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DJB MUGEN & IKEMEN Community

Command List — Battle of the Best 1.3.1.zip ← Back to Overview

;-| 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 = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 ;-| Hold Button |---------------------------------------------------------- [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;-| CPU |-------------------------------------------------------------- [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y time = 1 [Command] name = "holdattack" command = /x time = 1 [Command] name = "holdattack" command = /y time = 1 [Command] name = "holdattack" command = /z time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Shinku Hadoken" command = D, DF, F, x+y [Command] name = "Shinku Hadoken" command = D, DF, F, y+z [Command] name = "Shinku Hadoken" command = D, DF, F, x+z [Command] name = "Shinku Hadoken" command = D, DF, F, b [Command] name = "Raging Demon" command = ~x,x,F,y,z time = 28 ;-| Special Motions |------------------------------------------------------ [Command] name = "Shoryuken-Light" command = ~F, D, DF, x [Command] name = "Shoryuken-Light" command = ~F, D, DF, F, x [Command] name = "Shoryuken-Med" command = ~F, D, DF, y [Command] name = "Shoryuken-Med" command = ~F, D, DF, F, y [Command] name = "Shoryuken Special" command = ~F, D, DF, z [Command] name = "Shoryuken Special" command = ~F, D, DF, F, z [Command] name = "Hadoken" command = D, DF, F, x [Command] name = "Hadoken-Med" command = D, DF, F, y [Command] name = "Hadoken-Fast" command = D, DF, F, z [Command] name = "Roundhouse Kick" command = D, DB, B, x [Command] name = "Roundhouse Kick-Med" command = D, DB, B, y [Command] name = "Roundhouse Kick-Heavy" command = D, DB, B, z ;Used for testing, do not list anywhere [Command] name = "Refill" command = c ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = x+y+z [Command] name = "recovery" command = x+y [Command] name = "recovery" command = x+z [Command] name = "recovery" command = z+y [Command] name = "recovery" command = b ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ;================================================================================== ;================================================================================== [Statedef -1] ;=========================================================================== ;--------------------------------------------------------------------------- ;Ability [State -1, Ability] type = ChangeState value = 3500 triggerall = var(59) != 1 triggerall = fvar(39) >= 600 triggerall = command = "a" triggerall = var(35) != 1 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shinku Hadoken [State -1, Shinku Hadoken] type = ChangeState value = 3000 triggerall = var(59) != 1 triggerall = command = "Shinku Hadoken" triggerall = power >= 1000 triggerall = Numhelper(1001) < 1 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shinku Hadoken [State -1, Shinku Hadoken] type = ChangeState value = 3010 triggerall = var(59) != 1 triggerall = command = "Shinku Hadoken" triggerall = power >= 1000 triggerall = Numhelper(1001) < 1 triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Raging Demon [State -1, Raging Demon] type = ChangeState value = 3100 triggerall = var(59) != 1 triggerall = command = "Raging Demon" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shoryuken [State -1, Shoryuken] type = ChangeState value = 1100 triggerall = var(35) != 1 triggerall = var(59) != 1 triggerall = command = "Shoryuken-Light" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shoryuken [State -1, Shoryuken] type = ChangeState value = 1105 triggerall = var(35) != 1 triggerall = var(59) != 1 triggerall = command = "Shoryuken-Med" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shoryuken 2 [State -1, Shoryuken 2] type = ChangeState value = 1110 triggerall = var(35) != 1 triggerall = var(59) != 1 triggerall = command = "Shoryuken Special" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Ability Shoryuken [State -1, Ability Shoryuken] type = ChangeState value = 3700 triggerall = var(35) = 1 triggerall = var(59) != 1 triggerall = command = "Shoryuken-Light" || command = "Shoryuken-Med"|| command = "Shoryuken Special" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Hadoken [State -1, Hadoken] type = ChangeState value = 1000 triggerall = var(59) != 1 triggerall = var(35) != 1 triggerall = command = "Hadoken" triggerall = Numhelper(1001) < 1 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Hadoken [State -1, Hadoken] type = ChangeState value = 1005 triggerall = var(59) != 1 triggerall = var(35) != 1 triggerall = command = "Hadoken-Med" triggerall = Numhelper(1001) < 1 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Hadoken [State -1, Hadoken] type = ChangeState value = 1010 triggerall = var(59) != 1 