; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;-| Special Motions |------------------------------------------------------
[Command]
name = "DBDFp"
command = ~D, DB, B, D, DF, x
time = 30
[Command]
name = "DBDFp"
command = ~D, DB, B, D, DF, y
time = 30
[Command]
name = "DBDFp"
command = ~D, DB, B, D, DF, z
time = 30
[Command]
name = "DDmPmK"
command = D,D,y+b
time = 60
[Command]
name = "FDFkk"
command = ~F,D, DF, F,a+b
time = 30
[Command]
name = "FDFkk"
command = ~F,D, DF, F,b+c
time = 30
[Command]
name = "FDFkk"
command = ~F,D, DF, F,a+c
time = 30
[Command]
name = "FDFa"
command = ~F,D, DF, F,a
time = 15
[Command]
name = "FDFb"
command = ~F,D, DF, F,b
time = 15
[Command]
name = "FDFc"
command = ~F,D, DF, F,c
time = 15
[Command]
name = "DFpp"
command = ~D, DF, F, x+y
time = 20
[Command]
name = "DFpp"
command = ~D, DF, F, y+z
time = 20
[Command]
name = "DFpp"
command = ~D, DF, F, x+z
time = 20
[Command]
name = "DFDFp"
command = ~D, DF, F, D, DF, x
time = 30
[Command]
name = "DFDFp"
command = ~D, DF, F, D, DF, y
time = 30
[Command]
name = "DFDFp"
command = ~D, DF, F, D, DF, z
time = 30
[Command]
name = "DFDBk"
command = ~D, DF, F, D, DB, a
time = 30
[Command]
name = "DFDBk"
command = ~D, DF, F, D, DB, b
time = 30
[Command]
name = "DFDBk"
command = ~D, DF, F, D, DB, c
time = 30
[Command]
name = "DFDFk"
command = ~D, DF, F, D, DF, a
time = 30
[Command]
name = "DFDFk"
command = ~D, DF, F, D, DF, b
time = 30
[Command]
name = "DFDFk"
command = ~D, DF, F, D, DF, c
time = 30
[Command]
name = "DBDBp"
command = ~D, DB, B, D, DB, x
time = 30
[Command]
name = "DBDBp"
command = ~D, DB, B, D, DB, y
time = 30
[Command]
name = "DBDBp"
command = ~D, DB, B, D, DB, z
time = 30
[Command]
name = "DBDBk"
command = ~D, DB, B, D, DB, a
time = 30
[Command]
name = "DBDBk"
command = ~D, DB, B, D, DB, b
time = 30
[Command]
name = "DBDBk"
command = ~D, DB, B, D, DB, c
time = 30
[Command]
name = "DFkk"
command = ~D, DF, F, a+b
time = 20
[Command]
name = "DFkk"
command = ~D, DF, F, b+c
time = 20
[Command]
name = "DFkk"
command = ~D, DF, F, a+c
time = 20
[Command]
name = "DBkk"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "DBkk"
command = ~D, DB, B, b+c
time = 20
[Command]
name = "DBkk"
command = ~D, DB, B, a+c
time = 20
[Command]
name = "DBpp"
command = ~D, DB, B, x+y
time = 20
[Command]
name = "DBpp"
command = ~D, DB, B, y+z
time = 20
[Command]
name = "DBpp"
command = ~D, DB, B, x+z
time = 20
[command]
name = "DFx"
command = ~D, DF, F, x
time = 15
[command]
name = "DFy"
command = ~D, DF, F, y
time = 15
[command]
name = "DFz"
command = ~D, DF, F, z
time = 15
[command]
name = "DBa"
command = ~D, DB, B, a
time = 15
[command]
name = "DBb"
command = ~D, DB, B, b
time = 15
[command]
name = "DBc"
command = ~D, DB, B, c
time = 15
[Command]
name = "DBp"
command = ~D, DB, B, x
time = 15
[Command]
name = "DBp"
command = ~D, DB, B, y
time = 15
[Command]
name = "DBp"
command = ~D, DB, B, z
time = 15
[Command]
name = "DFa"
command = ~D, DF, F, a
time = 15
[Command]
name = "DFb"
command = ~D, DF, F, b
time = 15
[Command]
name = "DFc"
command = ~D, DF, F, c
time = 15
[Command]
name = "xa"
command = x+a
time = 15
[Command]
name = "FLY"
command = U,U
time = 15
[Command]
name = "superjump" ;Required (do not remove)
command = $D, U
time = 30
[Command]
name = "superjumpforward" ;Required (do not remove)
command = $D, UF
time = 30
[Command]
name = "superjumpbackward" ;Required (do not remove)
command = $D, UB
time = 30
[Command]
name = "charge" ;Required (do not remove)
command = y+b
time = 1
[Command]
name = "charge" ;Required (do not remove)
command = b+y
time = 1
[Command]
name = "f2p"
command = $F, x+y
;time = 1
[Command]
name = "f2p"
command = $F, x+z
;time = 1
[Command]
name = "f2p"
command = $F, y+z
;time = 1
[Command]
name = "f2k"
command = $F, a+b
;time = 1
[Command]
name = "f2k"
command = $F, a+c
;time = 1
[Command]
name = "f2k"
command = $F, b+c
;time = 1
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "DD" ;Required (do not remove)
command = D, D
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = a
time = 1
[Command]
name = "recovery";Required (do not remove)
command = b
time = 1
[Command]
name = "recovery";Required (do not remove)
