger1 = enemynear(var(57)),stateno != helper(15900),var(12) trigger1 = enemynear(var(57)),stateno != helper(15900),var(13) trigger1 = enemynear(var(57)),stateno != helper(15900),var(14) trigger1 = enemynear(var(57)),stateno != helper(15900),var(15) trigger1 = (enemynear(var(57)),HitDefAttr = C,AA,AP) || enemynear(var(57)),StateType = C trigger2 = PlayerIdExist(helper(33333333),var(4)) trigger2 = PlayerID(helper(33333333),var(4)), statetype = C trigger3 = PlayerIdExist(helper(33333333),var(4)) trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP trigger4 = enemynear(var(57)),stateno = helper(15900),var(0) || enemynear(var(57)),stateno = helper(15900),var(1) || enemynear(var(57)),stateno = helper(15900),var(2) || enemynear(var(57)),stateno = helper(15900),var(3) var(44) = 1 ignorehitpause = 1 [State -3, Check Frame Advantage] type = VarSet triggerall = AILevel triggerall = var(41) > 0 trigger1 = enemynear(var(57)),stateno != var(39) trigger1 = 1 || var(39):= 0 var(41) = 0 [State -3, Check Frame Advantage] type = VarSet triggerall = AILevel && RoundState = 2 triggerall = enemynear(var(57)),movetype = A triggerall = enemynear(var(57)),movecontact triggerall = ctrl && enemynear(var(57)),ctrl = 0 trigger1 = 1 || var(39):= enemynear(var(57)),stateno var(41) = -(enemynear(var(57)),animtime) [State -1, Default Guarding Disabled] type = AssertSpecial trigger1 = AILevel flag = nostandguard flag2 = nocrouchguard flag3 = noairguard ignorehitpause = 1 [State -1, Default Walking Disabled] type = AssertSpecial trigger1 = AILevel flag = nowalk ignorehitpause = 1 ;=========================================================================== ; AI Tech/Get Up ;=========================================================================== [State 5050, AI Fall Recovery] type = ChangeState triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = StateNo = 5050 triggerall = Vel Y > 0 triggerall = Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshold) triggerall = alive triggerall = AILevel triggerall = CanRecover triggerall = fvar(10) >= 0 trigger1 = fvar(10) >= 50 || fvar(11) < -50 || (enemynear(var(57)),ctrl = 0 && (enemynear(var(57)),movetype != A || enemynear(var(57)),facing = facing)) trigger2 = enemynear(var(57)),hitdefattr = SCA,AA,AT,AP trigger2 = enemynear(var(57)),animtime <= -20 value = 5200 ;HITFALL_RECOVER [State 5050, AI Fall Recovery] type = ChangeState triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = StateNo = 5050 triggerall = AILevel triggerall = alive triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold) triggerall = CanRecover triggerall = fvar(10) >= 0 trigger1 = fvar(10) >= 50 || (enemynear(var(57)),ctrl = 0 && (enemynear(var(57)),movetype != A || enemynear(var(57)),facing = facing)) trigger2 = enemynear(var(57)),hitdefattr = SCA,AA,AT,AP trigger2 = enemynear(var(57)),animtime <= -20 value = 5210 [State 5050, AI Get Up From Knockdown] type = ChangeState value = var(58) triggerall = AILevel && RoundState = 2 && alive > 0 ; Forward Roll trigger1 = stateno = 5120 && time = 1 trigger1 = frontedgedist >= 60 trigger1 = enemynear(var(57)),ctrl = 0 || fvar(10) >= 200 trigger1 = enemynear(var(57)),movetype != A || enemynear(var(57)),hitdefattr = SCA,AP || enemynear(var(57)),vel x < 0 trigger1 = fvar(10) >= 90 trigger1 = var(58):= 890 || 1 ; Back Roll trigger2 = stateno = 5120 && time = 1 trigger2 = backedgedist >= 60 trigger2 = enemynear(var(57)),facing != facing trigger2 = enemynear(var(57)),movetype = A trigger2 = enemynear(var(57)),ctrl = 0 trigger2 = fvar(10) = [-10,90] trigger2 = var(58):= 890 || 1 ; Regular Wakeup trigger3 = stateno = 5110 && time >= 0 trigger3 = var(58):= 5120 || 1 ;=========================================================================== ; AI Combos ;=========================================================================== [State -1, 200 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = stateno = 200 && movecontact ; 430 or 440 trigger1 = enemynear(var(57)),stateno = [120,159] trigger1 = enemynear(var(57)),statetype = S trigger1 = var(54):= 430+10*(fvar(10) > 30) || 1 ; 230 trigger2 = fvar(10) <= 15 trigger2 = enemynear(var(57)),statetype != A trigger2 = var(54):= 230 || 1 ; 210 trigger3 = var(54):= 210 || 1 [State -1, 230 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = stateno = 230 && movecontact ; 440 trigger1 = enemynear(var(57)),stateno = [120,159] trigger1 = enemynear(var(57)),statetype = S trigger1 = var(54):= 440 || 1 ; 210 trigger2 = var(54):= 210 || 1 [State -1, 210 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = stateno = 210 && movecontact ; 440 trigger1 = enemynear(var(57)),stateno = [120,159] trigger1 = enemynear(var(57)),statetype = S trigger1 = var(54):= 440 || 1 ; 450 trigger2 = enemynear(var(57)),statetype = A trigger2 = var(54):= 450 || 1 ; 240 trigger3 = fvar(10) <= 20 trigger3 = var(54):= 240 || 1 ; 220 trigger4 = var(54):= 220 || 1 [State -1, 240 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = stateno = 240 && movecontact ; 420 trigger1 = enemynear(var(57)),stateno = [120,159] trigger1 = enemynear(var(57)),statetype = S trigger1 = var(54):= 420 || 1 ; 450 trigger2 = enemynear(var(57)),statetype = A trigger2 = var(54):= 450 || 1 ; 220 trigger3 = var(54):= 220 || 1 [State -1, 220 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = stateno = 220 && movecontact ; 250 trigger1 = fvar(10) <= 15 trigger1 = var(54):= 250 || 1 ; 450 trigger2 = fvar(10) <= 28 trigger2 = var(54):= cond(moveguarded, 1100, 450) || 1 ; 1010 trigger3 = var(54):= cond(moveguarded, 1100, 1000) || 1 [State -1, 430 