triggerall = var(35) != 1 triggerall = command = "Hadoken-Fast" triggerall = Numhelper(1001) < 1 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Air Hadoken [State -1, Hadoken] type = ChangeState value = 1050 triggerall = var(59) != 1 triggerall = var(35) != 1 triggerall = command = "Hadoken" || command = "Hadoken-Med" ||command = "Hadoken-Fast" triggerall = Numhelper(1001) < 1 triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Charge Hadoken [State -1, Charge Hadoken] type = ChangeState value = 3600 triggerall = var(59) != 1 triggerall = var(35) = 1 triggerall = command = "Hadoken" || command = "Hadoken-Med" || command = "Hadoken-Fast" triggerall = Numhelper(1001) < 1 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Charge Hadoken [State -1, Charge Hadoken] type = ChangeState value = 3650 triggerall = var(59) != 1 triggerall = var(35) = 1 triggerall = command = "Hadoken" || command = "Hadoken-Med" ||command = "Hadoken-Fast" triggerall = Numhelper(1001) < 1 triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1120 triggerall = var(59) != 1 triggerall = command = "Roundhouse Kick" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1125 triggerall = var(59) != 1 triggerall = command = "Roundhouse Kick-Med" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1130 triggerall = var(59) != 1 triggerall = command = "Roundhouse Kick-Heavy" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1220 triggerall = var(59) != 1 triggerall = command = "Roundhouse Kick" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1225 triggerall = var(59) != 1 triggerall = command = "Roundhouse Kick-Med" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1230 triggerall = var(59) != 1 triggerall = command = "Roundhouse Kick-Heavy" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [600,620] ;=========================================================================== ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) != 1 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) != 1 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Pushblock [State -1, Pushblock] type = ChangeState triggerall = var(59) != 1 trigger1 = command = "recovery" || command = "b" trigger1 = statetype = S trigger1 = stateno = 150 || stateno = 151 trigger1 = prevstateno != 4000 && prevstateno != 4005 ignorehitpause = 1 value = 4000 ;--------------------------------------------------------------------------- ;Pushblock (crouch) [State -1, Pushblock] type = ChangeState triggerall = var(59) != 1 trigger1 = command = "recovery" || command = "b" trigger1 = statetype = C trigger1 = stateno = 152 || stateno = 153 trigger1 = prevstateno != 4000 && prevstateno != 4005 value = 4005 ;--------------------------------------------------------------------------- ;Guard Cancel [State -1, Guard Cancel] type = ChangeState value = 900 triggerall = var(59) != 1 triggerall = !winko triggerall = !IsHelper triggerall = statetype != A triggerall = command = "Shoryuken-Light" || command = "Shoryuken-Med" || command = "Shoryuken Special" trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = var(59) != 1 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = P2bodydist X = [-const(size.ground.front),18] triggerall = (p2statetype = S) || (p2statetype = C) triggerall = p2movetype != H trigger1 = command = "holdfwd" trigger2 = command = "holdback" ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) != 1 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dodge [State -1, Dodge] type = ChangeState value = 300 triggerall = var(59) != 1 triggerall = command = "recovery" || command = "b" triggerall = var(3) = 0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) != 1 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 || stateno = 400 trigger2 = time >= 6 trigger3 = stateno = 100 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = var(59) != 1 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 200 trigger3 = time >= 6 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = var(59) != 1 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 210 trigger3 = time >= 9 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) != 1 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 || stateno = 400 trigger2 = time >= 6 trigger3 = stateno = 100 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = var(59) != 1 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 400 trigger3 = time >= 6 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) != 1 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 410 trigger3 = time >= 9 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) != 1 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = var(59) != 1 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = var(59) != 1 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;AI stuff starts here ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Ability [State -1, Ability] type = ChangeState value = 3500 triggerall = roundstate = 2 triggerall = random < 600 triggerall = var(59) = 1 triggerall = fvar(39) >= 600 triggerall = var(35) != 1 triggerall = statetype != A triggerall = p2bodydist x = [70, 400] trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shinku Hadoken [State -1, Shinku Hadoken] type = ChangeState value = 3000 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*1) triggerall = power >= 1000 triggerall = Numhelper(1001) < 1 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2bodydist x = [100, 400] trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shinku Hadoken [State -1, Shinku Hadoken] type = ChangeState value = 3010 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*1) triggerall = power >= 1000 triggerall = Numhelper(1001) < 1 triggerall = statetype = A triggerall = p2statetype != L triggerall = p2bodydist x = [100, 400] trigger1 = ctrl trigger2 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Raging Demon [State -1, Raging Demon] type = ChangeState value = 3100 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*1) triggerall = power >= 1000 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Hadoken [State -1, Hadoken] type = ChangeState value = 1000 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2bodydist x = [40,120] triggerall = enemy, pos y > - 100 triggerall = var(35) != 1 triggerall = Numhelper(1001) < 1 trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Hadoken [State -1, Hadoken] type = ChangeState value = 1005 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2bodydist x = [40,120] triggerall = enemy, pos y > -100 triggerall = var(35) != 1 triggerall = Numhelper(1001) < 1 trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Hadoken [State -1, Hadoken] type = ChangeState value = 1010 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2bodydist x = [40,120] triggerall = enemy, pos y > - 100 triggerall = var(35) != 1 triggerall = Numhelper(1001) < 1 trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Air Hadoken [State -1, Hadoken] type = ChangeState value = 1050 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*1) triggerall = p2bodydist x = [40,120] triggerall = enemy, pos y > - 100 triggerall = var(35) != 1 triggerall = Numhelper(1001) < 1 triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Charge Hadoken [State -1, Charge Hadoken] type = ChangeState value = 3600 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2bodydist x = [40,140] triggerall = enemy, pos y > - 100 triggerall = var(35) = 1 triggerall = Numhelper(1001) < 1 trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Charge Hadoken [State -1, Charge Hadoken] type = ChangeState value = 3650 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (ailevel*2) triggerall = p2bodydist x = [40,140] triggerall = enemy, pos y > - 100 triggerall = var(35) = 1 triggerall = Numhelper(1001) < 1 triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shoryuken [State -1, Shoryuken] type = ChangeState value = 1100 triggerall = var(35) != 1 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] trigger1 = ctrl = 1 trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shoryuken [State -1, Shoryuken] type = ChangeState value = 1105 triggerall = var(35) != 1 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] trigger1 = ctrl = 1 trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Shoryuken 2 [State -1, Shoryuken 2] type = ChangeState value = 1110 triggerall = var(35) != 1 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] trigger1 = ctrl = 1 trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Ability Shoryuken [State -1, Ability Shoryuken] type = ChangeState value = 3700 triggerall = var(35) = 1 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] trigger1 = ctrl = 1 trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1120 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [40,110] triggerall = enemy, pos y > - 80 trigger1 = ctrl = 1 trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1125 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [50,130] triggerall = enemy, pos y > - 80 trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1130 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (ailevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [70,150] triggerall = enemy, pos y > - 80 trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1220 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A triggerall = random%100 < (ailevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [30,110] triggerall = p2statetype = A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1225 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A triggerall = random%100 < (ailevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [50,130] triggerall = p2statetype = A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ;Roundhouse [State -1, Roundhouse] type = ChangeState value = 1230 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A triggerall = random%100 < (ailevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [70,150] triggerall = p2statetype = A trigger1 = ctrl trigger2 = stateno = 195 trigger3 = stateno = [200,220] trigger4 = stateno = [400,420] trigger5 = stateno = [600,620] ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, AI] ; punch type = ChangeState value = 200 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = enemy, pos y > - 60 trigger1 = ctrl = 1 trigger2 = stateno = 200 || stateno = 400 trigger2 = time >= 6 trigger3 = stateno = 100 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] triggerall = enemy, pos y > - 60 trigger1 = ctrl = 1 trigger2 = stateno = 100 trigger3 = stateno = 200 trigger3 = time >= 6 ;--------------------------------------------------------------------------- ; Stand Heavy Punch [State -1, Stand Medium Punch] type = ChangeState value = 220 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,55] triggerall = enemy, pos y > - 70 trigger1 = ctrl = 1 trigger2 = stateno = 100 trigger3 = stateno = 210 trigger3 = time >= 9 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, AI] ; punch type = ChangeState value = 400 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,36] triggerall = p2statetype!= A trigger1 = ctrl = 1 trigger2 = stateno = 200 || stateno = 400 trigger2 = time >= 6 trigger3 = stateno = 100 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 410 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = enemy, pos y > - 80 trigger1 = ctrl = 1 trigger2 = stateno = 100 trigger3 = stateno = 400 trigger3 = time >= 6 ;--------------------------------------------------------------------------- ; Crouching Heavy Punch [State -1, Stand Medium Punch] type = ChangeState value = 420 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,50] triggerall = p2statetype!= A trigger1 = ctrl = 1 trigger2 = stateno = 100 trigger3 = stateno = 410 trigger3 = time >= 6 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 trigger1 = statetype = A triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,36] triggerall = prevstateno != 600 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 trigger1 = statetype = A triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,36] triggerall = prevstateno != 610 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 trigger1 = statetype = A triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random%100 < (AIlevel*2) triggerall = p2statetype != L triggerall = p2bodydist x = [0,45] triggerall = prevstateno != 620 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random < 400 triggerall = p2bodydist x > 60 triggerall = p2statetype != A triggerall = ctrl = 1 triggerall = prevstateno != 195 trigger1 = p2statetype = L trigger2 = p2stateno = 195 && enemy, animtime > 7 trigger3 = enemy, vel x = 0 || enemy, vel y = 0 trigger3 = enemy, animtime > 20 trigger3 = p2movetype != A ;--------------------------------------------------------------------------- ;Dodge [State -1, Dodge] type = ChangeState value = 300 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random < 15 triggerall = statetype != A triggerall = ctrl triggerall = prevstateno != 300 trigger1 = p2movetype = A trigger2 = enemy, numproj > 0 ;--------------------------------------------------------------------------- ;Pushblock [State -1, Pushblock] type = ChangeState triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random < 10 trigger1 = statetype = S trigger1 = stateno = 150 || stateno = 151 trigger1 = prevstateno != 4000 && prevstateno != 4005 ignorehitpause = 1 value = 4000 ;--------------------------------------------------------------------------- ;Pushblock (crouch) [State -1, Pushblock] type = ChangeState triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random < 10 trigger1 = statetype = C trigger1 = stateno = 152 || stateno = 153 trigger1 = prevstateno != 4000 && prevstateno != 4005 ignorehitpause = 1 value = 4005 ;--------------------------------------------------------------------------- ;Guard Cancel [State -1, Guard Cancel] type = ChangeState value = 900 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = random < 1 triggerall = !winko triggerall = !IsHelper triggerall = statetype != A trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = random%100 < (AIlevel*2) triggerall = P2bodydist X = [-const(size.ground.front),18] triggerall = (p2statetype = S) || (p2statetype = C) triggerall = p2movetype != H trigger1 = command = "holdfwd" trigger2 = command = "holdback" ; AI switch -> ON [State -1, Activate AI] type = Varset triggerall = var(59) != 1 trigger1 = ailevel != 0 v = 59 value = 1
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