;============================================================================================
;= =
;= =
;= =
;= BBBBBBBBBBBBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBBBB B B BBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBB BBBBB BBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBBBB BBBBB BBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBB BATMAN BEYOND BBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBBBBBBBBBBBB =
;= BBBBBBBBBB =
;= BBBB =
;= BB =
;= =
;============================================================================================
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F
time = 1
[Command]
name = "CPU2"
command = U, B, F
time = 1
[Command]
name = "CPU3"
command = U, D, D
time = 1
[Command]
name = "CPU4"
command = F, B, U
time = 1
[Command]
name = "CPU5"
command = U, F, U, B
time = 1
[Command]
name = "CPU6"
command = U, D, B
time = 1
[Command]
name = "CPU7"
command = F, F, B
time = 1
[Command]
name = "CPU8"
command = U, D, U
time = 1
[Command]
name = "CPU9"
command = F, B, B
time = 1
[Command]
name = "CPU10"
command = F, F, B, B
time = 1
[Command]
name = "CPU11"
command = U, U, F
time = 1
[Command]
name = "CPU12"
command = U, B, B
time = 1
[Command]
name = "CPU13"
command = U, B, F, F
time = 1
[Command]
name = "CPU14"
command = U, F, B, U
time = 1
[Command]
name = "CPU15"
command = U, B, F, U
time = 1
;-| Super Motions |-----------------------------
[Command]
name = "Electric-Flight"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "Electric-Flight"
command = ~D, DB, B, b+c
time = 20
[Command]
name = "Electric-Flight"
command = ~D, DB, B, a+c
time = 20
[Command]
name = "Bat-Armor"
command = ~D, DF, F, a+b
time = 20
[Command]
name = "Bat-Armor"
command = ~D, DF, F, b+c
time = 20
[Command]
name = "Bat-Armor"
command = ~D, DF, F, c+a
time = 20
[Command]
name = "Explosive-Attack"
command = ~$D, DB, B, x+y
time = 20
[Command]
name = "Explosive-Attack"
command = ~$D, DB, B, x+z
time = 20
[Command]
name = "Explosive-Attack"
command = ~$D, DB, B, y+z
time = 20
[Command]
name = "Maximus-Bat"
command = ~D, DF, F, x+y
[Command]
name = "Maximus-Bat"
command = ~D, DF, F, x+z
[Command]
name = "Maximus-Bat"
command = ~D, DF, F, y+z
[command]
name = "Hyper-Electric"
command = ~D,DF,F,x+a
time = 30
[command]
name = "Hyper-Electric"
command = ~D,DF,F,y+b
time = 30
[command]
name = "Hyper-Electric"
command = ~D,DF,F,z+c
time = 30
;-| Special Batarang |------------------------------------------------------
[Command]
name = "Batarangx"
command = ~D, DF, F, x
[Command]
name = "duobatarang"
command = ~D, DF, F, y
[Command]
name = "tribatarang"
command = ~D, DF, F, z
[Command]
name = "D-Batarangx"
command = ~F, DF, D, x
[Command]
name = "D-Batarangy"
command = ~F, DF, D, y
[Command]
name = "D-Batarangz"
command = ~F, DF, D, z
[Command]
name = "batarang_up"
command = ~F, DF, D, z
[Command]
name = "airbatarang"
command = ~D, DB, B, x
time = 15
[Command]
name = "airbatarang"
command = ~D, DB, B, y
time = 15
[Command]
name = "airbatarang"
command = ~D, DB, B, z
time = 15
;-| EX Batarang |------------------------------------------------------
[Command]
name = "electricbatarang"
command = ~D, DF, F, a
time = 15
[Command]
name = "firebatarang"
command = ~D, DF, F, b
time = 15
[Command]
name = "freezbatarang"
command = ~D, DF, F, c
time = 15
;-| EX Motions |------------------------------------------------------
[Command]
name = "GrapplingHook1"
command = ~$D, DB, B, x
time = 15
[Command]
name = "GrapplingHook1"
command = ~$D, DB, B, y
time = 15
[Command]
name = "GrapplingHook1"
command = ~$D, DB, B, z
time = 15
[Command]
name = "Flight-Attack-a"
command = ~$D, DB, B, a
time = 15
[Command]
name = "Flight-Attack-b"
command = ~$D, DB, B, b
time = 15
[Command]
name = "Flight-Attack-c"
command = ~$D, DB, B, c
time = 15
[Command]
name = "Weak Electricity"
command = ~a, a, a
time = 40
;[Command]
;name = "Medium Electricity"
;command = ~b, b, b
;time = 30
;[Command]
;name = "Strong Electricity"
;command = ~c, c, c
;time = 25
[Command]
name = "Invisible"
command = y+z
time = 15
[command]
name = "Fly"
command = a+b
time = 30
;-|Joker EX Motions |------------------------------------------------------
[Command]
name = "Joker-Bomb"
command = ~D, DF, F, x
time = 15
[Command]
name = "Joker-Bomb y"
command = ~D, DF, F, y
time = 15
[Command]
name = "Joker-Bomb-2"
command = ~D, DF, F, z
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 30
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 30
[Command]
name = "BBB" ;Required (do not remove)
command = U, U
time = 30
;-| Super Jump Commands |---------------------------------------------------
[command]
name = "superjump"
command = $D, $U
time = 20
[command]
name = "superjump"
command = a+b+c
time = 20
;----------------------------------------------------------------------------