command = c
time = 1
[Command]
name = "xa"
command = x+a
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| 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
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
;-------------------------------------------------------------------------------
[Statedef -1]
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
;----------------------------------------------------------------------------
[State -1, Throw1]
type = changestate
trigger1 = command="xa" && command="holdfwd"
trigger1 = roundstate=2 && ctrl && statetype=S && stateno!=100
value = 800
[State -1, Throw2]
type = changestate
trigger1 = command="xa" && command="holdback"
trigger1 = roundstate=2 && ctrl && statetype=S && stateno!=100
value = 804
;---------------------------------------------------------------------------
[State -1, Cheap KO]
type = changestate
trigger1 = !alive && (stateno = [5000, 5010])
trigger1 = (prevstateno = [130, 131]) || (prevstateno = [140, 141]) || (prevstateno = [150, 153])
value = 5950
ignorehitpause = 1
;===========================HYPER MOVES============================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, SILENT RAGE]
type = changestate
triggerall = var(59) != 1
triggerall = var(5) != 1
triggerall = power >= 2000
trigger1 = command = "DDmPmK"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = command = "DDmPmK"
value = 3000
[State -1, KAMEHAMEHA]
type = ChangeState
value = 3014
triggerall = var(59) != 1
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DFDBk"
trigger2 = stateno = [200,450]
trigger2 = command = "DFDBk"
trigger2 = movecontact = 1
trigger3 = command = "DFDBk"
trigger3 = statetype = S
trigger3 = ctrl
trigger4 = stateno = [1000,1006]
trigger4 = command = "DFDBk"
trigger5 = stateno = 196
trigger5 = command = "DFDBk"
[State -1, CHOU MARETSUGEKI]
type = ChangeState
value = 3003
triggerall = var(59) != 1
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBDFp"
trigger2 = stateno = [200,450]
trigger2 = command = "DBDFp"
trigger2 = movecontact = 1
trigger3 = command = "DBDFp"
trigger3 = statetype = S
trigger3 = ctrl
trigger4 = stateno = [1000,1006]
trigger4 = command = "DBDFp"
trigger5 = stateno = 196
trigger5 = command = "DBDFp"
[State -1, EVIL WHIRLDWIND]
type = ChangeState
value = 2024
triggerall = var(59) != 1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBDBk"
trigger2 = stateno = [200,450]
trigger2 = command = "DBDBk"
trigger2 = movecontact = 1
trigger3 = command = "DBDBk"
trigger3 = statetype = S
trigger3 = ctrl
trigger4 = stateno = [1000,1006]
trigger4 = command = "DBDBk"
trigger5 = stateno = 196
trigger5 = command = "DBDBk"
;---------------------------------------------------------------------------
[State -1, SOARING DRAGON STRIKE]
type = ChangeState
value = 2018
triggerall = var(59) != 1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBDBp"
trigger2 = stateno = [200,450]
trigger2 = command = "DBDBp"
trigger2 = movecontact = 1
trigger3 = command = "DBDBp"
trigger3 = statetype = S
trigger3 = ctrl
trigger4 = stateno = [1000,1006]
trigger4 = command = "DBDBp"
trigger5 = stateno = 196
trigger5 = command = "DBDBp"
;---------------------------------------------------------------------------
[State -1, MASENKO]
type = ChangeState
value = 2000
triggerall = var(59) != 1
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DFDFp"
trigger2 = stateno = [200,450]
trigger2 = command = "DFDFp"
trigger2 = movecontact = 1
trigger3 = command = "DFDFp"
trigger3 = statetype = S
trigger3 = ctrl
trigger4 = stateno = [1000,1006]
trigger4 = command = "DFDFp"
trigger5 = stateno = 196
trigger5 = command = "DFDFp"
;---------------------------------------------------------------------------
[State -1, MASENKO AIR]
type = ChangeState
value = 2017
triggerall = power >= 1000
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFDFp"
trigger2 = stateno = [600,650]
trigger2 = command = "DFDFp"
trigger2 = movecontact = 1
trigger3 = command = "DFDFp"
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = stateno = 1072
trigger4 = command = "DFDFp"
trigger5 = stateno = [1007,1009]
trigger5 = command = "DFDFp"
trigger6 = stateno = 10091