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = stateno = 430 && movecontact trigger1 = var(54):= 210 || 1 [State -1, 250/440 Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = (stateno = 250 || stateno = 440) && movecontact trigger1 = movehit trigger1 = var(54):= 450 || 1 trigger2 = moveguarded trigger2 = var(54):= 1100 || 1 ; Air Combos [State -1, Air Light Punch (Super Jump Combo)] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && ctrl triggerall = fvar(10) = [-10,35+floor(4*(enemynear(var(57)),vel x)+floor(4*(vel x)))] triggerall = fvar(11) = [-45-floor(4*(enemynear(var(59)),vel y)+(4*(4+1)/2)*fvar(18)-floor(4*vel y)-(4*(4+1)/2)*0.47),45-floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(18)-floor(4*vel y)-(4*(4+1)/2)*0.47)] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 trigger1 = var(4) > 0 [State -1, Air Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = movecontact ; 600 trigger1 = stateno = 600 trigger1 = var(54):= 630 || 1 ; 630 trigger2 = stateno = 630 trigger2 = var(54):= 610 || 1 ; 610 trigger3 = stateno = 610 trigger3 = var(54):= 640 || 1 ; 1725 trigger4 = stateno = 640 trigger4 = numhelper(70090) != 0 trigger4 = power >= 1000 trigger4 = random <= ceil(power/3) || ceil(power/3) >= 1000 trigger4 = var(54):= 1725 || 1 ; 1710 trigger5 = stateno = 640 trigger5 = numhelper(70080) != 0 trigger5 = power >= 1000 trigger5 = random <= ceil(power/3) || ceil(power/3) >= 1000 trigger5 = var(54):= 1710 || 1 ; 1500 trigger6 = stateno = 640 trigger6 = var(54):= 1500 || 1 [State -1, Elemental Combos] type = ChangeState value = var(54) triggerall = AILevel && RoundState = 2 triggerall = movecontact triggerall = power >= 1000 ; 3610 trigger1 = numhelper(70090) != 0 trigger1 = stateno = 1725 trigger1 = var(54):= 3610 || 1 ; 3500 trigger2 = numhelper(70080) != 0 trigger2 = stateno = 1710 trigger2 = var(54):= 3500 || 1 ; 3200 trigger3 = numhelper(70100) != 0 trigger3 = stateno = 1700 trigger3 = hitcount >= 1+(4*(time<=30)) || pos y >= -25 trigger3 = var(54):= 3200 || 1 ;=========================================================================== ; AI General ;=========================================================================== ; Hypers [State -1, item] type = ChangeState value = 991 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) triggerall = power >= 2000 triggerall = var(3) = 0 triggerall = var(23) = 0 triggerall = fvar(10) >= 50 || ((enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1) && fvar(10) >= 0) triggerall = enemynear(var(57)),life-150 <= life || enemynear(var(57)),life-(lifemax*0.66) >= life || random <= ceil(((Life*0.1)/(LifeMax*0.1))*1000) trigger1 = enemynear(var(57)),vel x <= 0 trigger1 = enemynear(var(57)),movetype = I trigger1 = random <= 10+floor(enemynear(var(57)),time*3) trigger2 = enemynear(var(57)),statetype = L trigger3 = enemynear(var(57)),movetype = H trigger3 = enemynear(var(57)),statetype = A trigger3 = enemynear(var(57)),hitfall = 1 || enemynear(var(57)),vel x <= 0 trigger4 = enemynear(var(57)),anim = 5300 trigger4 = enemynear(var(57)),ctrl = 0 [State -1, Air Ball Climax] type = ChangeState value = 3500 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [600,699]) || (stateno = [1000,1999]) triggerall = numhelper(70080) != 0 triggerall = power >= 1000 triggerall = enemynear(var(57)),stateno != [120,159] triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),ctrl = 0 triggerall = fvar(10) = [-35+floor(2*(enemynear(var(57)),vel x)),35+floor(2*(enemynear(var(57)),vel x))] triggerall = fvar(11) = [-50-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(18)),50-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(18))] trigger1 = (enemynear(var(57)),hitdefattr = SCA,AA,AP,AT || enemynear(var(57)),movetype = A) || var(41) > 0 trigger2 = enemynear(var(57)),stateno = helper(18000),var(58) trigger2 = enemynear(var(57)),time <= helper(18000),var(59) trigger3 = enemynear(var(57)),stateno = [5200,5210] trigger3 = enemynear(var(57)),time >= 15 [State -1, Air Ball Climax] type = ChangeState value = 3400 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) || (stateno = [1000,1999]) triggerall = numhelper(70080) != 0 triggerall = power >= 1000 triggerall = enemynear(var(57)),stateno != [120,159] triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),ctrl = 0 triggerall = fvar(10) = [-35+floor(2*(enemynear(var(57)),vel x)),35+floor(2*(enemynear(var(57)),vel x))] triggerall = fvar(11) >= -200-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(18)) trigger1 = (enemynear(var(57)),hitdefattr = SCA,AA,AP,AT || enemynear(var(57)),movetype = A) || var(41) > 0 trigger2 = enemynear(var(57)),stateno = helper(18000),var(58) trigger2 = enemynear(var(57)),time <= helper(18000),var(59) trigger3 = enemynear(var(57)),stateno = [5200,5210] trigger3 = enemynear(var(57)),time >= 15 [State -1, Hyper1] type = ChangeState value = 3610 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [600,699]) || (stateno = [1000,1999]) triggerall = numhelper(70090) != 0 triggerall = power >= 1000 triggerall = enemynear(var(57)),stateno != [120,159] triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),movetype != H || (stateno != [600,699]) triggerall = var(4) = 0 || vel y > 0 triggerall = fvar(10) = [-70+floor(2*(enemynear(var(57)),vel x)),70+floor(2*(enemynear(var(57)),vel x))] triggerall = fvar(11) = [-100-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(18)),100-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(18))] trigger1 = !inguarddist || enemynear(var(57)),facing = facing || var(41) > 0 || var(3) > 0 trigger1 = random <= 250+(250*(enemynear(var(57)),ctrl = 