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = z+y
time = 1
[Command]
name = "guardpush"
command = x+y
time = 1
[Command]
name = "guardpush"
command = x+z
time = 1
[Command]
name = "guardpush"
command = y+z
time = 1
[Command]
name = "DU"
command = a+b+c
time = 1
[Command]
name = "3P"
command = x+y+z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$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
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
[Statedef -1]
;-|-AI-|--------------------------------------------------------------------
[State -1, AI]
type = VarSet
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
var(59) = 1
;---------------------------------------------------------------------------
; AI Defense
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit =
;---------------------------------------------------------------------------
;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 700
triggerall = (StateType != A) && Var(59)
triggerall = roundstate = 2
trigger1 = (StateNo = 420) && (MoveHit = 1)
trigger2 = (enemynear, Vel X >= 4) && ctrl
;----------------------------------------------------------------------
; Fwd Dash
[State -1, FwdDash]
type = ChangeState
triggerall = var(59) =1=1&& StateType != A && Ctrl
triggerall = Random <= 500 && RoundState = 2
trigger1 = P2bodydist X >= 75 && P2StateType != A
value = 104
persistent = 0
[State -1]
type = ChangeState
triggerall = var(59) =1 =1 && StateType != A && P2moveType = A
triggerall = Random <= 50
triggerall = roundstate = 2
trigger1 = Ctrl
value = 105
persistent = 0
[State -1, Air Dash Forward]
type = ChangeState
value = 102
triggerall = statetype = A
triggerall = numproj =0
triggerall = Var(59)
triggerall = roundstate = 2
trigger1 = ctrl
;trigger1 = random = [950,1000]
trigger1 = random < 20
[State -1, Air Dash Back]
type = ChangeState
value = 103
triggerall = statetype = A
triggerall = numproj =0
triggerall = Var(59)
triggerall = roundstate = 2
trigger1 = ctrl
;trigger1 = random = [950,1000]
trigger1 = random < 20
;====================================================================
;GUARD/BLOCK CODE
;====================================================================
;Guard (ChangeToCrouching)
[State -1, Guard (ChangeToCrouching)]
type = ChangeState
value = 152
triggerall = (var(59) = 1) || (var(59) = 4)
triggerall = roundstate = 2
triggerall = stateno = 150
triggerall = p2statetype = C
trigger1 = p2movetype = A
trigger2 = enemy, NumProj != 0
;---------------------------------------------------------------------------
;Guard (ChangeToStanding)
[State -1, Guard (ChangeToStanding)]
type = ChangeState
value = 150
triggerall = (var(59) = 1) ;|| (var(59) = 4)
triggerall = roundstate = 2
triggerall = stateno = 152
triggerall = p2statetype = A
trigger1 = p2movetype = A
trigger2 = enemy, NumProj != 0
;---------------------------------------------------------------------------
;Guard (Crouching)
[State -1, Guard (Crouching)]
type = ChangeState
value = 131
triggerall = (var(59) = 1) ;|| (var(59) = 4)
triggerall = statetype != A
triggerall = ctrl
triggerall = roundstate = 2
triggerall = p2statetype = C
trigger1 = p2movetype = A
trigger1 = enemy, MoveGuarded = 0
trigger2 = enemy, NumProj != 0
;---------------------------------------------------------------------------
;Guard (Standing)
[State -1, Guard (Standing)]
type = ChangeState
value = 130
triggerall = (var(59) = 1) ;|| (var(59) = 4)
triggerall = statetype != A
triggerall = ctrl
triggerall = roundstate = 2
triggerall = p2statetype != C
trigger1 = p2movetype = A
trigger1 = enemy, MoveGuarded = 0
trigger2 = enemy, NumProj != 0
;---------------------------------------------------------------------------
;Guard (Air)
[State -1, Guard (Air)]
type = ChangeState
value = 132
triggerall = (var(59) = 1) ;|| (var(59) = 4)
triggerall = statetype = A
triggerall = ctrl
triggerall = roundstate = 2
trigger1 = p2movetype = A
trigger1 = enemy, MoveGuarded = 0
trigger2 = enemy, NumProj != 0
;====================================================================
; Stand, Crouch, Jump / Punch, Kick - NORMAL (only 3 punches/kicks)
;====================================================================
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200)
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
; (chain combos)
trigger1 = (stateno = 200) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
; (chain combos)
trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
; (chain combos)
trigger1= (stateno = 230) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && enemynear, statetype != L && RoundState = 2
; (chain combos)
trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1)
;---------------------------------------------------------------------------
; Throws
