; 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
;-| Single Button |---------------------------------------------------------------------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |-------------------------------------------------------------------------------------------------------------------------------
[Command]
name = "holdfwd"
command=/$F
time=1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time=1
[Command]
name = "holddown"
command = /$D
time = 1
;-| Hold Button |---------------------------------------------------------------------------------------------------------------------------
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;-| Direction |-------------------------------------------------------------------------------------------------------------------------------
[Command]
name = "fwd"
command = F
time = 1
[Command]
name = "back"
command = B
time = 1
[Command]
name = "up"
command = U
time = 1
[Command]
name = "down"
command = D
time = 1
[Command]
name = "dfwd"
command = DF
time = 1
[Command]
name = "dback"
command = DB
time = 1
[Command]
name = "ufwd"
command = UF
time = 1
[Command]
name = "uback"
command = UB
time = 1
;-| Release Direction |-----------------------------------------------------------------------------------------------------------------------
[Command]
name = "rlsfwd"
command = ~$F
time = 1
[Command]
name = "rlsback"
command = ~$B
time = 1
[Command]
name = "rlsup"
command = ~$U
time = 1
[Command]
name = "rlsdown"
command = ~$D
time = 1
;-| Release Button |--------------------------------------------------------------------------------------------------------------------------
[Command]
name = "rlsx"
command = ~x
time = 1
[Command]
name = "rlsy"
command = ~y
time = 1
[Command]
name = "rlsz"
command = ~z
time = 1
[Command]
name = "rlsa"
command = ~a
time = 1
[Command]
name = "rlsb"
command = ~b
time = 1
[Command]
name = "rlsc"
command = ~c
time = 1
;-| Super Jump |------------------------------------------------------------------------------------------------------------------------------
[Command]
name = "highjump"
command = $D, $U
time = 15
;-| Double Tap Direction |--------------------------------------------------------------------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;-| 2/3 Button Combination |------------------------------------------------------------------------------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = a+x
time = 1
[Command]
name = "pp"
command = x+y
time = 1
[Command]
name = "pp"
command = x+z
time = 1
[Command]
name = "pp"
command = y+z
time = 1
[Command]
name = "kk"
command = a+b
time = 1
[Command]
name = "kk"
command = a+c
time = 1
[Command]
name = "kk"
command = b+c
time = 1
[Command]
name = "a+x"
command = a+x
time=1
[Command]
name = "b+y"
command = b+y
time = 1
[Command]
name = "c+z"
command = c+z
time = 1
[Command]
name = "a+b"
command = a+b
time = 1
[Command]
name = "a+c"
command = a+c
time = 1
[Command]
name = "b+c"
command = b+c
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 = null;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.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;==============================================================================================
;==============================================================================================
;================================<EXPLODsive Buffering System>=================================
;====================================<by JustMorphPointman>====================================
;==============================================================================================
;==============================================================================================
;This is an explod-based buffering system, designed to overcome several different errors and bugs
;related to MUGEN's default method of processing commands, as well as offering creators more control
;over how the commands of their character should work. It is designed to be easy to use, understand,
;and install. For more information, including instructions on how to add this to a character, as
;well as how to customize it and add new commands, please visit http://mugenguild.com/forum/msg.2366951
;==============================================================================================
;========================<QUICK REFERENCE GUIDE TO THE EXPLOD ID #'s>==========================
