;-| 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