[State -1, throw ai]
type = ChangeState
value = 819
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 15) && (p2bodydist y <= 10)
triggerall = Random <= 200 && (statetype = S) && Var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = ctrl = 1
[State -1, throw ai]
type = ChangeState
value = 820
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 15) && (p2bodydist y <= 10)
triggerall = Random <= 200 && (statetype = S) && Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Crouching basics
; Punches: 400, 410, 420
; Kicks: 430, 440, 450
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400))
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
; (chain combos)
trigger1 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2
; (chain combos)
trigger1 = (stateno = 410) && movecontact
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600))
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
; (chain combos)
trigger1 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = var(59) && statetype != A && RoundState = 2
; (chain combos)
trigger1 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && (movecontact = 1)
trigger2 = stateno = 630 && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && (movecontact = 1)
trigger2 = stateno = 630 && (movecontact = 1)
trigger3 = stateno = 610 && (movecontact = 1)
trigger4 = stateno = 640 && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && (movecontact = 1)
trigger2 = stateno = 610 && (movecontact = 1)
trigger3 = stateno = 630 && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl
; (chain combos)
trigger1 = stateno = 600 && (movecontact = 1)
trigger2 = stateno = 610 && (movecontact = 1)
trigger3 = stateno = 630 && (movecontact = 1)
trigger4 = stateno = 640 && (movecontact = 1)
;----------------------------------------------------------------------
; Air combo
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)
;-|-AI Special Attempt-|----------------------------------------------
;-------------------------------------------------------------------------------
;Standing duobatarang y
;-------------------------------------------------------------------------------;
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && NumHelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 10012
;-------------------------------------------------------------------------------
;Air duo Batarang x
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1005) < 1
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10013
;-------------------------------------------------------------------------------
;Standing Batrange z
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && NumHelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 10014
;-------------------------------------------------------------------------------
;freez Batarang a
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && NumHelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 10006
;-------------------------------------------------------------------------------
;air freez Batarang a
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1005) < 1
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
triggerall = p2stateno != 11120
trigger1 = P2bodydist Y > 30
value = 10007
;------------------------------------------------------------------------------
;Electric Batarang b
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && NumHelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 10008
;-------------------------------------------------------------------------------
;Air Electric Batarang b
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1005) < 1
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10009
;-------------------------------------------------------------------------------
; Fire Batarang c
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && NumHelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 10010
;-------------------------------------------------------------------------------
;Air Fire Batarang c
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1005) < 1
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10011
;-------------------------------------------------------------------------------
;Standing Batarang x
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && numhelper(1005) < 1
trigger1 = (p2bodydist x <= 35) && (prevstateno != 5120) && (statetype != A)
value = 10000
;-------------------------------------------------------------------------------
;Crouching Batrange x
;------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && numhelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 10001
;-------------------------------------------------------------------------------
;Air Batrange
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1005) < 1