;==============================================================================================
;BASIC DIRECTIONAL INPUTS (these are primarily used to detect directional releases, but also can
;be used outside of the Buffering system code block to detect when a specific direction is currently
;being input or held down)
;Down: 90000002
;Down-right: 90000003
;Right: 90000006
;Up-right: 90000009
;Up: 90000008
;Up-left: 90000007
;Left: 90000004
;Down-left: 90000001
;BUTTON PRESS
;x: 90000200
;y: 90000210
;z: 90000220
;a: 90000230
;b: 90000240
;c: 90000250
;start: 90000901
;BUTTON RELEASE
;x: 90000205
;y: 90000215
;z: 90000225
;a: 90000235
;b: 90000245
;c: 90000255
;start: 90000902
;SYSTEM MOTIONS
;Down (3 ticks): (D with a 3 tick buffer) 90000012
;Down-right (3 ticks): (DR with a 3 tick buffer) 90000013
;Right (3 ticks): (R with a 3 tick buffer) 90000016
;Up-right (3 ticks): (UR with a 3 tick buffer) 90000019
;Up (3 ticks): (U with a 3 tick buffer) 90000018
;Up-left (3 ticks): (UL with a 3 tick buffer) 90000017
;Left (3 ticks): (L with a 3 tick buffer) 90000014
;Down-left (3 ticks): (DL with a 3 tick buffer) 90000011
;Down (3 ticks+HitPause): (D w/ 3 tick buffer+HitPause) 90000022
;Down-right (3 ticks+HitPause): (DR w/ 3 tick buffer+HitPause) 90000023
;Right (3 ticks+HitPause): (R w/ 3 tick buffer+HitPause) 90000026
;Up-right (3 ticks+HitPause): (UR w/ 3 tick buffer+HitPause) 90000029
;Up (3 ticks+HitPause): (U w/ 3 tick buffer+HitPause) 90000028
;Up-left (3 ticks+HitPause): (UL w/ 3 tick buffer+HitPause) 90000027
;Left (3 ticks+HitPause): (L w/ 3 tick buffer+HitPause) 90000024
;Down-left (3 ticks+HitPause): (DL w/ 3 tick buffer+HitPause) 90000021
;R, R: (F, F) 90001016
;L, L: (B, B) 90001064
;D, U: (D, U) 90000408
;U, U: (U, U) 90000518
;D, D: (D, D) 90000562
;R, DR, D (F, DF, D) 90007502
;L, DL, D (B, DB, D) 90007552
;SPECIAL MOTIONS
;D, DR, R: (QCF) 90010006
;D, DL, L: (QCB) 90010104
;R, D, DR: (F, D, DF) 90010203
;L, D, DL: (B, D, DB) 90010301
;L, DL, D, DR, R: (HCF) 90010406
;R, DR, D, DL, L: (HCB) 90010504
;(charge) L, R: ([charge] B, F) 90010606
;(charge) R, L: ([charge] F, B) 90010704
;(charge) D, U: ([charge] D, U) 90010808
;L, D, R, U: (360) 90011008
;L, U, R, D: (360) 90011102
;D, R, U, L: (360) 90011204
;D, L, U, R: (360) 90011306
;R, D, L, U: (360) 90011408
;R, U, L, D: (360) 90011502
;U, R, D, L: (360) 90011604
;U, L, D, R: (360) 90011706
;R, D, L, R: (HCB, F) 90012016
;L, D, R, L: (HCF, B) 90012114
;R, L, R: (F, B, F) 90012216
;L, R, L: (B, F, B) 90012314
;D, DR, R, UR: (QCF, UF) 90012409
;D, DL, L, UL: (QCB, UB) 90012507
;D, D: ([special] D, D) 90012602
;SUPER MOTIONS
;D, DR, R, D, DR, R: (QCFx2) 90030016
;D, DL, L, D, DL, L: (QCBx2) 90030114
;L, DL, D, DR, R, L, DL, D, DR, R: (HCFx2) 90030416
;R, DR, D, DL, L, R, DR, D, DL, L: (HCBx2) 90030514
;(charge) L, R, L, R: ([charge] B, F, B, F) 90030616
;(charge) R, L, R, L: ([charge] F, B, F, B) 90030714
;(charge) DL, DR, DL, UR: ([charge] DB, DF, DB, UF) 90030809
;(charge) DR, DL, DR, UL: ([charge] DF, DB, DF, UB) 90030907
;L, D, R, U, L, D, R, U: (720) 90031018
;L, U, R, D, L, U, R, D: (720) 90031112
;D, R, U, L, D, R, U, L: (720) 90031214
;D, L, U, R, D, L, U, R: (720) 90031316
;R, D, L, U, R, D, L, U: (720) 90031418
;R, U, L, D, R, U, L, D: (720) 90031512
;U, R, D, L, U, R, D, L: (720) 90031614
;U, L, D, R, U, L, D, R: (720) 90031716
;R, L, D, R: (F, HCF) 90032016
;L, R, D, L: (B, HCB) 90032114
;D, DR, R, D, L: (QCF, HCB) 90032204
;D, DL, L, D, R: (QCB, HCF) 90032306
;D, DR, R, DR, L: (QCF, DF, B) 90032404
;D, DL, L, DL, R: (QCB, DB, F) 90032506
;D, D, D: (D, D, D) 90032602
;SUPER MOTIONS (button inputs)
;x, x, F, a, z: (Shun Goku Satsu) 94000220
;==============================================================================================
;===================================<DIRECTIONAL COMMANDS>=====================================
;==============================================================================================
;==============================================================================================
;These are required for the system to function; they are active whenever the specified direction
;is currently being input, and disappear as soon as they are released (via a series of RemoveExplods
;at the bottom of the Buffering system code block). They are used by the system to detect directional
;releases, but can also be used outside of the Buffering system code block to detect when a specific
;direction is being input or held down.