trigger6 = command = "DFDFp"
;===========================EX MOVES============================================
;---------------------------------------------------------------------------
[State -1, EX KI SPECIAL3]
type = ChangeState
value = 1006
triggerall = var(59) != 1
triggerall = power >= 500
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DFpp"
trigger2 = stateno = [200,450]
trigger2 = command = "DFpp"
trigger2 = movecontact = 1
trigger3 = command = "DFpp"
trigger3 = statetype = S
trigger3 = ctrl
[State -1, EX KI SPECIAL3 AIR]
type = ChangeState
value = 10091
triggerall = numhelper(6241007) = 0
triggerall = power >= 500
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFpp"
trigger2 = stateno = [600,650]
trigger2 = command = "DFpp"
trigger2 = movecontact = 1
trigger3 = command = "DFpp"
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = stateno = 1072
trigger4 = command = "DFpp"
trigger5 = stateno = [1007,1009]
trigger5 = command = "DFpp"
;---------------------------------------------------------------------------
[State -1, EX DRAGON SPEAR]
type = ChangeState
value = 1077
triggerall = var(59) != 1
triggerall = power >= 500
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "FDFkk"
trigger2 = stateno = [200,450]
trigger2 = command = "FDFkk"
trigger2 = movecontact = 1
trigger3 = command = "FDFkk"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, EX AFTERIMAGE]
type = ChangeState
value = 1087
triggerall = power >= 500
triggerall = var(59) != 1
triggerall = var(5) = 1
trigger1 = stateno = [200,450]
trigger1 = command = "DBpp"
trigger2 = stateno = [200,450]
trigger2 = command = "DBpp"
trigger2 = movecontact = 1
trigger3 = command = "DBpp"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, EX DRAGON FANG]
type = ChangeState
value = 1091
triggerall = var(59) != 1
triggerall = power >= 500
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBkk"
trigger2 = stateno = [200,450]
trigger2 = command = "DBkk"
trigger2 = movecontact = 1
trigger3 = command = "DBkk"
trigger3 = statetype = S
trigger3 = ctrl
;-------------------------------------------------------------------------------
[State -1, EX DRAGON RUSH]
type = ChangeState
value = 1102
triggerall = power >= 500
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFkk"
trigger2 = stateno = [600,650]
trigger2 = command = "DFkk"
trigger2 = movecontact = 1
trigger3 = command = "DFkk"
trigger3 = statetype = A
trigger3 = ctrl
;---------------------------------------------------------------------------
;==========================SPECIAL MOVES============================================
[State -1, KI SPECIAL1]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DFx"
trigger2 = stateno = [200,450]
trigger2 = command = "DFx"
trigger2 = movecontact = 1
trigger3 = command = "DFx"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, KI SPECIAL2]
type = ChangeState
value = 1002
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DFy"
trigger2 = stateno = [200,450]
trigger2 = command = "DFy"
trigger2 = movecontact = 1
trigger3 = command = "DFy"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, KI SPECIAL3]
type = ChangeState
value = 1004
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DFz"
trigger2 = stateno = [200,450]
trigger2 = command = "DFz"
trigger2 = movecontact = 1
trigger3 = command = "DFz"
trigger3 = statetype = S
trigger3 = ctrl
[State -1, KI SPECIAL1 AIR]
type = ChangeState
value = 1007
triggerall = numhelper(6191007) = 0
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFx"
trigger2 = stateno = [600,650]
trigger2 = command = "DFx"
trigger2 = movecontact = 1
trigger3 = command = "DFx"
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = stateno = 1072
trigger4 = command = "DFx"
[State -1, KI SPECIAL2 AIR]
type = ChangeState
value = 1008
triggerall = numhelper(6201007) = 0
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFy"
trigger2 = stateno = [600,650]
trigger2 = command = "DFy"
trigger2 = movecontact = 1
trigger3 = command = "DFy"
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = stateno = 1072
trigger4 = command = "DFy"
[State -1, KI SPECIAL3 AIR]
type = ChangeState
value = 1009