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10002
;-------------------------------------------------------------------------------
;Air Batarang xyz
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15]) && numprojid(1005) < 1
triggerall = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 10003
;-------------------------------------------------------------------------------
;Upward Batrang
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15]) && NumHelper(1005) < 1
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 10004
;-------------------------------------------------------------------------------
;Grappling Hook
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
trigger1 = (p2bodydist x < 70) && (prevstateno != 5120) && (statetype != A)
value = 10025
;-------------------------------------------------------------------------------
;torpe fly a
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 12100
;-------------------------------------------------------------------------------
; torpe air fly a
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (MoveType != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 111130
;------------------------------------------------------------------------------
;torpe fly b
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 1440
;------------------------------------------------------------------------------
;torpe air fly b
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (MoveType != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 1450
;-------------------------------------------------------------------------------
;torpe fly c
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
value = 1460
;-------------------------------------------------------------------------------
;torpe air fly c
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = (prevstateno != 5120) && (MoveType != H) && (statetype = A)
trigger1 = P2bodydist Y > 30
value = 1470
;AI Hyper attempt---------------------------------------------------------------
;BATMAN BEYOND AI HYPERS
;-------------------------------------------------------------------------------
;Finishing Shower
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A) && (p2statetype != L) && NumHelper(3305) < 1
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = (p2bodydist x <= 35) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 1000) && (random = [0,300])
value = 3304
;-------------------------------------------------------------------------------
;Hyper Electric Thunder
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && (p2statetype != A)
triggerall = (Ctrl) && (Statetype != A) && (p2statetype != L) && numhelper(3014) < 1
trigger1 = (p2bodydist x <= 35) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 1000) && (random = [0,300])
value = 3012
;-------------------------------------------------------------------------------
;Electric Flight
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120) && numhelper(3021) < 1
trigger1 = (power >= 1000) && (random = [0,300])
value = 3015
;-------------------------------------------------------------------------------
;Bat Armor
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && (p2statetype != A)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = (p2bodydist x <= 65) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 1000) && (random = [0,300])
value = 3022
;-------------------------------------------------------------------------------
;Maximum Bat
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 1000) && (random = [0,300])
value = 3500
;-|-AI Combo Attempt-|----------------------------------------------
;Joker AI SUPERS
;-------------------------------------------------------------------------------
;Gas
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1551) < 1
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 1557
;-------------------------------------------------------------------------------
;Acid
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1551) < 1
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 1550
;-------------------------------------------------------------------------------
;Acid
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1551) < 1
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 1556
;-------------------------------------------------------------------------------
; Joker Bomb x
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1551) < 1
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 53566
;-------------------------------------------------------------------------------
;Joker Bomb y
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1551) < 1
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 10223
;-------------------------------------------------------------------------------
