;;===========================================================================
;Marvel vs. Capcom - Eternity of Heroes - Commands Template V.7
;by REDHOT, Acey & eSkRo
;===========================================================================
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[Command]
name = "AI_1"
command = a, x, F, D, a, a, D
time = 1
[Command]
name = "AI_2"
command = a, a, a, a, a, a, b
time = 1
[Command]
name = "AI_3"
command = a, a, b, D, F, b, x
time = 1
[Command]
name = "AI_4"
command = y, a, F, b, B, y, a
time = 1
[Command]
name = "AI_5"
command = a, b, x, y, y, b, b
time = 1
[Command]
name = "AI_6"
command = b, y, y, F, b, B, B
time = 1
[Command]
name = "AI_7"
command = a, y, F, a, x, a, F, b
time = 1
[Command]
name = "AI_8"
command = a, a, b, y, x, B, x
time = 1
[Command]
name = "AI_9"
command = x, x, a, F, F, b, D
time = 1
[Command]
name = "AI_10"
command = x, x, a, F, y, a, a, F
time = 1
[Command]
name = "AI_11"
command = a, b, a, x, a, y, a
time = 1
[Command]
name = "AI_12"
command = b, y, a, F, y, a, x
time = 1
[Command]
name = "AI_13"
command = x, a, y, y, x, B, B
time = 1
[Command]
name = "AI_14"
command = a, F, F, x, B, F, x
time = 1
[Command]
name = "AI_15"
command = y, x, b, b, a, x, y
time = 1
[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
[Command]
name = "cpu16"
command = U, B, B, B
time = 1
[Command]
name = "cpu17"
command = U, D, B, F
time = 1
[Command]
name = "cpu18"
command = U, D, B, D
time = 1
[Command]
name = "cpu19"
command = U, D, F, U
time = 1
[Command]
name = "cpu20"
command = U, D, U, B
time = 1
[Command]
name = "cpu21"
command = U, D, F, F
time = 1
[Command]
name = "cpu22"
command = F, F, F, F
time = 1
[Command]
name = "cpu23"
command = U, U, U, D
time = 1
[Command]
name = "cpu24"
command = B, B, B
time = 1
[Command]
name = "cpu25"
command = D, D, D, D
time = 1
[Command]
name = "cpu26"
command = D, D, D
time = 1
[Command]
name = "cpu27"
command = F, F, F
time = 1
[Command]
name = "cpu28"
command = U, U, U
time = 1
[Command]
name = "cpu29"
command = U, U, B, B
time = 1
[Command]
name = "cpu30"
command = D, D, F, F
time = 1
;---------------------------------------------------------------------------
;Hypers
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hyper3
[Command]
name = "Hyper3"
command = ~D, DF, F, y+z
;Hyper1
[Command]
name = "Hyper1"
command = ~D, DF, F, x+y
;Hyper2
[Command]
name = "Hyper2"
command = ~D, DB, B, x+y
[Command]
name = "Hyper4"
command = ~D, DF, F, a+b
;---------------------------------------------------------------------------
;Supers
;---------------------------------------------------------------------------
;Specail1
[Command]
name = "SpecialX"
command = ~D,DF,F, x
[Command]
name = "SpecialY"
command = ~D,DF,F, y
[Command]
name = "SpecialZ"
command = ~D,DF,F, z
[Command]
name = "FF_X"
command = F, F, x
[Command]
name = "FF_Y"
command = F, F, y
[Command]
name = "FF_Z"
command = F, F, z
[Command]
name = "SpecialA"
command = ~D,DF,F, a
[Command]
name = "SpecialB"
command = ~D,DF,F, b
[Command]
name = "SpecialC"
command = ~D,DF,F, c
[command]
name = "SpecialX2"
command = D,DB,B,x
;-------------------------------------------------------------------------
;Counter
[Command]
name = "Sandy"
command = ~D,DB,B, a
[Command]
name = "Squidward"
command = ~D,DB,B, b
[Command]
name = "Mr. Krabs"
command = ~D,DB,B, c
[Command]
name = "236Z"
command = z+y+x
;---------------------------------------------------------------------------
; Roll
[Command]
name = "roll_n"
command = ~B, D, DB, x
[Command]
name = "roll_m"
command = ~B, D, DB, y
[Command]
name = "roll_f"
command = ~B, D, DB, z
;---------------------------------------------------------------------------
; Forward Recovery Roll or Alpha Counter1
[Command]
name = "ac_f_roll_n"
command = ~B, DB, D, x
[Command]
name = "ac_f_roll_m"
command = ~B, DB, D, y
[Command]
name = "ac_f_roll_f"
command = ~B, DB, D, z
;---------------------------------------------------------------------------
; Backward Recovery Roll or Alpha Counter2
[Command]
name = "ac_sweep_b_roll_n"
command = ~B, DB, D, a
[Command]
name = "ac_sweep_b_roll_m"
command = ~B, DB, D, b
[Command]
name = "ac_sweep_b_roll_f"
command = ~B, DB, D, c
;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "Super_Jump"
command = ~D, U
;---------------------------------------------------------------------------------------------
;Double_Tap
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;Double_Tap
[Command]
name = "FF2" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB2" ;Required (do not remove)
command = B, B
time = 10
;---------------------------------------------------------------------------------------------
;2/3 button combination
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+y
time = 5
[Command]
name = "throw_p"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+z
time = 5
[Command]
name = "throw_k"
command = a+b
time = 5
[Command]