0)) trigger2 = enemynear(var(57)),stateno = helper(18000),var(58) trigger2 = enemynear(var(57)),time < helper(18000),var(59) [State -1, Hyper1] type = ChangeState value = 3600 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) || (stateno = [1000,1999]) triggerall = numhelper(70090) != 0 triggerall = power >= 1000 triggerall = enemynear(var(57)),stateno != [120,159] triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),movetype != H || (stateno != [200,499]) triggerall = fvar(10) = [-75+floor(2*(enemynear(var(57)),vel x)),75+floor(2*(enemynear(var(57)),vel x))] triggerall = fvar(11) >= -150-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(18)) trigger1 = !inguarddist || enemynear(var(57)),facing = facing || var(41) > 0 || var(3) > 0 trigger1 = random <= 250+(250*(enemynear(var(57)),ctrl = 0))+(250*(enemynear(var(57)),backedgedist <= 30 || backedgedist <= 30))+(250*(fvar(10) < 0)) trigger2 = enemynear(var(57)),stateno = helper(18000),var(58) trigger2 = enemynear(var(57)),time < helper(18000),var(59) [State -1, Hyper1] type = ChangeState value = 3100 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) || (stateno = [1000,1999]) triggerall = numhelper(70080) = 0 triggerall = numhelper(70090) = 0 triggerall = numhelper(70100) = 0 triggerall = stateno != 991 triggerall = stateno != [1600,1607] triggerall = power >= 1000 triggerall = enemynear(var(57)),anim != 40 triggerall = enemynear(var(57)),stateno != [40,52] triggerall = enemynear(var(57)),stateno != [120,159] triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),movetype != H || (stateno != [200,499]) triggerall = enemynear(var(57)),ctrl = 0 triggerall = fvar(10) >= 0 triggerall = fvar(11) >= 0 trigger1 = random <= ceil((250+(250*(enemynear(var(57)),vel x > enemynear(var(57)),const(velocity.run.fwd.y) || (prevstateno = [120,159])))-fvar(10))) trigger2 = (enemynear(var(57)),hitdefattr = SCA,AA,AP,AT || enemynear(var(57)),movetype = A) || prevstateno = 5120 || var(41) > 0 trigger3 = PlayerIdExist(helper(33333333),var(4)) trigger3 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) > 1 trigger3 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) < 44 ; Specials [State -1, AI Item] type = ChangeState value = 990 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = fvar(10) >= 50 || ((enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1) && fvar(10) >= 0) triggerall = var(23) = 0 triggerall = var(3) = 0 trigger1 = enemynear(var(57)),vel x <= 0 trigger1 = enemynear(var(57)),movetype = I trigger1 = random <= 10+floor(enemynear(var(57)),time*3) trigger2 = enemynear(var(57)),statetype = L trigger3 = enemynear(var(57)),movetype = H trigger3 = enemynear(var(57)),statetype = A trigger3 = enemynear(var(57)),hitfall = 1 || (enemynear(var(57)),stateno = [120,159]) trigger4 = enemynear(var(57)),anim = 5300 trigger4 = enemynear(var(57)),ctrl = 0 [State -1, Elemental followup] type = ChangeState value = 1700 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = stateno = [1000,1030] triggerall = fvar(0) = [-35,35] triggerall = fvar(1) = [-35,35] triggerall = numhelper(70100) != 0 trigger1 = enemynear(var(57)),movetype = H trigger1 = movehit trigger1 = hitcount >= 1+(3*(time<=10)) trigger2 = enemynear(var(57)),hitdefattr = SCA,NA,SP [State -1, Elemental followup] type = ChangeState value = ifelse(numhelper(70090), 1725, 1710) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = stateno = [1000,1030] triggerall = fvar(0) = [-35,35] triggerall = fvar(1) = [-35,35] triggerall = numhelper(70090) != 0 || numhelper(70080) != 0 trigger1 = enemynear(var(57)),movetype = H trigger1 = movehit trigger1 = hitcount >= 1+(3*(time<=10)) [State -1, insta-shield] type = ChangeState value = 1740 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = stateno = [1000,1030] triggerall = fvar(0) = [-35,35] triggerall = fvar(1) = [-35,35] triggerall = var(23) = 0 trigger1 = enemynear(var(57)),movetype = H trigger1 = movehit trigger1 = hitcount >= 1+(3*(time<=10)) trigger2 = enemynear(var(57)),hitdefattr = SCA,NA,SP [State -1, Light Kick] type = ChangeState value = 1020 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) triggerall = enemynear(var(57)),ctrl = 0 triggerall = enemynear(var(57)),stateno != [2000,5999] triggerall = fvar(10) = [-10,35+floor(5*(enemynear(var(57)),vel x))] triggerall = fvar(11) >= -75-floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(18)) trigger1 = enemynear(var(57)),stateno = helper(18000),var(58) trigger1 = enemynear(var(57)),time < helper(18000),var(59) trigger2 = enemynear(var(57)),hitdefattr = SCA,AP,AT [State -1, Light Kick] type = ChangeState value = 1000 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) triggerall = enemynear(var(57)),ctrl = 0 triggerall = enemynear(var(57)),stateno != [2000,5999] triggerall = fvar(10) = [36+floor(5*(enemynear(var(57)),vel x)),75+floor(5*(enemynear(var(57)),vel x))] triggerall = fvar(11) >= -50-floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(18)) trigger1 = enemynear(var(57)),stateno = helper(18000),var(58) trigger1 = enemynear(var(57)),time < helper(18000),var(59) trigger2 = enemynear(var(57)),hitdefattr = SCA,AP,AT [State -1, AI Sonic Wave] type = ChangeState value = var(58) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = ctrl || (stateno = [200,499]) triggerall = !inguarddist || enemynear(var(57)),facing = facing || var(3) > 0 triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime <= -(16+((P2BodyDist X)/14))) triggerall = enemynear(var(57)),movetype != H || enemynear(var(57)),statetype = L || (enemynear(var(57)),stateno = [120,159]) triggerall = enemynear(var(57)),stateno != 40 triggerall = enemynear(var(57)),anim != 40 triggerall = enemynear(var(57)),anim != 5300 triggerall = fvar(10) >= 0 triggerall = fvar(11) >= -25 triggerall = random <= 10+ceil((fvar(10)*0.5)*cond(enemynear(var(57)),ctrl = 0, 2, 1)) trigger1 = fvar(10) = [0,89] trigger1 = var(58):= 1100 || 1 trigger2 = fvar(10) = [90,139] trigger2 = var(58):= 1110 || 1 trigger3 = fvar(10) >= 140 trigger3 = var(58):= 1120 || 1 [State -1, AI Sonic Wave Air] type = ChangeState value = var(58) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = ctrl || (stateno = [600,699]) triggerall = !inguarddist || enemynear(var(57)),facing = facing || var(3) > 0 triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime <= -(16+((P2BodyDist X)/14))) triggerall = enemynear(var(57)),movetype != H || enemynear(var(57)),statetype = L || (enemynear(var(57)),stateno = [120,159]) triggerall = fvar(10) >= floor(fvar(11)*0.5)+sin(60*Pi/180.0) triggerall = fvar(11) >= floor(fvar(10)*0.5)+cos(60*Pi/180.0) triggerall = random <= 100+ceil(((fvar(10)+fvar(11))*0.33)*cond(enemynear(var(57)),ctrl = 0, 2, 1)) trigger1 = fvar(10) >= 50+floor(fvar(11)*0.5)+sin(60*Pi/180.0) trigger1 = var(58):= 1210 || 1 trigger2 = var(58):= 1200 || 1 ; Normals [State -1, Air Light Kick] type = ChangeState value = 630 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A && ctrl triggerall = enemynear(var(57)),hitdefattr != SCA,AA || enemynear(var(57)),facing = facing || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-2) triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = var(4) = 0 || enemynear(var(57)),movetype != H triggerall = fvar(10) = [-10,30+floor(4*(enemynear(var(57)),vel x)+floor(4*(vel x)))] triggerall = fvar(11) = [35-floor(4*(enemynear(var(59)),vel y)+(4*(4+1)/2)*fvar(18)-floor(4*vel y)-(4*(4+1)/2)*0.47),65-floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(18)-floor(4*vel y)-(4*(4+1)/2)*0.47)] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 trigger1 = enemynear(var(57)),statetype = A [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A && ctrl triggerall = enemynear(var(57)),hitdefattr != SCA,AA || enemynear(var(57)),facing = facing || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-2) triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = var(4) = 0 || enemynear(var(57)),movetype != H triggerall = fvar(10) = [-10,30+floor(4*(enemynear(var(57)),vel x)+floor(4*(vel x)))] triggerall = fvar(11) = [-35-floor(4*(enemynear(var(59)),vel y)+(4*(4+1)/2)*fvar(18)-floor(4*vel y)-(4*(4+1)/2)*0.47),35-floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(18)-floor(4*vel y)-(4*(4+1)/2)*0.47)] triggerall = pos Y + 4 * vel y + const(movement.yaccel)*4*8/2 < 0 trigger1 = enemynear(var(57)),statetype = A [State -1, AI Jump Hard Kick] type = ChangeState value = 650 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A && ctrl triggerall = numhelper(70080) != 0 || numhelper(70090) != 0 || numhelper(70100) != 0 triggerall = enemynear(var(57)),hitdefattr != SCA,AA || enemynear(var(57)),facing = facing || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-10) triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = var(4) = 0 || enemynear(var(57)),movetype != H triggerall = fvar(10) = [-10,45+floor(11*(enemynear(var(57)),vel x)+floor(11*(vel x)))] triggerall = fvar(11) = [-20-floor(11*(enemynear(var(59)),vel y)+(11*(11+1)/2)*fvar(18)-floor(11*vel y)-(11*(11+1)/2)*0.47),60-floor(11*(enemynear(var(59)),vel y)+(11*(11+1)/2)*fvar(18)-floor(11*vel y)-(11*(11+1)/2)*0.47)] triggerall = pos Y + 11 * vel y + const(movement.yaccel)*11*8/2 < 0 trigger1 = enemynear(var(57)),statetype != A || vel y >= 0 || (stateno = [1600,1602]) [State -1, AI Jump Hard Punch] type = ChangeState value = cond(numhelper(70070), 1720, 620) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A && ctrl triggerall = numhelper(70080) = 0 triggerall = numhelper(70090) = 0 triggerall = numhelper(70100) = 0 triggerall = enemynear(var(57)),hitdefattr != SCA,AA || enemynear(var(57)),facing = facing || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-2) triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = var(4) = 0 || enemynear(var(57)),movetype != H triggerall = fvar(10) = [-40+floor(3*(enemynear(var(57)),vel x)+floor(3*(vel x))),40+floor(3*(enemynear(var(57)),vel x)+floor(3*(vel x)))] triggerall = fvar(11) = [-60-floor(3*(enemynear(var(59)),vel y)+(3*(3+1)/2)*fvar(18)-floor(3*vel y)-(3*(3+1)/2)*0.47),60-floor(3*(enemynear(var(57)),vel y)+(3*(3+1)/2)*fvar(18)-floor(3*vel y)-(3*(3+1)/2)*0.47)] triggerall = pos Y + 3 * vel y + const(movement.yaccel)*3*8/2 < 0 trigger1 = enemynear(var(57)),statetype != A || vel y >= 0 || (stateno = [1600,1602]) [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = stateno != 100 triggerall = enemynear(var(57)),movetype != H triggerall = enemynear(var(57)),prevstateno != 5120 || enemynear(var(57)),time >= 12 triggerall = enemynear(var(57)),statetype = S || enemynear(var(57)),statetype = C triggerall = fvar(10) = [-8,8] triggerall = numhelper(18000) trigger1 = random <= (250 + (250 * (!enemynear(var(57)),ctrl || enemynear(var(57)),vel x >= enemynear(var(57)),const(velocity.run.fwd.x)) * cond((backedgedist <= 35 || frontedgedist <= 35 || (enemynear(var(57)),prevstateno = [120,159]) || enemynear(var(57)),facing = facing), 2, 1))) || fvar(10) <= 0 trigger2 = enemynear(var(57)),stateno = [120,149] trigger3 = enemynear(var(57)),movetype = A || var(43) > 0 [State -1, AI Stand Medium Punch] type = ChangeState value = 210 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = fvar(10) = [35+floor(4*(enemynear(var(57)),vel