;==============================================================================================
[State -1, Release Down Detector]
type = Explod
;make sure explod doesn't already exist
triggerall = !NumExplod(90000002)
;check to make sure Helper exists, and that the entity running this code isn't the helper, and that
;the AI isn't active. Only a human player should be making explods!
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
;If either of these explods exist, then down/up inputs have been reversed (this is usually caused
;by an attack of some sort, such as Thanos's Mind Gem super). We can easily flip left/right commands,
;but for down/up inputs, we must have two sets of triggers. This is the first set, which only activate
;if the explods don't exist, so we can just check the inputs normally.
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
;explod will be created if down is input
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
;no other directions may be input, otherwise it wouldn't be a down input!
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
;These sets of triggers, however, only are used if one of the direction input reversal explods exist.
;We treat "down" inputs as "up", and vice-versa; "down-right" is treated as "up-right", and so on.
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 90000002
;these explods are only removed via a RemoveExplod, so their RemoveTime is set to -1 (aka infinite)
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Down-Right Detector]
type = Explod
triggerall = !NumExplod(90000003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger1 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 90000003
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Right Detector]
type = Explod
triggerall = !NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000006
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Up-Right Detector]
type = Explod
triggerall = !NumExplod(90000009)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger1 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000009
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Up Detector]
type = Explod
triggerall = !NumExplod(90000008)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000008
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Up-Left Detector]
type = Explod
triggerall = !NumExplod(90000007)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger1 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000007
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Left Detector]
type = Explod
triggerall = !NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000004
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Down-Left Detector]
type = Explod
triggerall = !NumExplod(90000001)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger1 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 90000001
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
;==============================================================================================
;==========================================<BUTTONS>===========================================
;==============================================================================================
[State -1, Press x]
type = Explod
;if there already exists a "press x" explod, and the player is in HitPauseTime, then we don't need another!
trigger1 = !HitPauseTime || !NumExplod(90000200)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "x"
anim = 9999
ID = 90000200
;the removeTime, pauseMoveTime, and superMoveTime all must be the same value. This represents the
;amount of time (in ticks) that this individual input is "active"; in other words, it's the window
;of time the player has to input the next input in sequence (or if it's the final input of a command,
;the amount of time that command will last, if the character cannot currently perform the move in
;question). We use "10" as the default value for most directional inputs, because it's generally the
;standard amount of time for most games
;We use "3" for button inputs, which is what many modern games use, but there's a lot of variance
;there.
;We also include "+Cond(HitPauseTime,HitPauseTime-1,0)" to the RemoveTime/PauseMoveTime/SuperMoveTime
;in order to keep the command alive during hit pause. This goes on all button press commands, as well as
;the final directional input of any system, special, or super command.