name = "throw_k"
command = b+c
time = 5
[Command]
name = "throw_k"
command = a+c
time = 5
;---------------------------------------------------------------------------------------------
;Dir + button
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "fwd_y"
command = /$F,y
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 = /$F,c
time = 1
[Command]
name = "back_b" ;Alternative button command
command = /$B,b
time = 1
[Command]
name = "back_c" ;Alternative button command
command = /$B,c
time = 1
;---------------------------------------------------------------------------------------------
;One button
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;---------------------------------------------------------------------------------------------
;Hold button
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "pc1"
command = b+y
[Command]
name = "ki"
command = /b+y
;---------------------------------------------------------------------------------------------
;Hold dir
[Command]
name = "holdfwd";Required (do not remove)
command = /$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
[Command]
name = "SJ"
command = $D, $U
[Statedef -1]
;===========================================================================
; AI Start
;===========================================================================
[State -1, Simul/Tag]
Type = Varset
trigger1 = AILevel
var(57) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(57)),const(movement.yaccel)
trigger1 = enemynear(var(57)),stateno != [5000,5210]
trigger1 = enemynear(var(57)),vel y != 0
fv = 20
value = enemynear(var(57)),const(movement.yaccel)
ignorehitpause = 1
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(57)),gethitvar(yaccel)
trigger1 = enemynear(var(57)),stateno = [5000,5210]
fv = 20
value = enemynear(var(57)),gethitvar(yaccel)
ignorehitpause = 1
[state -2, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear(var(57)),vel y = 0
fv = 20
value = 0
ignorehitpause = 1
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
triggerall = alive
triggerall = AILevel
triggerall = p2bodydist x >= 50 || p2dist y < -50 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A)
trigger1 = CanRecover
value = 5200 ;HITFALL_RECOVER
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = AILevel
triggerall = alive
triggerall = CanRecover
trigger1 = p2bodydist x >= 50 || p2dist y >= 150 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A)
value = 5210
;===========================================================================
; Reversal
;===========================================================================
[State -1, call big Jellyfish]
type = ChangeState
value = 3300
triggerall = AILevel && RoundState = 2
triggerall = ctrl || (stateno = [100,2999])
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = p2bodydist x > 0
triggerall = p2bodydist y >= -100
triggerall = stateno != [800,836]
triggerall = random <= (500 + (500 * (enemynear(var(57)),statetype = A || enemynear(var(57)),animtime >= -20)))
triggerall = enemynear(var(57)),ctrl = 0
triggerall = !var(15)
triggerall = power >= 1000
trigger1 = enemynear(var(57)),movetype = A
trigger2 = enemynear(var(57)),hitdefattr = SCA,AA,AP,AT
[State -1, Sponge Throw]
type = ChangeState
value = 800
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),statetype != A
triggerall = enemynear(var(57)),movetype != H
triggerall = enemynear(var(57)),prevstateno != 5120
triggerall = p2bodydist x < 5
trigger1 = enemynear(var(57)),stateno = [120,149]
trigger2 = enemynear(var(57)),prevstateno = [120,149]
trigger3 = enemynear(var(57)),movetype = A || enemynear(var(57)),hitdefattr = SCA,AA,AP,AT
trigger4 = random <= (100 + (100 * (backedgedist <= 30 || frontedgedist <= 30)))
;===========================================================================
; Oki
;===========================================================================
[State -1, call big Jellyfish]
type = ChangeState
value = 3300
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A || (stateno = [100,2999])
triggerall = enemynear(var(57)),ctrl = 0
triggerall = p2bodydist x > 0
triggerall = p2bodydist y >= -100
triggerall = !var(15)
triggerall = stateno != [800,836]
triggerall = power >= 1000
trigger1 = enemynear(var(57)),statetype = L
[State -1, Squidward]
type = ChangeState
value = 1310
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = p2bodydist x >= 0
triggerall = p2bodydist y >= -70
triggerall = !numhelper(81000)
trigger1 = enemynear(var(57)),statetype = L
;===========================================================================
; Combos
;===========================================================================
[State -1, 200 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 200 && movecontact
; 410
trigger1 = p2bodydist y >= -10
trigger1 = enemynear(var(57)),stateno = [120,159]
trigger1 = var(52):= 410 || 1
; 230
trigger2 = p2bodydist x <= 10
trigger2 = var(52):= 230 || 1
; 210