; Joker Bomb z
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && NumHelper(1551) < 1
triggerall = (Ctrl) && (Statetype != A) && (random = [0,15])
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (Statetype != A)
value = 53567
;-------------------------------------------------------------------------------
;Electric Shock
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = MoveType != H && RoundState = 2 && (var(59) != 0) && !IsHelper && (random = [0,15])
triggerall = (p2bodydist x <= 15) && (p2bodydist y <= 10)
triggerall = (palno = [7,9])
triggerall = Random <= 200 && (statetype = S)
trigger1 = ctrl = 1
value = 81110
;-------------------------------------------------------------------------------
;Joker Glove
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && statetype != A
triggerall = (palno = [7,9])
trigger1 = p2bodydist Y > -50 && p2bodydist Y < 50 && (random = [0,15])
value = 22833
;-------------------------------------------------------------------------------
;Jumping Boxing Glove
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,15])
triggerall = numhelper(21240) = 0
triggerall = (palno = [7,9])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype = A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 24833
;Joker AI HYPERS
;-------------------------------------------------------------------------------
;Flag Shot
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) &&(random = [0,300]) && (power >= 2000)
triggerall = (palno = [7,9])
trigger1 = (prevstateno != 5120) && (StateType != A)
trigger1 = (p2bodydist x > 50) && p2bodydist y >-70 && p2bodydist y <70
value = 3600
;-------------------------------------------------------------------------------
;Bomb Hyper
;-------------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) &&(random = [0,300]) && NumHelper(1551) < 1
triggerall = (palno = [7,9])
trigger1 = (prevstateno != 5120) && (StateType != A) && (power >= 1000)
value = 3602
;-------------------------------------------------------------------------------
; -[ User Command Definitions ]-
;-------------------------------------------------------------------------------
;--{Batman Beyond Super Attacks}------------------------------------------------
[State -1, Electric Flight]
type = ChangeState
value = 3015
triggerall = command = "Electric-Flight" && !var(59)
triggerall = power >= 1000 && numhelper(3021) < 1
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,Bat Armor]
type = ChangeState
value = 3022
triggerall = command = "Bat-Armor" && !var(59)
triggerall = power >= 1000 && NumHelper(1005) < 1
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Maximum Bat]
type = ChangeState
value = 3500
triggerall = !var(59)
triggerall = command = "Maximus-Bat"
triggerall = power >= 1000
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, finishingshower]
type = ChangeState
value = 3304
triggerall = !var(59)
triggerall = command = "Explosive-Attack"
triggerall = power >= 1000 && numhelper(3305) = 0
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Hyper Electric Thunder]
type = ChangeState
value = 3012
triggerall = command = "Hyper-Electric" && !var(59)
triggerall = power >= 1000 && numhelper(3014) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;--{Joker Mode Super Attacks}---------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Flag Shot]
type = ChangeState
value = 3600
triggerall = command = "Bat-Armor" && !var(59)
triggerall = power >= 2000 && NumHelper(1551) = 0
triggerall = (palno = [7,9])
trigger1 = ctrl && statetype != A
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Bomb Hyper]
type = ChangeState
value = 3602
triggerall = command = "Explosive-Attack"
triggerall = power >= 1000 && NumHelper(1551) = 0 && !var(59)
triggerall = (palno = [7,9])
trigger1 = ctrl && statetype != A
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;--{Batman Beyond Super Attacks}------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Standing Batarang x]
type = ChangeState
value = 10000
triggerall = command = "Batarangx" && !var(59) && numhelper(1005) < 1
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450 ;Except for sweep kick
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Crouching Batrange x]
type = ChangeState
value = 10001
triggerall = command = "D-Batarangx" || command = "D-Batarangy" && !var(59)
triggerall = numhelper(1005) < 1
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = ctrl && statetype != A
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,Standing duobatarang y]
type = ChangeState
value = 10012
triggerall = command = "duobatarang" && !var(59) && NumHelper(1005) < 1
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = ctrl && statetype != A
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Standing Batrange z]
type = ChangeState