x)),50+floor(4*(enemynear(var(57)),vel x))] triggerall = fvar(11) = [-20-floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(18)),0] triggerall = numhelper(18000) triggerall = !inguarddist || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-3) || var(3) > 0 trigger1 = enemynear(var(57)),vel x <= 0 || vel x <= 0 || (prevstateno = [140,159]) trigger1 = enemynear(var(57)),movetype != H trigger1 = enemynear(var(57)),stateno != [120,159] trigger1 = random <= 250 [State -1, AI Stand Light Punch] type = ChangeState value = 440 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = enemynear(var(57)),movetype != H || (enemynear(var(57)),stateno = [120,159]) triggerall = fvar(10) = [30+floor(5*(enemynear(var(57)),vel x)),50+floor(5*(enemynear(var(57)),vel x))] triggerall = fvar(11) >= 0-floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(18)) triggerall = numhelper(18000) triggerall = !inguarddist || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-5) || var(3) > 0 triggerall = random <= 500 || enemynear(var(57)),stateno = [120,159] trigger1 = (enemynear(var(57)),stateno = [120,159]) || (enemynear(var(57)),prevstateno = [120,159]) trigger1 = enemynear(var(57)),statetype != C [State -1, AI Stand Light Punch] type = ChangeState value = 430 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -1) triggerall = fvar(10) = [-10,30+floor(3*(enemynear(var(57)),vel x))] triggerall = fvar(11) >= 0-floor(3*(enemynear(var(57)),vel y)+(3*(3+1)/2)*fvar(18)) triggerall = numhelper(18000) triggerall = !inguarddist || (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time < (helper(18000),var(59))-3) || var(3) > 0 trigger1 = random <= 500 trigger2 = enemynear(var(57)),stateno = [120,159] trigger2 = enemynear(var(57)),statetype != C [State -1, AI Stand Light Punch] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = fvar(10) = [-10,35+floor(4*(enemynear(var(57)),vel x))] triggerall = fvar(11) = [-25-floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(18)),0] triggerall = numhelper(18000) trigger1 = !inguarddist || var(3) > 0 trigger2 = enemynear(var(57)),stateno = helper(18000),var(58) trigger2 = enemynear(var(57)),time < helper(18000),var(59)-3 [State -1, AI Meter Build] type = ChangeState value = 400 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = !inguarddist || var(3) > 0 triggerall = !playeridexist(helper(33333333),var(4)) triggerall = enemynear(var(57)),vel x <= 0 || enemynear(var(57)),statetype = L triggerall = power < powermax triggerall = fvar(10) >= 60 triggerall = random <= 150+((enemynear(var(57)),power-power)*3) trigger1 = enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1 trigger1 = enemynear(var(57)),stateno != 5120 trigger2 = enemynear(var(57)),anim = 5300 trigger2 = enemynear(var(57)),ctrl = 0 ;=========================================================================== ; AI Movement and Blocking ;=========================================================================== [State -1, Counter Move] type = changestate value = 910 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = power >= 1000 triggerall = statetype != A triggerall = stateno = [150,153] triggerall = enemynear(var(57)),hitdefattr != SCA,HA,HP,HT triggerall = enemynear(var(57)),statetype != A triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),ctrl = 0 triggerall = fvar(10) <= 180 trigger1 = random <= ceil(power/3)+100*(backedgedist <= 30 || enemynear(var(57)),animtime >= -15 || fvar(10) >= 100) trigger2 = enemynear(var(57)),hitdefattr = SCA,AT [State -1] type = ChangeState value = 550 + 10 * (stateno >= 152) triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = stateno = [150,153] trigger1 = fvar(10) >= -20 [State -1] type = ChangeState value = 570 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A triggerall = stateno = [154,155] trigger1 = fvar(10) >= -20 [State -1, AI Air Dash] type = ChangeState value = 102 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype = A && ctrl triggerall = !inguarddist || var(3) > 0 triggerall = !(playeridexist(helper(33333333),var(4)) || enemy,numproj) triggerall = stateno != 102 || vel y > 0 triggerall = pos y < -(const(movement.airjump.height)) triggerall = var(4) = 0 triggerall = fvar(10) >= 40 triggerall = fvar(11) = [-50-floor(fvar(10)*0.5),50+floor(fvar(10)*0.5)] trigger1 = random <= (100 + (100 * (enemynear(var(57)),ctrl = 0 || enemynear(var(57)),vel x < 0)))+ceil(fvar(10)) trigger2 = enemynear(var(57)),movetype = H || ((enemynear(var(57)),prevstateno = [140,149]) && enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A) trigger2 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear(var(57)),vel x < 0)))+ceil(fvar(10)) trigger3 = fvar(10) >= 120 [State -1, AI Back Dash] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = !inguarddist || var(3) > 0 triggerall = !(playeridexist(helper(33333333),var(4)) || enemy,numproj) || var(3) > 0 triggerall = enemynear(var(57)),vel x >= 0 triggerall = enemynear(var(57)),facing != facing triggerall = enemynear(var(57)),movetype != H || enemynear(var(57)),statetype = L triggerall = enemynear(var(57)),stateno != [120,159] triggerall = backedgebodydist >= 40 triggerall = fvar(10) = [-20,60] trigger1 = random <= 10+ceil(10*(enemynear(var(57)),vel x)) trigger2 = enemynear(var(57)),stateno = 5120 trigger2 = random % 3 = 0 [State -1, AI Run] type = ChangeState value = 100 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = !inguarddist || var(3) > 0 triggerall = !