trigger3 = p2bodydist x > 10
trigger3 = var(52):= 210 || 1
[State -1, 230 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 230 && movecontact
; 210
trigger1 = var(52):= 210 || 1
[State -1, 210 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 210 && movecontact
; 230
trigger1 = p2bodydist x <= 40
trigger1 = var(52):= 240 || 1
; 210
trigger2 = p2bodydist x > 40
trigger2 = var(52):= 250 || 1
[State -1, 240 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 240 && movecontact
; 250
trigger1 = p2bodydist x <= 50
trigger1 = var(52):= 250 || 1
; 1420
trigger2 = p2bodydist x > 50
trigger2 = var(52):= 1420 || 1
[State -1, 250 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = (stateno = 250 || stateno = 410) && movecontact
; 1420
trigger1 = var(52):= 1420 || 1
[State -1, 600 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 600 && movecontact
triggerall = !var(55)
; 630
trigger1 = pos y <= -75 || vel y < 0
trigger1 = var(52) := 630 || 1
; 610
trigger2 = pos y > -75
trigger2 = var(52) := 610 || 1
[State -1, 630 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 630 && movecontact
triggerall = !var(55)
; 610
trigger1 = pos y <= -50
trigger1 = var(52) := 610 || 1
; 620
trigger2 = pos y > -50
trigger2 = var(52) := 620 || 1
[State -1, 610 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 610 && movecontact
triggerall = !var(55)
; 640
trigger1 = pos y <= -50
trigger1 = var(52) := 640 || 1
; 620
trigger2 = pos y > -50
trigger2 = var(52) := 620 || 1
[State -1, 640 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 640 && movecontact
triggerall = !var(55)
trigger1 = var(52) := 650 || 1
;===========================================================================
; General
;===========================================================================
[State -1, Rock Wizard]
type = ChangeState
value = 3200
triggerall = AILevel && RoundState = 2
triggerall = ctrl || (stateno = [100,2999])
triggerall = !var(15)
triggerall = power >= 2000
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (prevstateno = [6300,6320])
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = enemynear(var(57)),stateno != [120,159]
triggerall = stateno != [800,836]
triggerall = p2bodydist x >= 50
triggerall = p2bodydist y = [-90,90]
trigger1 = random <= (250 + (250 * (enemynear(var(57)),backedgedist <= 50)))
trigger2 = enemynear(var(57)),stateno = 5120
trigger2 = random <= (500 + (250 * (enemynear(var(57)),backedgedist <= 50)))
[State -1, Emit large tomato sauce]
type = ChangeState
value = 3000
triggerall = AILevel && RoundState = 2
triggerall = ctrl || (stateno = [100,2999])
triggerall = !var(15)
triggerall = power >= 1000
triggerall = stateno != 730
triggerall = stateno != [800,836]
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (prevstateno = [6300,6320])
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = enemynear(var(57)),stateno != [120,159]
triggerall = p2bodydist x > 0
triggerall = p2bodydist y = [-60,60]
trigger1 = random <= (250 + (250 * (enemynear(var(57)),backedgedist <= 50)))
trigger2 = enemynear(var(57)),stateno = 5120
trigger2 = random <= (500 + (250 * (enemynear(var(57)),backedgedist <= 50)))
[State -1, Mr. Krabs]
type = ChangeState
value = 1320
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = p2bodydist x <= 180
triggerall = p2bodydist y >= -50
triggerall = !numhelper(1340)
trigger1 = random <= 250
trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(81000) > 0
trigger2 = random <= 500
[State -1, Sandy]
type = ChangeState
value = 1300
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = p2bodydist x >= 40
triggerall = p2bodydist y >= -70
triggerall = !numhelper(25000)
trigger1 = random <= 375
trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(81000) > 0 || numhelper(1340) > 0
trigger2 = random <= 750
[State -1, Squidward]
type = ChangeState
value = 1310
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = p2bodydist x >= 40
triggerall = p2bodydist y >= -70
triggerall = !numhelper(81000)
trigger1 = random <= 500
trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(1340) > 0
[State -1, Shovels]
type = ChangeState
value = 1100
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = p2bodydist x >= 50
triggerall = p2bodydist y >= -70
triggerall = NumHelper(1060) = 0
trigger1 = random <= ceil(50 + (p2dist x*0.1))
trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(1340) > 0 || numhelper(81000) > 0
trigger2 = random <= ceil(80 + (p2dist x*0.1))
[State -1, Bubble]
type = ChangeState
value = 1200
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = p2bodydist x >= 50
triggerall = p2bodydist y >= -35
triggerall = NumHelper(1201) = 0
trigger1 = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
trigger1 = random <= ceil(70 + (p2dist x*0.1))
trigger2 = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(1340) > 0 || numhelper(81000) > 0
trigger2 = random <= ceil(100 + (p2dist x*0.1))
trigger3 = enemynear(var(57)),statetype = L