;For more information on what the removeTime (and pauseMoveTime, et. al.) represents, see the comments for
;the "Right, Right" command
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, Press y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000210)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "y"
anim = 9999
ID = 90000210
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, Press z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000220)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "z"
anim = 9999
ID = 90000220
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, Press a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000230)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "a"
anim = 9999
ID = 90000230
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, Press b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000240)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "b"
anim = 9999
ID = 90000240
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, Press c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000250)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "c"
anim = 9999
ID = 90000250
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, Press start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000901)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "start"
anim = 9999
ID = 90000901
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;These explods are used to detect button releases, much in the same way that the directional
;detectors work. These are required for the system, but it's easier to use MUGEN's standard
;"holda" / "holdx" / etc. for situations where you need to detect a held button input, rather than
;making use of these like you would the release direction detectors.
;==============================================================================================
[State -1, Release x Detector]
type = Explod
triggerall = !NumExplod(90000201)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "x" || Helper(90000005),Command = "holdx"
anim = 9999
ID = 90000201
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release y Detector]
type = Explod
triggerall = !NumExplod(90000211)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "y" || Helper(90000005),Command = "holdy"
anim = 9999
ID = 90000211
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release z Detector]
type = Explod
triggerall = !NumExplod(90000221)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "z" || Helper(90000005),Command = "holdz"
anim = 9999
ID = 90000221
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release a Detector]
type = Explod
triggerall = !NumExplod(90000231)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "a" || Helper(90000005),Command = "holda"
anim = 9999
ID = 90000231
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release b Detector]
type = Explod
triggerall = !NumExplod(90000241)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "b" || Helper(90000005),Command = "holdb"
anim = 9999
ID = 90000241
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release c Detector]
type = Explod
triggerall = !NumExplod(90000251)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "c" || Helper(90000005),Command = "holdc"
anim = 9999
ID = 90000251
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release start Detector]
type = Explod
triggerall = !NumExplod(90000900)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "start"
anim = 9999
ID = 90000900
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
;==============================================================================================
;Take note of the RemoveTimes on these: release button inputs don't persist through hitpause!
;==============================================================================================
[State -1, Release x]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000205)
triggerall = NumExplod(90000201)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "x" && Helper(90000005),Command != "holdx"
anim = 9999
ID = 90000205
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000215)
triggerall = NumExplod(90000211)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "y" && Helper(90000005),Command != "holdy"
anim = 9999
ID = 90000215
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000225)
triggerall = NumExplod(90000221)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "z" && Helper(90000005),Command != "holdz"
anim = 9999
ID = 90000225
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000235)
triggerall = NumExplod(90000231)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "a" && Helper(90000005),Command != "holda"
anim = 9999
ID = 90000235
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000245)
triggerall = NumExplod(90000241)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "b" && Helper(90000005),Command != "holdb"
anim = 9999
ID = 90000245
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000255)
triggerall = NumExplod(90000251)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "c" && Helper(90000005),Command != "holdc"
anim = 9999
ID = 90000255
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000902)
triggerall = NumExplod(90000900)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "start" && Helper(90000005),Command != "holdstart"
anim = 9999
ID = 90000902
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;==============================================================================================
;=============================<DIRECTIONAL INPUTS (3 TICK BUFFER)>=============================
;==============================================================================================
;==============================================================================================
;These activate whenever the direction in question is input, and persist for three ticks. Useful
;if you need to use only a single directional input, but also want it to last longer than one tick.
;==============================================================================================
;======================================<DOWN (3 TICKS)>========================================
[State -1, Down (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90000012
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;===================================<DOWN-RIGHT (3 TICKS)>=====================================
[State -1, Down-Right (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90000013
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;======================================<RIGHT (3 TICKS)>=======================================
[State -1, Right (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90000016
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;=====================================<UP-RIGHT (3 TICKS)>=====================================
[State -1, Up-Right (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90000019
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;========================================<UP (3 TICKS)>========================================
[State -1, Up (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down" && Helper(90000005),Command != "back"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "back"
anim = 9999
ID = 90000018
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;=====================================<UP-LEFT (3 TICKS)>======================================
[State -1, Up-Left (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90000017
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;=======================================<LEFT 3 TICKS>=========================================
[State -1, Left (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90000014
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;====================================<DOWN-LEFT 3 TICKS>=======================================
[State -1, Down-Left (3 ticks)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90000011
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;==============================================================================================
;=====================<DIRECTIONAL INPUTS (3 TICK BUFFER+HITPAUSE TIME)>=====================
;==============================================================================================
;==============================================================================================
;These are almost identical to the explods directly above this, except these will persist through
;a HitPause, and will only activate if the direction in question is being either held or input on
;the same tick that any button is input. These can be used to replicate the command behavior of Capcom
;games for crouching and command normal moves. For more information, please see [INSERT LINK].