(playeridexist(helper(33333333),var(4)) || enemy,numproj) || var(3) > 0 triggerall = stateno != 100 trigger1 = fvar(10) >= 30 trigger1 = enemynear(var(57)),movetype != H trigger1 = random <= ceil(150+(fvar(10)*0.75)) trigger2 = fvar(10) >= 0 trigger2 = enemynear(var(57)),ctrl = 0 || enemynear(var(57)),vel x <= -const(velocity.walk.fwd.x) trigger2 = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 [State -1, AI Jump] type = ChangeState value = 41 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A && ctrl triggerall = !inguarddist || var(3) > 0 || enemynear(var(57)),hitdefattr = SC,AT triggerall = enemynear(var(57)),hitfall = 0 triggerall = fvar(10) >= 0 triggerall = fvar(11) >= -160 trigger1 = enemynear(var(57)),statetype != A || (vel y < 0 && stateno != 105) || fvar(11) <= -20 trigger1 = random <= 25+(floor(fvar(10)*0.5)-floor(fvar(11))) trigger2 = enemynear(var(57)),statetype = A trigger2 = enemynear(var(57)),movetype = H || (enemynear(var(57)),stateno = [5200,5210]) trigger3 = enemynear(var(57)),statetype != A trigger3 = enemynear(var(57)),hitdefattr = SC,AT [State -1, AI Walking] type = ChangeState value = 21 triggerall = AILevel && RoundState = 2 triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12)) triggerall = statetype != A triggerall = stateno != 100 triggerall = !inguarddist || var(3) > 0 trigger1 = ctrl ctrl = 1 [State -3, AI Guard] type = ChangeState triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = 100 && time >= 2) || stateno = 13 triggerall = inguarddist triggerall = !var(3) trigger1 = fvar(12) >= 1 || random <= ceil(999*fvar(12)) value = 120 [State -3, Taunt] type = ChangeState value = 195+random%2 triggerall = AILevel triggerall = statetype != A triggerall = roundstate = [2,3] triggerall = win || winko triggerall = time = [0,120] triggerall = stateno != [195,196] triggerall = prevstateno != [195,196] trigger1 = ctrl ;=========================================================================== ; End AI ;=========================================================================== [State -1, item] type = ChangeState value = 991 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "itemS" triggerall = var(23) = 0 triggerall = power >= 2000 triggerall = StateType = S trigger1 = ctrl trigger2= stateno=[200,499] [State -1, Sonic Burst Air ver] type = ChangeState value = 3610 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = statetype !=S triggerall = power >= 1000 triggerall = numhelper(70090) != 0 trigger1= ctrl trigger2=stateno= [600,699] trigger3=stateno=[1000,1999] [State -1, Sonic Burst] type = ChangeState value = 3600 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = statetype !=A triggerall = power >= 1000 triggerall = numhelper(70090) != 0 trigger1= ctrl trigger2=stateno= (200,499) trigger3=stateno=[1000,1999] [State -1, Air Ball Climax] type = ChangeState value = 3500 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = statetype !=S triggerall = power >= 1000 triggerall = numhelper(70080) != 0 trigger1= ctrl trigger2= stateno= (600,699) trigger3= stateno=[1000,1999] [State -1, Air Ball Climax] type = ChangeState value = 3400 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = statetype !=A triggerall = power >= 1000 triggerall = numhelper(70080) != 0 trigger1= ctrl trigger2= stateno= (200,499) trigger3= stateno=[1000,1999] [State -1, Burning Rush Ground] type = ChangeState value = 3300 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = statetype !=A triggerall = power >= 1000 triggerall = numhelper(70100) != 0 trigger1= ctrl trigger2= stateno=[200,499] trigger3= stateno=[1000,1999] [State -1, Burning Rush Air] type = ChangeState value = 3200 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = StateType = A triggerall = power >= 1000 triggerall = numhelper(70100) != 0 trigger1= ctrl trigger2= stateno=[600,699] trigger3= stateno=[1000,1999] [State -1, Hyper1] type = ChangeState value = 3100 triggerall = !AiLevel triggerall = command = "QCF_ab" Triggerall = statetype = S triggerall = power >= 1000 trigger1= ctrl trigger1= stateno!= 991 trigger1= stateno!= [1600,1607] trigger2= stateno=[200,499] trigger3= stateno=[1000,1999] [State -1, Hyper1] type = ChangeState value = 3000 triggerall = !AiLevel triggerall = command = "QCF_xy" Triggerall = statetype = S triggerall = power >= 1000 trigger1= ctrl trigger1= stateno!= 991 trigger1= stateno!= [1600,1607] trigger2= stateno=[200,499] trigger3= stateno=[1000,1502] ;=================================================== [State -1, Homing Attack] type = ChangeState value = 1500 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_a" triggerall = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, Homing Attack] type = ChangeState value = 1501 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_b" triggerall = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, Homing Attack] type = ChangeState value = 1502 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_c" triggerall = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, Light Kick] type = ChangeState value = 1400 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "holddown" triggerall = Command = "holdz" triggerall = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, Light Kick] type = ChangeState value = 1300 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "lighta" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1310 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "lightb" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1320 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "lightc" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1000 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "upper_x" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1001 