triggerall = numhelper(6211007) = 0
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFz"
trigger2 = stateno = [600,650]
trigger2 = command = "DFz"
trigger2 = movecontact = 1
trigger3 = command = "DFz"
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = stateno = 1072
trigger4 = command = "DFz"
;---------------------------------------------------------------------------
[State -1, DRAGON SPEAR1]
type = ChangeState
value = 1070
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "FDFa"
trigger2 = stateno = [200,450]
trigger2 = command = "FDFa"
trigger2 = movecontact = 1
trigger3 = command = "FDFa"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, DRAGON SPEAR2]
type = ChangeState
value = 1073
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "FDFb"
trigger2 = stateno = [200,450]
trigger2 = command = "FDFb"
trigger2 = movecontact = 1
trigger3 = command = "FDFb"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, DRAGON SPEAR3]
type = ChangeState
value = 1075
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "FDFc"
trigger2 = stateno = [200,450]
trigger2 = command = "FDFc"
trigger2 = movecontact = 1
trigger3 = command = "FDFc"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, AFTERIMAGE]
type = ChangeState
value = 1079
triggerall = power >= 500
triggerall = var(59) != 1
triggerall = var(5) = 1
trigger1 = stateno = [200,450]
trigger1 = command = "DBp"
trigger2 = stateno = [200,450]
trigger2 = command = "DBp"
trigger2 = movecontact = 1
trigger3 = command = "DBp"
trigger3 = statetype = S
trigger3 = ctrl
trigger4 = stateno = [1000,1999]
trigger4 = command = "DBp"
;---------------------------------------------------------------------------
[State -1, AFTERIMAGE AIR]
type = ChangeState
value = 1080
triggerall = power >= 500
triggerall = var(59) != 1
triggerall = var(5) = 1
trigger1 = stateno = [600,650]
trigger1 = command = "DBp"
trigger2 = stateno = [600,650]
trigger2 = command = "DBp"
trigger2 = movecontact = 1
trigger3 = command = "DBp"
trigger3 = statetype = A
trigger3 = ctrl
trigger4 = stateno = [1000,1999]
trigger4 = command = "DBp"
;---------------------------------------------------------------------------
;[State -1, LAST STAND]
;type = changestate
;triggerall = statetype = S
;triggerall = var(0) != 1
;triggerall = alive = 1
;triggerall = roundstate = 2
;trigger1 = life < 300
;trigger1 = ctrl
;value = 1092
;---------------------------------------------------------------------------
[State -1, DRAGON FANG1]
type = ChangeState
value = 1083
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBa"
trigger2 = stateno = [200,450]
trigger2 = command = "DBa"
trigger2 = movecontact = 1
trigger3 = command = "DBa"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, DRAGON FANG2]
type = ChangeState
value = 1085
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBb"
trigger2 = stateno = [200,450]
trigger2 = command = "DBb"
trigger2 = movecontact = 1
trigger3 = command = "DBb"
trigger3 = statetype = S
trigger3 = ctrl
;---------------------------------------------------------------------------
[State -1, DRAGON FANG3]
type = ChangeState
value = 1086
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = [200,450]
trigger1 = command = "DBc"
trigger2 = stateno = [200,450]
trigger2 = command = "DBc"
trigger2 = movecontact = 1
trigger3 = command = "DBc"
trigger3 = statetype = S
trigger3 = ctrl
;-------------------------------------------------------------------------------
[State -1, DRAGON RUSH1]
type = ChangeState
value = 1094
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFa"
trigger2 = stateno = [600,650]
trigger2 = command = "DFa"
trigger2 = movecontact = 1
trigger3 = command = "DFa"
trigger3 = statetype = A
trigger3 = ctrl
;-------------------------------------------------------------------------------
[State -1, DRAGON RUSH2]
type = ChangeState
value = 1097
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFb"
trigger2 = stateno = [600,650]
trigger2 = command = "DFb"
trigger2 = movecontact = 1
trigger3 = command = "DFb"
trigger3 = statetype = A
trigger3 = ctrl
;-------------------------------------------------------------------------------
[State -1, DRAGON RUSH3]
type = ChangeState