;==============================================================================================
;==============================<DOWN (3 TICKS+HITPAUSE TIME)>================================
[State -1, Down (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown") && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holdup" && Helper(90000005),Command != "holdfwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = (Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup") && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "holdfwd"
anim = 9999
ID = 90000022
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;===========================<DOWN-RIGHT (3 TICKS+HITPAUSE TIME)>=============================
[State -1, Down-Right (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command = "dfwd" || (Helper(90000005),Command = "holddown" && Helper(90000005),Command = "holdfwd")) && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holdup"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = (Helper(90000005),Command = "ufwd" || (Helper(90000005),Command = "holdup" && Helper(90000005),Command = "holdfwd")) && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 90000023
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================<RIGHT (3 TICKS+HITPAUSE TIME)>===============================
[State -1, Right (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = (Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd") && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holdup" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 90000026
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=============================<UP-RIGHT (3 TICKS+HITPAUSE TIME)>=============================
[State -1, Up-Right (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command = "ufwd" || (Helper(90000005),Command = "holdup" && Helper(90000005),Command = "holdfwd")) && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holddown"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = (Helper(90000005),Command = "dfwd" || (Helper(90000005),Command = "holddown" && Helper(90000005),Command = "holdfwd")) && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000029
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;================================<UP (3 TICKS+HITPAUSE TIME)>================================
[State -1, Up (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup") && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "holdback"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = (Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown") && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holdup" && Helper(90000005),Command != "holdback"
anim = 9999
ID = 90000028
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=============================<UP-LEFT (3 TICKS+HITPAUSE TIME)>==============================
[State -1, Up-Left (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command = "uback" || (Helper(90000005),Command = "holdup" && Helper(90000005),Command = "holdback")) && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holddown"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = (Helper(90000005),Command = "dback" || (Helper(90000005),Command = "holddown" && Helper(90000005),Command = "holdback")) && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000027
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;===============================<LEFT 3 TICKS+HITPAUSE TIME>=================================
[State -1, Left (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = (Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback") && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holdup" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 90000024
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;============================<DOWN-LEFT 3 TICKS+HITPAUSE TIME>===============================
[State -1, Down-Left (3 ticks+HitPauseTime)]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
triggerall = Helper(90000005),Command = "x" || Helper(90000005),Command = "y" || Helper(90000005),Command = "z" || Helper(90000005),Command = "a" || Helper(90000005),Command = "b" || Helper(90000005),Command = "c" || Helper(90000005),Command = "start"
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command = "dback" || (Helper(90000005),Command = "holddown" && Helper(90000005),Command = "holdback")) && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holdup"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = (Helper(90000005),Command = "uback" || (Helper(90000005),Command = "holdup" && Helper(90000005),Command = "holdback")) && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "holddown"
anim = 9999
ID = 900000021
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;Reminder: because this system is based on absolute directions (left/right) instead of relative
;directions (forward/backward), all commands must have a mirrored command as well (unless they are
;performed solely with up and/or down!) In other words, two different versions of each individual
;command must be defined in this system: one assuming the character is facing the right, and one
;for the left.
;==============================================================================================
;==============================================================================================
;================================<FORWARD, FORWARD/BACK, BACK>=================================
;==============================================================================================
;==============================================================================================
;Dash/run commands in SNK typically have release directions as their first inputs. In other words,
;in most SNK games, you can dash/run by holding forward or back for however long you like, and then
;quickly releasing the stick and returning to neutral, then quickly inputting forward/back again.
;In most Capcom games, this will not work. We have the dash/run commands in this system set up to
;follow Capcom's example.
;Different games have different input windows for dash commands. KOF gives you a 7 tick window between
;each the first and second forward/back commands, and the final input has a buffer time of 3 ticks.