value = 10014
triggerall = command = "tribatarang" && !var(59) && NumHelper(1005) < 1
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air duo Batarang x]
type = ChangeState
value = 10013
triggerall = command = "duobatarang" && NumHelper(1005) < 1 && !var(59)
trigger1 = statetype = A && ctrl && stateno != 105
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air duo Batarang y]
type = ChangeState
value = 10113
triggerall = command = "tribatarang" && NumHelper(1005) < 1 && !var(59)
trigger1 = statetype = A && stateno != 105 && ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, freez Batarang a]
type = Changestate
value = 10006
triggerall = command = "freezbatarang" && NumHelper(1005) < 1 && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = ctrl && statetype != A
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air freez Batarang a]
type = Changestate
value = 10007
triggerall = command = "freezbatarang" && NumHelper(1005) < 1 && !var(59)
trigger1 = ctrl && statetype = A
triggerall = p2stateno != 11120
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Electric Batarang b]
type = ChangeState
value = 10008
triggerall = command = "electricbatarang" && NumHelper(1005) < 1 && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air Electric Batarang b]
type = ChangeState
value = 10009
triggerall = command = "electricbatarang" && NumHelper(1005) < 1 && !var(59)
trigger1 = statetype = A && stateno != 105 && ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Fire Batarang c]
type = ChangeState
value = 10010
triggerall = command = "firebatarang" && NumHelper(1005) < 1 && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air Fire Batarang c]
type = ChangeState
value = 10011
triggerall = command = "firebatarang" && NumHelper(1005) < 1 && !var(59)
trigger1 = statetype = A && stateno != 105 && ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air Batarang]
type = ChangeState
value = 10002
triggerall = command = "Batarangx" && !var(59)
triggerall = numhelper(1005) < 1
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Air Batarang xyz]
type = ChangeState
value = 10003
triggerall = command = "airbatarang" || command = "airbatarang" || command = "airbatarang"
triggerall = numprojid(1005) < 1 && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype = A && ctrl
trigger1 = stateno != [100, 105]
trigger2 = (stateno = [600,699])
trigger2 = stateno != 620 || stateno !=650
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1; Upward Batrang]
type = ChangeState
value = 10004
triggerall = command = "batarang_up" && NumHelper(1005) < 1 && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, torpe fly a]
type = ChangeState
value = 12100
triggerall = command = "Flight-Attack-a" && !var(59)
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1,torpe air fly a]
type = ChangeState
value = 111130
triggerall = command = "Flight-Attack-a" && !var(59)
trigger1 = pos y < -10 && StateType = A && ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;torpe fly
[State -1, torpe fly b]
type = ChangeState
value = 1440
triggerall = command = "Flight-Attack-b" && !var(59)
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,torpe air fly b]
type = ChangeState
value = 1450
triggerall = command = "Flight-Attack-b" && !var(59)
trigger1 = pos y < -10 && StateType = A && Ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,torpe fly c]
type = ChangeState
value = 1460
triggerall = command = "Flight-Attack-c" && !var(59)
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,torpe air fly c]
type = ChangeState
value = 1470
triggerall = command = "Flight-Attack-c" && !var(59)
trigger1 = pos y < -10 && StateType = A && Ctrl
trigger2 = (stateno = [600,699])
trigger2 = movecontact
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Grappling Hook]
type = ChangeState
value = 10025
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = command = "GrapplingHook1" && !var(59)
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Invisible]
type = ChangeState
value = 3010
triggerall = var(17) = 0 && !var(59)
trigger1 = command = "Invisible"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Visible]
type = ChangeState
value = 3011
triggerall = var(17) = 1 && !var(59)
trigger1 = command = "Invisible"
trigger1 = statetype != A
trigger1 = ctrl
;-------------------------------------------------------------------------------
;--{Joker Mode Special Attacks}------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Joker Glove]
type = ChangeState
value = 22833
triggerall = command = "GrapplingHook1" && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,gas]
type = Changestate
value = 1557
triggerall = command = "electricbatarang" && NumHelper(1551) < 1 && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,Acid]
type = Changestate
value = 1550