value = 1099
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = stateno = [600,650]
trigger1 = command = "DFc"
trigger2 = stateno = [600,650]
trigger2 = command = "DFc"
trigger2 = movecontact = 1
trigger3 = command = "DFc"
trigger3 = statetype = A
trigger3 = ctrl
;---------------------------------------------------------------------------
; Fly
[State -1, Fly]
type = ChangeState
value = 118
triggerall = var(59) != 1
trigger1 = command = "FLY"
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd Attack
[State -1, Run Fwd Attack]
type = ChangeState
value = 200100
triggerall = var(59) != 1
trigger1 = command = "z"
trigger1 = statetype = S
trigger1 = stateno = [100,101]
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) != 1
triggerall = stateno != [100,101]
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = command = "FF"
trigger2 = statetype = S
trigger2 = stateno = [1300,1302]
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Air
[State -1, Run Air]
type = ChangeState
value = 110
triggerall = var(59) != 1
triggerall = var(32) != 1
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
; Run Back Air
[State -1, Run Back Air]
type = ChangeState
value = 115
triggerall = var(59) != 1
triggerall = var(32) != 1
triggerall = prevstateno != 115
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
; Run Down Air
[State -1, Run Down Air]
type = ChangeState
value = 117
triggerall = var(59) != 1
triggerall = prevstateno != 117
trigger1 = command = "DD"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = command = "DD"
trigger2 = stateno = [600,650]
;---------------------------------------------------------------------------
; Off screen Run
[State -1, Off Screen Run Fwd]
type = ChangeState
value = 102
triggerall = statetype = S
triggerall = ctrl
trigger1 = backedgedist < -25
;=================Z2 SUPERJUMP==================================================
; Super Jump
;This state executes only after performing the air launcher
[State -1, Jump Launcher]
type = ChangeState
value = 10230
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = stateno = 450 && movecontact
trigger1 = command = "holdup"
trigger2 = stateno = 221 && movecontact
trigger2 = command = "holdup"
[State -1, Super Jump Straight Up]
type = ChangeState
value = 10231
triggerall = var(59) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = command = "superjump"
[State -1, Super Jump Forward]
type = ChangeState
value = 10232
triggerall = var(59) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = command = "superjumpforward"
[State -1, Super Jump Backward]
type = ChangeState
value = 10233
triggerall = var(59) != 1
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = command = "superjumpbackward"
;=================Z2 SUPERJUMP==================================================
;-------------------------------------------------------------------------
[State -1, Charge]
type = ChangeState
value = 700
triggerall = statetype = S
triggerall = ctrl
triggerall = power < 3000
trigger1 = command = "charge"
;------------------------------------------------------------------------------
; Slashing Chop (aka Focus Attack)
[State -1, Slashing Chop]
type = ChangeState
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = stateno !=[1300,1302]
triggerall = stateno != 106
;triggerall = command = "hold_z" && command = "hold_c"
triggerall = command = "z" && command = "c"
trigger1 = statetype = S
trigger1 = ctrl
value = 1300
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = var(59) != 1
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;-------------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = command = "y"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230
trigger2 = movecontact
trigger3 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Stand Medium Punch 2
[State -1, Stand Medium Punch 2]
type = ChangeState
value = 211
triggerall = command != "holddown"
triggerall = var(59) != 1
trigger1 = statetype = S
trigger1 = command = "y"
trigger1 = stateno = 210
trigger1 = movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = stateno != 220
triggerall = stateno != 221
triggerall = stateno != 250
triggerall = stateno != 251