;CPS2 Capcom games (under the normal speed setting) have an input window of 7 ticks for the consecutive
;forward/back commands, and the final input has a buffer time of 2 ticks. In SFIII, both the input
;window and the buffer time is 7 ticks. The default values in this system are 10 for the input window
;and 3 for the buffer time, to match up with the other commands (but feel free to change those values
;to suit your personal preference!)
;==============================================================================================
;=======================================<RIGHT, RIGHT>=========================================
[State -1, R, R: 1st Right]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90001006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, R: Neutral]
type = Explod
triggerall = NumExplod(90000006) && NumExplod(90001006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
;make sure no directional input is being performed
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90001005
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;We remove the neutral explod if any non-right input is detected, or if the 1st right explod does not exist
;in most Capcom games, a dash command will be cancelled mid-input if any direction other than forward/back
;and neutral are input. But SNK games give you more leeway: as long as you have inputting forward/back, and
;have returned the stick to neutral, you can input any other directional command and still get a dash as long
;as you input another forward/back command. If you want to replicate this behavior, simply delete the first trigger
;of this RemoveExplod sCtrl (you will still need the second trigger, though).
[State -1, Remove R, R: Neutral]
type = RemoveExplod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000004) || NumExplod(90000001)
trigger2 = !NumExplod(90001006)
ID = 90001005
ignoreHitPause = 1
[State -1, R, R: 2nd Right]
type = Explod
;we check to see if the user has input right recently, and has returned the stick to neutral
triggerall = NumExplod(90001005) && NumExplod(90001006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90001016
;see the button explods above for an explanation of this Cond statement. This statement only goes on the final
;input of any command, and should not go anywhere else in the command!
;We also are using a non-standard removeTime for this input, as dash commands in most games are only active
;for a short period of time (around 1-3 ticks).
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, R, R: 2nd Right (10 ticks)]
type = Explod
;this one is used for Kung Fu Knee
triggerall = NumExplod(90001005) && NumExplod(90001006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90001026
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;Now for the reversed command:
;==============================================================================================
;=======================================<LEFT, LEFT>=========================================
[State -1, L, L: 1st Left]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90001054
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, L: Neutral]
type = Explod
triggerall = NumExplod(90000004) && NumExplod(90001054)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90001055
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove L, L: Neutral]
type = RemoveExplod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000001)
trigger2 = !NumExplod(90001054)
ID = 90001055
ignoreHitPause = 1
[State -1, L, L: 2nd Left]
type = Explod
triggerall = NumExplod(90001055) && NumExplod(90001054)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90001064
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
[State -1, L, L: 2nd Left (10 ticks)]
type = Explod
triggerall = NumExplod(90001055) && NumExplod(90001054)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90001074
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===================================<DOWN, UP (SUPER JUMP)>====================================
;==============================================================================================
;==============================================================================================
;Super jump commands can be done with any down directional input, followed by any up directional
;==============================================================================================
;=======================================<DOWN, UP>=========================================
[State -1, D, U: Down]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger1 = Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger2 = Helper(90000005),Command != "down"
anim = 9999
ID = 90000402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, U: Up]
type = Explod
triggerall = NumExplod(90000402)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger1 = Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger2 = Helper(90000005),Command != "up"
anim = 9999
ID = 90000408
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;=====================================<UP, UP/DOWN, DOWN>======================================
;==============================================================================================
;==============================================================================================
;Pretty similar to the Forward, Forward/Back, Back commands, only we don't need to worry about
;the player's facing or anything, since all the inputs are either down or up!
;Also of note is that any up/down direction may be used to activate this command (i.e., a UF, UF
;will still be considered a U, U command).