triggerall = command = "firebatarang" && NumHelper(1551) < 1 && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1,Acid]
type = Changestate
value = 1556
triggerall = command = "freezbatarang" && NumHelper(1551) < 1 && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, joker bomb x]
type = ChangeState
value = 53566
triggerall = command = "Joker-Bomb" && NumHelper(1551) < 1 && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, joker bomb y]
type = ChangeState
value = 10223
triggerall = command = "Joker-Bomb y" && NumHelper(1551) < 1 && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, joker bomb z]
type = ChangeState
value = 53567
triggerall = command = "Joker-Bomb-2" && NumHelper(1551) < 1 && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;Jump boxing glove
[State -1, Jump boxing glove]
type = ChangeState
value = 24833
triggerall = command = "airbatarang" && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype = A && ctrl
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger2 = stateno != 620 || stateno !=650
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Crouch Boxing Glove xy]
type = ChangeState
value = 23833
triggerall = command = "D-Batarangx" || command = "D-Batarangy" && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -1, Crouch Boxing Glove z]
type = ChangeState
value = 23833
triggerall = command = "batarang_up" && !var(59)
triggerall = (palno = [7,9])
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
;Flight Mode Specials
;-------------------------------------------------------------------------------
[State -1, fly batarang]
type = ChangeState
value = 2011
triggerall = (stateno >2000) && (stateno <2100)
triggerall = numhelper(2012) < 1 && !var(59)
trigger1 = command = "Batarangx" || command = "duobatarang" || command = "tribatarang"
trigger1= (Movetype = I)
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Freeze Batrange]
type = ChangeState
value = 2014
triggerall = (stateno >2000) && (stateno <2100)
triggerall = numhelper(1005) < 1 && !var(59)
trigger1 = command = "freezbatarang" && (Movetype = I)
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Fire Batrange]
type = ChangeState
value = 2015
triggerall = (stateno >2000) && (stateno <2100)
triggerall = numprojid(1005) < 1 && !var(59)
trigger1 = command = "firebatarang" && (Movetype = I)
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Electric Batrange]
type = ChangeState
value = 2016
triggerall = (stateno >2000) && (stateno <2100)
triggerall = numprojid(1005) < 1 && !var(59)
trigger1 = command = "electricbatarang" && (Movetype = I)
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Fury]
type = ChangeState
value = 2017
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "Flight-Attack-a" || command = "Flight-Attack-b" || command = "Flight-Attack-c"
trigger1 = !var(59) && numhelper(2020) = 0
trigger1= Movetype = I
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Fury 2]
type = ChangeState
value = 2018
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "GrapplingHook1"
trigger1= Movetype = I
trigger1 = !var(59)
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Electricity]
type = ChangeState
value = 2019
triggerall = (stateno >2000) && (stateno <2100)
triggerall = prevstateno !=2019
trigger1= Movetype = I
trigger1 = command = "Weak Electricity" && !var(59)
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
;-------------------------------------------------------------------------------
[state -1, super_jump]
type = changestate
triggerall = !Var(59)
triggerall = statetype = S || statetype = C
trigger1 = command = "superjump"
trigger1 = ctrl
trigger2 = command = "superjump" || command = "holdup"
trigger2 = MoveHit
trigger2 = Stateno = 420
value = 700
;-------------------------------------------------------------------------------
[State -1, Flight]
type = ChangeState
value = ifelse((stateno >2000) && (stateno <2100),50,2000)
triggerall=var(59) != 1
trigger1 = command = "Fly"
trigger1 = ctrl
[State -1, Flight Cancel]
type = ChangeState
value =50
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
trigger1 = command = "Fly"
;-------------------------------------------------------------------------------
;Dash Forward
[State -1, Dash Fwd]
type = ChangeState
value = 104
triggerall = command != "holdback" && !Var(59)
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "FF"
trigger2 = command = "3P"
;Back Dash
[State -1, BackDash]
type = ChangeState
value = 103
triggerall = statetype = S && !Var(59)
triggerall = ctrl
trigger1 = command = "BB"
trigger2 = command = "holdback"
trigger2 = command = "3P"
[State -1, Air Dash Forward]
type = ChangeState
value = 102
triggerall = !Var(59)
triggerall = StateType = A
triggerall = (Ctrl)
triggerall =(StateNo != 102)
triggerall = (StateNo != 103)