triggerall = stateno != 420
triggerall = stateno != 450
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,250]
trigger2 = movecontact
trigger3 = stateno = [400,450]
trigger3 = movecontact
trigger3 = statetype != A
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kcik]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = command = "a"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact
trigger3 = stateno = [210,211]
trigger3 = movecontact
trigger4 = stateno = 200
trigger4 = movecontact
trigger5 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Stand Medium Kick 2
[State -1, Stand Medium Kick 2]
type = ChangeState
value = 241
triggerall = var(59) != 1
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = command = "b"
trigger1 = stateno = 240
trigger1 = movecontact
trigger2 = command = "b"
trigger2 = stateno = [210,211]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Stand Strong Kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = stateno != 220
triggerall = stateno != 221
triggerall = stateno != 250
triggerall = stateno != 251
triggerall = stateno != 420
triggerall = stateno != 450
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = [200,250]
trigger2 = movecontact
trigger3 = stateno = [400,450]
trigger3 = movecontact
trigger3 = statetype != A
trigger4 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 430
trigger3 = movecontact
trigger4 = stateno = 200
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Crouching Hard Punch
[State -1, Crouching Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = stateno != 220
triggerall = stateno != 221
triggerall = stateno != 250
triggerall = stateno != 251
triggerall = stateno != 420
triggerall = stateno != 450
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = [200,250]
trigger2 = movecontact
trigger3 = stateno = [400,450]
trigger3 = movecontact
trigger3 = statetype != A
trigger4 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact
trigger3 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 200
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Crouching Hard Kick
[State -1, Crouching Hard Kick]
type = ChangeState
value = 450
triggerall = var(59) != 1
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = stateno != 220
triggerall = stateno != 221
triggerall = stateno != 250
triggerall = stateno != 251
triggerall = stateno != 420
triggerall = stateno != 450
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = [200,250]
trigger2 = movecontact
trigger3 = stateno = [400,450]
trigger3 = movecontact
trigger3 = statetype != A
trigger4 = stateno = 100 || stateno = 101
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "y"
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = command = "y"
trigger3 = stateno = 630
trigger3 = movecontact
;---------------------------------------------------------------------------
; Jump Hard Kick
[State -1, Jump Hard Kick]
type = ChangeState
value = 620
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = stateno != 620
triggerall = stateno != 650
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "z"
trigger2 = stateno = [600,650]
trigger2 = movecontact
trigger2 = statetype = A
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "b"
trigger2 = stateno = 630
trigger2 = movecontact
trigger3 = command = "b"
trigger3 = stateno = 600
trigger3 = movecontact
trigger4 = command = "b"
trigger4 = stateno = [610,611]
trigger4 = movecontact
;---------------------------------------------------------------------------
; Jump Hard Kick
[State -1, Jump Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall = command = "c"
triggerall = stateno != 620
triggerall = stateno != 650
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "c"
trigger2 = stateno = [600,650]
trigger2 = movecontact
trigger2 = statetype = A
;;---------------------------------------------------------------------------
;Zero Counter
[State -1, zero counter]
type = changestate
trigger1 = stateno=150 || stateno=152
;trigger1 = command="rdpx" || command="rdpy" || command="rdpz" || command="rdpa" || command="rdpb" || command="rdpc"
trigger1 = command="f2k" || command="f2p"
trigger1 = roundstate=2 && power>=1000 && statetype!=A