;==============================================================================================
;=======================================<UP, UP>=========================================
[State -1, U, U: 1st Up]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger1 = Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger2 = Helper(90000005),Command != "up"
anim = 9999
ID = 90000508
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, U, U: Neutral]
type = Explod
triggerall = (NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009)) && NumExplod(90000508)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
anim = 9999
ID = 90000505
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove U, U: Neutral]
type = RemoveExplod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006)
trigger2 = !NumExplod(90000508)
ID = 90000505
ignoreHitPause = 1
[State -1, U, U: 2nd Up]
type = Explod
triggerall = NumExplod(90000505) && NumExplod(90000508)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger1 = Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger2 = Helper(90000005),Command != "up"
anim = 9999
ID = 90000518
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=========================================<DOWN,DOWN>==========================================
[State -1, D, D: 1st Down]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger1 = Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger2 = Helper(90000005),Command != "down"
anim = 9999
ID = 90000552
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, D: Neutral]
type = Explod
triggerall = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90000552)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90000555
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove D, D: Neutral]
type = RemoveExplod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006)
trigger2 = !NumExplod(90000552)
ID = 90000555
ignoreHitPause = 1
[State -1, D, D: 2nd Down]
type = Explod
triggerall = NumExplod(90000555) && NumExplod(90000552)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger1 = Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger2 = Helper(90000005),Command != "down"
anim = 9999
ID = 90000562
removeTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 3+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===================================<QUARTER CIRCLE DOWN>======================================
;==============================================================================================
;==============================================================================================
;This is the SFA2 style Zero Counter command. This is the first command in the system that uses
;a release directional input. However, this command works somewhat differently from the way pretty
;much every other command in this system works, so we're gonna avoid getting deep into discussion
;about anything here. Please see the following command (quarter-circle forward/back) for a basic
;look at how most release inputs work in this system.
;==============================================================================================
;================================<RIGHT, DOWN-RIGHT, DOWN>=====================================
[State -1, R, DR, D: Release Right]
type = Explod
;check to see if the Release Right Detector explod exists. If it exists and down is no longer being
;input, that means it was released!
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
;if right isn't currently being input by the user, then right was released!
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
;... but if right is currently being input by the user, AND there's another direction being input,
;then right is still considered to have been released.
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90007506
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, DR, D: Down-Right]
type = Explod
;the "Right" explod needs to exist before the next command in sequence is allowed
triggerall = NumExplod(90007506)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90007503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D: Down]
type = Explod
triggerall = NumExplod(90007503)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90007502
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<LEFT, DOWN-LEFT, DOWN>======================================
[State -1, L, DL, D: Release Left]
type = Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90007554
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, DL, D: Down-Left]
type = Explod
triggerall = NumExplod(90007554)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90007551
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D: Down]
type = Explod
triggerall = NumExplod(90007551)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90007552
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===============================<QUARTER CIRCLE FORWARD/BACK>==================================
;==============================================================================================
;==============================================================================================
;The vast majority of all commands in fighting games allow the first input of any command to be
;a release input, so that you're allowed to hold the direction that the command starts with for
;however long you want, then input the rest of the command, and still get the move. This is why
;in MUGEN, people typically write all their character's commands as starting with a release input;
;however, things are a bit more complicated outside of MUGEN (and thus, more complicated in this
;buffer too). In most games, the window of time a player has to input the next command in sequence
;after performing a release input is shorter than the window of time they have to input the next
;command after a press input. For example, in Street Fighter III, if you want to perform a quarter-
;circle forward motion, and you press (or hold) the "down" direction, you will have 10 ticks to
;input "down-forward" and continue the command. But if instead you were to hold the "down" direction
;down for a few seconds before releasing it, you will have only 5 ticks to input "down-forward" to
;continue entering the command.
;The way this is translated to the EXPLODsive Buffering system is this: we have two separate explods
;for the first input of every command that uses a release directional input. One explod is created
;whenever the first input is entered, and has a RemoveTime of 10 (which is the same amount of time
;that most other directional explods use in this system); one other explod is also created whenever
;the direction of the first input is released: this has a RemoveTime of 5, which is generally what
;commercial fighting games use.
;Do note that not every game gives players the same input windows for every single command: for
;example, in Street Fighter Alpha 3 (on normal speed), press directional inputs all have a 10 tick
;input window, but the input window for the release directional input in a quarter-circle motion is
;6, while the input window for the release directional input in a forward, down, down-forward motion
;is only 4! There's a whole bunch of variance here, sometimes in the same game, and so it's best to check
;the source game of the character you're making (if applicable) to try and get an idea of what RemoveTime
;will be best for each of your commands.