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "upper_y" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1002 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "upper_z" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1100 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_x" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1110 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_y" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1120 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_z" triggerall = (StateType = S) trigger1= ctrl trigger2= stateno=[200,499] [State -1, Light Kick] type = ChangeState value = 1200 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_x" trigger1 = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, Light Kick] type = ChangeState value = 1210 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_y" trigger1 = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, Light Kick] type = ChangeState value = 1210 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "QCF_z" triggerall = (StateType = A) trigger1= ctrl trigger2= stateno=[600,699] [State -1, item] type = ChangeState value = 990 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "item" triggerall = var(23) = 0 triggerall = StateType = S trigger1 = ctrl trigger2= stateno=[200,499] ; Counter Move [State -1, Counter Move] type = changestate value = 910 triggerall = !AiLevel triggerall = (command = "Counter") && (power >= 1000) trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- ;Kung Fu Throw [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = !AiLevel triggerall = command = "y" || command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 9 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- [State -1, Taunt 2] type = ChangeState value = 196 triggerall = !AiLevel triggerall = command = "s" && command = "holddown" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerall = !AiLevel triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Super Jump [State -1, Super Jump] type = ChangeState value = 260 triggerall = roundstate = 2 triggerall = !AiLevel triggerall = command = "du" || command = "abc" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 420 trigger2 = time > 10 ;=========================================================================== [State -1, Air Dash Fwd] type = ChangeState value = 102 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = statetype = A && Pos Y < -(const(movement.airjump.height)) triggerall = ctrl trigger1 = command = "FF" trigger2 =(command = "xyz") && (command != "holdback") ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = statetype = S triggerall = stateno != 100 triggerall = ctrl trigger1 = command = "FF" trigger2 =(command = "x" && command = "y" && command = "z") && (command != "holdback") ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = statetype = S triggerall =(stateno != [100, 101]) triggerall = ctrl trigger1 = command = "BB" trigger2 =(command = "x" && command = "y" && command = "z") && (command = "holdback") ;=========================================================================== [State -1, Fire dash] type = ChangeState value = 1700 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = (StateType = A) triggerall = numhelper(70100) != 0 trigger1= ctrl trigger2=(stateno=[600,699]) && movecontact trigger3=(stateno=[1000,1030]) [State -1, Bubble Attack] type = ChangeState value = 1710 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = (StateType = A) triggerall = numhelper(70080) != 0 trigger1= ctrl trigger2=(stateno=[600,699]) && movecontact trigger3=(stateno=[1000,1030]) [State -1, Lighting jump] type = ChangeState value = 1725 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = (StateType = A) triggerall = numhelper(70090) != 0 trigger1= ctrl trigger2=(stateno=[600,699]) && movecontact trigger3=(stateno=[1000,1030]) [State -1, (air Normals) Normal shield(no insta-shield while normal shielis active] type = ChangeState value = 1720 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = (StateType = A) triggerall = numhelper(70070) != 0 trigger1= ctrl trigger2=(stateno=[600,699]) && movecontact [State -1, Normal shield(no insta-shield while normal shielis active] type = ChangeState value = 1721 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = (StateType = A) triggerall = numhelper(70070) != 0 trigger1= ctrl trigger2 =(stateno=[1000,1030]) ;-------------------------------------------------------------------------- [State -1, Light Kick] type = ChangeState value = 200 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "x" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 =(Ctrl) [State -1, Medium Kick] type = ChangeState value = 210 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "y" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact [State -1, Hard Kick] type = ChangeState value = 220 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "z" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (StateNo = 210) && Movecontact trigger5 = (StateNo = 240) && Movecontact trigger6 = StateNo = 400&& MoveContact trigger7 = StateNo = 410&& MoveContact trigger8 = StateNo = 430&& MoveContact trigger9 = StateNo = 440&& MoveContact [State -1, Light Kick] type = ChangeState value = 230 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "a" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = (Ctrl) trigger2 = (Stateno = 200) && Movecontact [State -1, Medium Kick] type = ChangeState value = 240 