value = 750
;Air Zero Counter
[State -1, air zero counter]
type = changestate
trigger1 = stateno=154 ; && animelemtime(1)<6
trigger1 = command="f2k" || command="f2p"
trigger1 = roundstate=2 && power>=1000 && statetype=A
value = 760
;=====AI========================================================================
[State -3, AI GUARD STAND]
type = ChangeState
value = 130
triggerall = stateno != [950,952]
triggerall = stateno != 100
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = p2movetype = A || (enemy, NumProj >= 1)
triggerall = P2bodydist X <= 300 || (enemy, NumProj >= 1)
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 120
trigger1 = p2statetype = S
trigger2 = (enemy, NumProj >= 1)
[State -3, AI GUARD CROUCH]
type = ChangeState
value = 131
triggerall = stateno != [950,952]
triggerall = stateno != 100
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = p2movetype = A || (enemy, NumProj >= 1)
triggerall = P2bodydist X <= 300 || (enemy, NumProj >= 1)
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 120
trigger1 = p2statetype = C
trigger2 = (enemy, NumProj >= 1)
[State -3,AI GUARD AIR]
type = ChangeState
value = 132
triggerall = stateno != [950,952]
triggerall = stateno != 100
triggerall = var(59) = 1
triggerall = p2movetype = A || (enemy, NumProj >= 1) ;
triggerall = P2bodydist X <= 300 || (enemy, NumProj >= 1)
triggerall = roundstate = 2 && movetype != H
triggerall = statetype = A
triggerall = ctrl
triggerall = stateno != 132
trigger1 = p2statetype = A
trigger2 = (enemy, NumProj >= 1)
[State -3, DASH AI]
type = ChangeState
triggerall = stateno != [950,952]
triggerall = stateno != 100
triggerall = prevstateno != 100
triggerall = stateno != 101
triggerall = prevstateno != 101
triggerall = P2bodydist X <= 200
triggerall = statetype != A
triggerall = var(59) = 1
triggerall = ctrl
trigger1 = random = [200,300]
value = ifelse(random < 500, 1000,100)
[State -3, AIR DASH AI]
type = ChangeState
triggerall = var(32) != 1
triggerall = stateno != 110
triggerall = prevstateno != 110
triggerall = P2bodydist X <= 200
triggerall = statetype = A
triggerall = var(59) = 1
triggerall = pos y < -120
triggerall = ctrl
trigger1 = random = [200,300]
value = 110
[State -3, AIR DASH PUNCH AI]
type = ChangeState
triggerall = stateno = 110
triggerall = statetype = A
triggerall = var(59) = 1
triggerall = pos y < -120
triggerall = ctrl
trigger1 = random = [200,300]
value = ifelse(random < 500, 620,650)
[State -3, RUNDOMINO1 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
triggerall = p2bodydist X <= 20 ;Near P2
triggerall = stateno = 100
trigger1 = random = [200,300]
trigger1 = statetype != A
trigger1 = ctrl
value = ifelse(random < 500, 200100,1070)
[State -3, THROWDOMINO1 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = random = 500
triggerall = enemy,stateno = [120,155]
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
triggerall = p2bodydist X <= 10 ;Near P2
trigger1 = statetype != A
trigger1 = ctrl
value = ifelse(random < 500, 800,804)
[State -3, DOMINO1 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
triggerall = p2bodydist X <= 30 ;Near P2
trigger1 = statetype != A
trigger1 = ctrl
value = ifelse(random < 500, 200,430)
[State -3, DOMINO2 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 200
trigger1 = movecontact = 1
value = 210
[State -3, DOMINO4 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 210
trigger1 = movecontact = 1
value = ifelse(random < 500, 440,220)
[State -3, DOMINO5 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 440
trigger1 = movecontact = 1
value = 450
[State -3, DOMINO6 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 430
trigger1 = movecontact = 1
value = 240
[State -3, DOMINO7 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 240
trigger1 = movecontact = 1
value = 250
[State -3, DOMINO8 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 250
trigger1 = movecontact = 1
value = 251
[State -3, DOMINO9 AI]
type = ChangeState
triggerall = power < 999
triggerall = var(5) = 0
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 251
trigger1 = movecontact = 1
value = 1000
[State -3, SJUMP6 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