triggerall = (prevStateNo != 102)
triggerall = (prevStateNo != 103)
trigger1 = Command = "FF"
[State -1, Air Dash Back]
type = ChangeState
value = 103
triggerall = !Var(59)
triggerall = StateType = A
triggerall = (Ctrl)
triggerall =(StateNo != 102)
triggerall = (StateNo != 103)
triggerall = (prevStateNo != 102)
triggerall = (prevStateNo != 103)
trigger1 = Command = "BB"
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s" && !var(59)
trigger1 = statetype = S
trigger1 = ctrl
; Bounce With Wall
[State -1]
type = ChangeState
value = 48
triggerall = statetype = A && !var(59)
trigger1 = command = "holdfwd"
trigger1 = backedgebodydist <= 20
trigger1 = ctrl
trigger1 = anim = 41 || anim = 43
trigger2 = command = "holdback"
trigger2 = frontedgebodydist <= 20
trigger2 = ctrl
trigger2 = anim = 42 || anim = 44
;-------------------------------------------------------------------------------
;Batman Beyond Throws
;-------------------------------------------------------------------------------
[State -1, Throw K]
type = ChangeState
value = 819
triggerall = command = "y" || command = "z"
triggerall = statetype = S && !var(59)
triggerall = (palno = [1,6]) || (palno = [10,12])
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;-------------------------------------------------------------------------------
[State -1, Throw K]
type = ChangeState
value = 820
triggerall = command = "b" || command = "c"
triggerall = statetype = S && !var(59)
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;-------------------------------------------------------------------------------
;Joker Mode Throw
;-------------------------------------------------------------------------------
[State -1, Electric Shock]
type = ChangeState
value = 81110
triggerall = command = "y" || command = "z"
triggerall = statetype = S && !var(59)
triggerall = ctrl
triggerall = (palno = [7,9])
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (command = "x") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (command = "y") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (command = "z") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (command = "a") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (command = "b") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (command = "c") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = (command = "x") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = (command = "y") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (command = "z") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = [200, 440])) && movecontact = 1 && stateno != 420 && stateno !=220 && stateno !=250 && var(18) < 7
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = (command = "a") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = (command = "b") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = (command = "c") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (command = "x") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (command = "y") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
trigger3 = movecontact
trigger3 = stateno = 630
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (command = "z") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (command = "a") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (command = "b") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (command = "c") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
[State -1, Roll Forward]
type = ChangeState
value = 8300
triggerall = !Var(59)
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = (stateno = 5120) && (alive = 1)
;Roll Back
[State -1, Roll Back]
type = ChangeState
value = 8305
triggerall = !Var(59)
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = (stateno = 5120) && (alive = 1)
[State -1, FM LP]
type = ChangeState
value = 2005
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "x"
trigger1= Movetype = I
trigger2= (HitdefAttr = A, NA) && (MoveContact)
[State -1, FM MP]
type = ChangeState
value = 2006
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "y"
trigger1= Movetype = I
trigger2= (HitdefAttr = A, NA) && (MoveContact)
[State -1, FM SP]
type = ChangeState
value = 2007
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "z"
trigger1= Movetype = I
trigger2= (HitdefAttr = A, NA) && (MoveContact)
[State -1, FM LK]
type = ChangeState
value = 2008
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "a"
trigger1= Movetype = I
trigger2= (HitdefAttr = A, NA) && (MoveContact)
[State -1, FM MK]
type = ChangeState
value = 2009
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "b"
trigger1= (Movetype = I)
trigger2= (HitdefAttr = A, NA) && (MoveContact)
[State -1, FM SK]
type = ChangeState
value = 2010
triggerall=var(59) != 1
triggerall = (stateno >2000) && (stateno <2100)
triggerall = command = "c"
trigger1= Movetype = I