trigger2 = random <= ceil(200 + (p2dist x*0.1))
[State -1, Scud z(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),facing
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = p2bodydist x+floor(2*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-10,100]
triggerall = p2bodydist y+floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)) >= -50
triggerall = enemynear(var(57)),statetype != L
trigger1 = enemynear(var(57)),stateno != [120,159]
trigger1 = random <= (375 + (375 * (enemynear(var(57)),ctrl = 0)))
[State -1]
type = ChangeState
value = 600
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x+floor(2*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-10,30]
triggerall = p2bodydist y = [-40-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55),40-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55)]
triggerall = pos y+floor(-floor(2*vel y)-(2*(2)/2)*0.52) <= 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = !inguarddist || enemynear(var(57)),facing = facing || enemynear,animtime >= -2-1
trigger1 = random <= 500
[State -1]
type = ChangeState
value = 650
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x+floor(2*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-10,100]
triggerall = p2bodydist y = [0-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55),100-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55)]
triggerall = pos y+floor(-floor(2*vel y)-(2*(2)/2)*0.52) <= 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = !inguarddist || enemynear(var(57)),facing = facing || enemynear,animtime >= -2-1
trigger1 = random <= 500
[State -1, Crouch Light Punch]
type = ChangeState
value = 430
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl || stateno = 103
triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -7-1)
triggerall = p2bodydist x+floor(4*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,40]
triggerall = p2bodydist y+floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)) >= 0
triggerall = !inguarddist || enemynear(var(57)),facing = facing
trigger1 = enemynear(var(57)),stateno = [120,159]
trigger1 = enemynear(var(57)),statetype != C
trigger2 = random <= (375 + (375 * (enemynear,statetype != C)))
[State -1, Crouch Light Punch]
type = ChangeState
value = 200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl || stateno = 103
triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -5-1)
triggerall = p2bodydist x+floor(5*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,30]
triggerall = p2bodydist y+floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)) >= -45
trigger1 = !inguarddist || enemynear(var(57)),facing = facing
;===========================================================================
; Movement/Defense
;===========================================================================
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl || stateno = 103
triggerall = !(inguarddist || enemy,numproj)
triggerall = !playeridexist(helper(33333333),var(4))
triggerall = prevstateno != 731
triggerall = power < powermax
triggerall = p2bodydist x >= 50
triggerall = random <= 90+((enemynear(var(57)),power-power)*3)
trigger1 = enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1
trigger1 = enemynear(var(57)),stateno != 5120
trigger2 = enemynear(var(57)),movetype = H
trigger2 = enemynear(var(57)),vel x <= 0
[State -1, AI Dash Back]
type = ChangeState
value = 105
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = enemynear(var(57)),facing != facing
triggerall = enemynear(var(57)),vel x >= 0 || p2bodydist x <= 40
triggerall = backedgedist >= 50
triggerall = !inguarddist
trigger1 = p2bodydist x <= 140
trigger1 = random <= (50 + ceil(enemynear(var(57)),vel x * 10))
trigger2 = enemynear(var(57)),stateno = 5120
trigger2 = p2bodydist x <= 80
trigger2 = random <= (500 + (250 * (enemynear(var(57)),time <= 5))) || (prevstateno = [200,1999])
trigger3 = p2bodydist x <= 25
[State -1]
type = ChangeState
value = 6300 + 10 * (stateno >= 152)
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && (stateno = [150,153])
triggerall = (backedgedist > 30 && random < (500 - enemynear,backedgedist)) || (backedgedist <= 30) || (enemynear,backedgedist < 30)
triggerall = (enemynear,statetype != L && enemynear,movetype != H)
triggerall = (enemynear,stateno != [120,159]) && (enemynear,stateno != [5000,5270])
triggerall = (enemynear,ctrl = 0)
trigger1 = (p2bodydist x = [-20,320])
[State -1]
type = ChangeState
value = 6320
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && (stateno = [154,155])
triggerall = (backedgedist > 30 && random < (500 - enemynear,backedgedist)) || (backedgedist <= 30) || (enemynear,backedgedist < 30)
triggerall = (enemynear,statetype != L && enemynear,movetype != H)
triggerall = (enemynear,stateno != [120,159]) && (enemynear,stateno != [5000,5270])
triggerall = (pos y > -200 && enemynear,pos y > -200)
triggerall = (enemynear,ctrl = 0)
trigger1 = (p2bodydist x = [-20,320])