trigger1 = statetype != A
trigger1 = stateno = 450
trigger1 = movehit = 1
trigger2 = stateno = 221
trigger2 = movehit = 1
value = 10230
[State -3, AIR DOMINO1 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = prevstateno = 10230
triggerall = pos y < -50
value = ifelse(random < 500, 600,630)
[State -3, AIR DOMINO2 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 600
trigger1 = movecontact
value = 610
[State -3, AIR DOMINO3 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 610
trigger1 = movecontact
value = 611
[State -3, AIR DOMINO4 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 611
trigger1 = movecontact
value = 620
[State -3, AIR DOMINO5 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 630
trigger1 = movecontact
value = 640
[State -3, AIR DOMINO6 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 640
trigger1 = movecontact
value = 650
[State -3, AIR SPECIAL1 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 650
trigger1 = movecontact
trigger1 = random = [200,300]
value = ifelse(random < 500, 1097,1099)
[State -3, AIR SPECIAL2 AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = alive = 1
triggerall = statetype = A
trigger1 = stateno = 620
trigger1 = movecontact
trigger1 = random = [200,300]
value = ifelse(random < 500, 117,1007)
[State -3, LAND SPECIAL AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
triggerall = facing = 1
triggerall = ctrl = 1
trigger1 = statetype != A
trigger1 = stateno = 52
value = ifelse(random < 500, 1075,1086)
[State -3, LAND SPECIAL AI]
type = ChangeState
triggerall = power >= 500
triggerall = var(59) = 1
triggerall = var(5) = 1
triggerall = roundstate = 2 && movetype != H
triggerall = alive = 1
triggerall = facing = 1
triggerall = ctrl = 1
trigger1 = statetype != A
trigger1 = prevstateno = 1001
value = 1079
[State -1,DOMINO HYPER AIR AI]
type = ChangeState
triggerall = power >= 1000
triggerall = alive = 1
value = 2000
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype != A
trigger1 = enemy,stateno = 6192019
trigger1 = random = [200,300]
[State -1,LVL1 EX/HYPER2 AI]
type = ChangeState
triggerall = var(5) = 0
triggerall = power >= 1000 && power < 1500
triggerall = alive = 1
value = ifelse(random < 500, 1075,2018)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = stateno = 220
trigger1 = movecontact
trigger1 = random = [200,300]
[State -1,LVL1 EX/HYPER AI]
type = ChangeState
triggerall = var(5) = 0
triggerall = power >= 1000 && power < 1500
triggerall = alive = 1
value = ifelse(random < 500, 1077,2000)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = stateno = 251
trigger1 = movecontact
trigger1 = random = [200,300]
[State -1,LVL1 EX/HYPER AIR AI]
type = ChangeState
triggerall = var(5) = 0
triggerall = power >= 1000 && power < 1500
triggerall = alive = 1
value = ifelse(random < 500, 10091,2017)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = A
trigger1 = stateno = 1101
trigger1 = random = [200,300]
[State -1,SILENT RAGE AI]
type = ChangeState
triggerall = power >= 2000
triggerall = var(5)= 0
triggerall = alive = 1
triggerall = ctrl
value = ifelse(random < 500, 3014,3000)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = random = [200,300]
[State -1,rageLVL1 EX/HYPER2 AI]
type = ChangeState
triggerall = var(14) >= 300
triggerall = var(5) = 1
triggerall = power >= 1000 && power < 1500
triggerall = alive = 1
value = ifelse(random < 500, 2025,2018)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = stateno = 220
trigger1 = movecontact
trigger1 = random = [200,300]
[State -1,rageLVL1 EX/HYPER AI]
type = ChangeState
triggerall = var(14) >= 300
triggerall = var(5) = 1
triggerall = power >= 3000
triggerall = alive = 1
value = ifelse(random < 500, 3003,3014)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = stateno = 251
trigger1 = movehit
trigger1 = random = [200,300]
[State -1,rageLVL1 EX/HYPER AIR AI]
type = ChangeState
triggerall = var(5) = 1
triggerall = var(14) >= 300
triggerall = power >= 1000
triggerall = alive = 1
value = ifelse(random < 500, 1075,2017)
triggerall = roundstate = 2 && movetype != H
triggerall = var(59) = 1
triggerall = statetype = A
trigger1 = stateno = 1101
trigger1 = random = [200,300]