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "b" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (StateNo = 210) && Movecontact trigger5 = (stateno = 400) && movecontact trigger6 = (stateno = 430) && movecontact trigger7 = (stateno = 440) && movecontact [State -1,Hard Kick] type = ChangeState value = 250 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "c" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (StateNo = 210) && Movecontact trigger5 = (StateNo = 240) && Movecontact trigger6 = (StateNo = 220) && Movecontact trigger7 = StateNo = 400&& MoveContact trigger8 = StateNo = 410&& MoveContact trigger9 = StateNo = 430&& MoveContact trigger10 = StateNo = 440&& MoveContact ;-------------------------------------------------------------------------- [State -1, Crouch Light Punch] type = ChangeState value = 400 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "x" triggerall = Command = "holddown" trigger1 = StateType = C && (Ctrl) trigger2 = (StateNo = 230) && Movecontact [State -1, Crouch Medium Punch] type = ChangeState value = 410 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "y" triggerall = Command = "holddown" trigger1 = StateType = C && (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (StateNo = 400) && Movecontact trigger5 = (StateNo = 430) && Movecontact [State -1, Crouch Hard Punch] type = ChangeState value = 420 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "z" triggerall = Command = "holddown" trigger1 = statetype != A && (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (StateNo = 400) && Movecontact trigger5 = (StateNo = 430) && Movecontact trigger6 = (StateNo = 210) && Movecontact trigger7 = (StateNo = 240) && Movecontact trigger8 = (StateNo = 410) && Movecontact trigger9 = (StateNo = 440) && Movecontact [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "a" triggerall = Command = "holddown" trigger1 = StateType = C && (Ctrl) trigger2 = (Stateno = 200) && Movecontact trigger3 = (Stateno = 400) && Movecontact [State -1, Crouch Medium Kick] type = ChangeState value = 440 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "b" triggerall = Command = "holddown" trigger1 = StateType = C && (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 230) && Movecontact trigger4 = (StateNo = 410) && Movecontact trigger5 = (StateNo = 430) && Movecontact trigger6 = (StateNo = 210) && Movecontact [State -1, Crouch Hard Kick] type = ChangeState value = 450 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = Command = "c" triggerall = Command = "holddown" trigger1 = StateType = C && (Ctrl) trigger2 = (StateNo = 200) && Movecontact trigger3 = (StateNo = 210) && Movecontact trigger4 = (StateNo = 400) && Movecontact trigger5 = (StateNo = 410) && Movecontact trigger6 = (StateNo = 430) && Movecontact trigger7 = (StateNo = 440) && Movecontact trigger8 = (StateNo = 230) && Movecontact trigger9 = (StateNo = 240) && Movecontact trigger10 = (StateNo = 220) && Movecontact trigger11 = (StateNo = 250) && Movecontact ;-------------------------------------------------------------------------- [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "x" trigger1 = Statetype = A && ctrl [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = roundstate = 2 triggerall = command = "y" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && Movecontact trigger3 = (StateNo = 630) && Movecontact [State -1, Jump Hard Punch] type = ChangeState value = 620 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = Statetype = A && ctrl trigger2 = StateNo = 600&& Movecontact trigger3 = StateNo = 610&& Movecontact trigger4 = StateNo = 630&& Movecontact trigger5 = StateNo = 640&& Movecontact [State -1, insta-shield] type = ChangeState value = 1740 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "z" trigger1 = (StateType = A) trigger1= ctrl trigger2=(stateno=[1000,1030]) [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "a" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && Movecontact [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "b" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && Movecontact trigger3 = (StateNo = 610) && Movecontact trigger4 = (StateNo = 630) && Movecontact [State -1, Jump Hard Kick] type = ChangeState value = 650 triggerall = !AiLevel triggerall = roundstate = 2 triggerall = command = "c" trigger1 = Statetype = A && ctrl trigger2 = StateNo = 600&& Movecontact trigger3 = StateNo = 610&& Movecontact trigger4 = StateNo = 630&& Movecontact trigger5 = StateNo = 640&& Movecontact ;=========================================================================== ; Push Block (Stand) [State -1] type = ChangeState value = 550 triggerall = roundstate = 2 triggerall =!AiLevel triggerall = (command = "x" && command = "y" && command = "z") trigger1 = stateno = [150,151] ;Push Block (crouching) [State -1] type = ChangeState value = 560 triggerall = roundstate = 2 triggerall =!AiLevel triggerall = (command = "x" && command = "y" && command = "z") trigger1 = stateno = [152,153] ;Push Block (aerial) [State -1] type = ChangeState value = 570 triggerall = roundstate = 2 triggerall =!AiLevel triggerall =(command = "x" && command = "y" && command = "z") trigger1 = stateno = 154 trigger2 = stateno = 155 trigger2 = Time <= 10 [State -1, Forward Recovery Roll] type = ChangeState value = 890 triggerall = !AiLevel triggerall = command = "holdfwd" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 [State -1, Backward Recovery Roll] type = ChangeState value = 895 triggerall = !AiLevel triggerall = command = "holdback" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1
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