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
trigger1 = enemynear(var(57)),StateType != C
var(35) = 0
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
triggerall = inguarddist
trigger1 = (enemynear(var(57)),HitDefAttr = C,AA,AP) || enemynear(var(57)),StateType = C || (enemynear(var(57)),stateno = [400,450])
trigger2 = PlayerIdExist(helper(33333333),var(4))
trigger2 = PlayerID(helper(33333333),var(4)), statetype = C
trigger3 = PlayerIdExist(helper(33333333),var(4))
trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP
trigger4 = numhelper(15900)
trigger4 = enemynear(var(57)),stateno = helper(15900),var(0) || enemynear(var(57)),stateno = helper(15900),var(1) || enemynear(var(57)),stateno = helper(15900),var(2) || enemynear(var(57)),stateno = helper(15900),var(3)
var(35) = 1
ignorehitpause = 1
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = ctrl || stateno = 103 || stateno = 2001
trigger1 = inguarddist
value = 120
ignorehitpause = 1
[State -1, AI Walking]
type = ChangeState
value = 21
triggerall = AILevel && RoundState = 2
triggerall = !inguarddist
triggerall = statetype != A
triggerall = stateno != 103
triggerall = stateno != 105
triggerall = (stateno != 0 || prevstateno != 21 || random <= 10)
trigger1 = ctrl
ctrl = 1
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = AILevel
triggerall = statetype != A
triggerall = roundstate = 3
triggerall = win || winko
triggerall = time = [0,120]
triggerall = stateno != 195;[195,197]
triggerall = prevstateno != 195;[195,197]
trigger1 = ctrl
;===========================================================================
; AI End
;===========================================================================
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
;----------------------[ HYPER MOVES ]----------------------------------
[State -1, Emit large tomato sauce]
type = ChangeState
value = 3000
triggerall = !AILevel
triggerall = !var(15)
triggerall = command = "Hyper1"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (Stateno = [100,2999]); && MoveContact
;-----------------------------
[State -1, Elastic big sponge]
type = ChangeState
value = 3100
triggerall = !AILevel
triggerall = !var(15)
triggerall = command = "Hyper2"
triggerall = power >= 1000
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
;-----------------------------
[State -1, Rock Wizard SpongeBob]
type = ChangeState
value = 3200
triggerall = !AILevel
triggerall = !var(15)
triggerall = command = "Hyper3"
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (Stateno = [100,2999]); && MoveContact
[State -1, call big Jellyfish]
type = ChangeState
value = 3300
triggerall = !AILevel
triggerall = !var(15)
triggerall = command = "Hyper4"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (Stateno = [100,2999]); && MoveContact
;-----------------------------
[State -1, Sponge Throw]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------------------------
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = !AILevel
triggerall = power < powermax
triggerall = command = "holdy"
triggerall = command = "holdb"
trigger1 = ctrl && statetype != A
;----------------------[ SPECIAL MOVES ]----------------------------------
[State -1, Krabby Patty Gun]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = command = "SpecialX"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
triggerall = NumHelper(1002) = 0
[State -1, Shovels]
type = ChangeState
value = 1100
triggerall = !AILevel
triggerall = command = "SpecialY"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
triggerall = NumHelper(1060) = 0
[State -1, Shovel surfing]
type = ChangeState
value = 1020
triggerall = !AILevel
triggerall = command = "SpecialZ"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = (stateno = 250) && time > 2
[State -1, Bubble]
type = ChangeState
value = 1200
triggerall = !AILevel
triggerall = stateno < 3000
triggerall = command = "SpecialA"
trigger1 = Statetype != A && ctrl
Trigger1 = Numhelper(1201) = 0
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Bubble Bomb]
type = ChangeState
value = 1230
triggerall = !AILevel
triggerall = stateno < 3000
triggerall = command = "SpecialB"
trigger1 = Statetype != A && ctrl
[State -1, Bubble boom]
type = ChangeState
value = 1240
triggerall = !AILevel
triggerall = stateno < 3000
triggerall = command = "SpecialC"
trigger1 = Statetype != A && ctrl
[State -1, patty Frisbee]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = stateno < 3000
triggerall = command = "SpecialX2"
trigger1 = Statetype != A && ctrl
[State -1, Sandy]
type = ChangeState
value = 1300
triggerall = !AILevel
triggerall = command = "Sandy"
triggerall = NumHelper(25000) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Squidward]
type = ChangeState
value = 1310
triggerall = !AILevel
triggerall = command = "Squidward"
triggerall = NumHelper(81000) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Mr. Krabs]
