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Command List — TeenGohanZ2i.zip ← Back to Overview

; 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]
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