type = ChangeState
value = 1320
triggerall = !AILevel
triggerall = command = "Mr. Krabs"
triggerall = NumHelper(1340) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Scud x(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = !AILevel
triggerall = command = "FF_X"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = stateno = 200
[State -1, Scud y(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = command = "FF_Y"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = stateno = 200
[State -1, Scud z(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = command = "FF_Z"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = stateno = 200
;-----------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AILevel
triggerall = Command = "s"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
;----------------------[ STANDING ATTACKS]----------------------------------
[State -1, Standing light punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 230) && (Movecontact)
;-----------------------------
[State -1, Standing medium punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = Command = "y"
triggerall = Command != "holddown"
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = 200) || (stateno = 230) && (Movecontact)
;-----------------------------
[State -1, Standing strong punch]
type = ChangeState
value = IfElse(P2BodyDist X > 28,220,221)
triggerall = !AILevel
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (stateno = 210) && time > 2
triggerall = stateno < 1020
;-----------------------------
[State -1, Standing light kick]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = stateno != 100
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,220]) && (Movecontact)
trigger3 = (stateno = 221) && time > 2
trigger4 = stateno = 230
;-----------------------------
[State -1, Standing medium kick]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = Command = "b"
triggerall = Command != "holddown"
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,230]) && (Movecontact)
;-----------------------------
[State -1, Standing strong kick]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = Command = "c"
triggerall = Command != "holddown"
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,240]) && (Movecontact)
;----------------------[ CROUCHED ATTACKS]----------------------------------
[State -1, Crouching light punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 400) && (Movecontact)
;-----------------------------
[State -1, Crouching medium punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 400) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
;-----------------------------
[State -1, Crouching strong punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = Command = "z"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 430) && (Movecontact)
trigger5 = (StateNo = 210) && (Movecontact)
trigger6 = (StateNo = 211) && (Movecontact)
trigger7 = (StateNo = 240) && (Movecontact)
trigger8 = (StateNo = 241) && (Movecontact)
trigger9 = (StateNo = 220) && (Movecontact)
trigger10 = (StateNo = 221) && (Movecontact)
trigger11 = (StateNo = 410) && (Movecontact)
trigger12 = (StateNo = 440) && (Movecontact)
;-----------------------------
[State -1, Crouching light kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = Command = "a"
triggerall = Command = "holddown"
triggerall = StateType = C
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,420]) && (Movecontact)
trigger3 = stateno = 430
;-----------------------------
[State -1, Crouching medium kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = Command = "b"
triggerall = Command = "holddown"
triggerall = StateType = C
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,430]) && (Movecontact)
;-----------------------------
[State -1, Crouching strong kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = Command = "c"
triggerall = Command = "holddown"
triggerall = StateType = C
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,440]) && (Movecontact)
;----------------------[ AERIAL ATTACKS ]----------------------------------
[State -1, X]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = command = "x"
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4
;-----------------------------
[State -1, Y]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 2
trigger3 = (StateNo = 630) && (Movecontact) && time > 2
trigger4 = stateno = 105 && time > 4
;-----------------------------
[State -1, Z]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = command = "z"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 1
trigger3 = (StateNo = 630) && (Movecontact) && time > 1
trigger4 = (StateNo = 610) && (Movecontact) && time > 1
trigger5 = (StateNo = 640) && (Movecontact) && time > 1
trigger6 = stateno = 105 && time > 4
;-----------------------------
[State -1, B]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = stateno = 640 && time > 3
;-----------------------------
[State -1, C]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = command = "c"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = (StateNo = 640) && (Movecontact)
trigger7 = stateno = 105 && time > 4
;-----------------------------
[State -1, A]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = stateno = 105 && time > 4
trigger4 = (StateNo = 620) && (Movecontact) && time > 1
trigger5 = (StateNo = 610) && (Movecontact) && time > 1
;----------------------[ SUPER JUMP]----------------------------------
;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = !AILevel
triggerall = Command = "SJ"
trigger1 = StateType = S
trigger1 = ctrl
;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = !AILevel
triggerall = Command = "holdup"
trigger1 = stateno = 420 && MoveHit
;----------------------[ GUARD PUSH]----------------------------------
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = !AILevel
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]
[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = !AILevel
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]
[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = !AILevel
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
;----------------------[ RECOVERY ROLL]----------------------------------
[State -1, Near Foward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_n"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 1
;---------------------------------------------------------------------------
[State -1, Medium Foward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_m"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 2
;---------------------------------------------------------------------------
[State -1,Far Foward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_f"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 3
;---------------------------------------------------------------------------
[State -1,Near Backward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_n"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 4
[State -1]
type = ChangeState
value = 850
triggerall = Var(59) != 2
triggerall = Var(30) = 4
triggerall = alive = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
[State -1,Medium Backward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_m"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 5
[State -1]
type = ChangeState
value = 855
triggerall = Var(59) != 2
triggerall = Var(30) = 5
triggerall = alive = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
[State -1,Far Backward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_f"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 6
[State -1]
type = ChangeState
value = 860
triggerall = Var(59) != 2
triggerall = Var(30) = 6
triggerall = alive = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;----------------------[ LIE DOWN RECOVERY ROLL]----------------------------------
[State -1,Lie Down Forward Recovery Roll]
type = ChangeState
value = 832
triggerall = !AIlevel
triggerall = Var(59) != 2
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 855
triggerall = !AIlevel
triggerall = Var(59) != 2
triggerall = command = "holdback"
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;----------------------[ APLHA COUNTER]----------------------------------
[State -1, Alpha Counter]
type = ChangeState
value = 880
triggerall = !AILevel
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_n" || command = "ac_f_roll_m" || command = "ac_f_roll_f"
triggerall = power >= 1000
triggerall = (StateType != A) && (StateType != L)
trigger1 = stateno = [150,152]
;---------------------------------------------------------------------------
[State -1, Alpha Counter - Sweep]
type = ChangeState
value = 886
triggerall = !AILevel
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_n" || command = "ac_sweep_b_roll_m" || command = "ac_sweep_b_roll_f"
triggerall = power >= 1000
triggerall = (StateType != A) && (StateType != L)
trigger1 = stateno = [150,152]
;----------------------[ RUN MOVES ]----------------------------------
[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = !AILevel
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "FF"
;-----------------------------
[State -1, Jump Back]
type = ChangeState
value = 105
triggerall = !AILevel
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "BB"
;--------------------------------------------------------
[State -1, Jump Forward]
type = ChangeState
value = 500
triggerall = !AILevel
trigger1 = Command = "FF2"
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = ctrl
trigger2 = stateno = 105 && time > 4
trigger3 = (StateNo = 630) && (Movecontact)
;-----------------------------
[State -1, Jump Back2]
type = ChangeState
value = 510
triggerall = !AILevel
trigger1 = Command = "BB2"
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = ctrl
trigger2 = stateno = 105 && time > 4
trigger3 = (StateNo = 630) && (Movecontact)