;==============================================================================================
;================================<DOWN, DOWN-RIGHT, RIGHT>=====================================
;Since this is the press directional input for the first input, it has a RemoveTime of 10
[State -1, D, DR, R: Press Down]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90010002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;And since this is the release directional input for the first input, it has a RemoveTime of only 5!
[State -1, D, DR, R: Release Down]
type = Explod
triggerall = NumExplod(90000002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
anim = 9999
ID = 90010052
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, D, DR, R: Down-Right]
type = Explod
;Remember, we have to check to see if either the "press down" or "release down" explods exist!
triggerall = NumExplod(90010002) || NumExplod(90010052)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R: Right]
type = Explod
triggerall = NumExplod(90010003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010006
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<DOWN, DOWN-LEFT, LEFT>======================================
[State -1, D, DL, L: Press Down]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90010102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L: Release Down]
type = Explod
triggerall = NumExplod(90000002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
anim = 9999
ID = 90010152
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, D, DL, L: Down-Left]
type = Explod
triggerall = NumExplod(90010102) || NumExplod(90010152)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L: Left]
type = Explod
triggerall = NumExplod(90010101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010104
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===========================<DOUBLE QUARTER CIRCLE FORWARD/BACK>===============================
;==============================================================================================
;==============================================================================================
;This command is mostly identical to the QCF/QCB commands, but with different ID's; there are some
;important differences, however. Instead of repeating the entire first QCF/QCB command, we just
;(mostly) use the ones we already defined above!
;We do repeat the forward/backward input from the first QCF/QCB, though. This is because the final
;explod of the QCF/QCB command will persist through hitpause, which is not true for the QCFx2
;command: otherwise, you'd be able to input a QCF during a long hitpause, wait for the hitpause to
;end, and then input another QCF and still get a QCFx2 motion, and that's not how things are supposed
;to work!
;Also, do note that Capcom games use a command shortcut for QCFx2/QCBx2 motions; a D, DF, F, D, DF
;will work just as well as a D, DF, F, D, DF, F motion; if you want to replicate this behavior, all
;you have to do is check to see if either the repsective "DF/DB" or the "F/B" explods exist in the
;triggers for that move's ChangeState.
;==============================================================================================
;===========================<DOUBLE DOWN, DOWN-RIGHT, RIGHT>===============================
;this is almost identical to the D, DR, R: Right explod; the only difference is that it has a
;RemoveTime of 10 (with no additional Cond statements), because it shouldn't persist through hitpause!
[State -1, D, DR, R, D, DR, R: 1st Right]
type = Explod
triggerall = NumExplod(90010003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030006
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, D, DR, R: 2nd Down]
type = Explod
triggerall = NumExplod(90030006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90030002
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, D, DR, R: 2nd Down-Right]
type = Explod
triggerall = NumExplod(90030002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030003
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, D, DR, R: 2nd Right]
type = Explod
triggerall = NumExplod(90030003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030016
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;===========================<DOUBLE DOWN, DOWN-LEFT, LEFT>===============================
[State -1, D, DL, L, D, DL, L: 1st Left]
type = Explod
triggerall = NumExplod(90010101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030104
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, D, DL, L: 2nd Down]
type = Explod
triggerall = NumExplod(90030104)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90030102
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, D, DL, L: 2nd Down-Left]
type = Explod
triggerall = NumExplod(90030102)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030101
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, D, DL, L: 2nd Left]
type = Explod
triggerall = NumExplod(90030101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030114
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, HALF CIRCLE BACK/QUARTER CIRCLE BACK, HALF CIRCLE FORWARD>======
;==============================================================================================
;==============================================================================================
;This is a command used mostly by SNK, and it has a few quirks compared to how Capcom approaches
;commands. For half-circle motions, SNK only checks for the cardinal inputs (i.e., the non-diagonal
;directions) to see if the user has successfully complated the move, and gives those cardinal inputs
;an extra-long input window (in KOF '98, for example, it's 16, compared to the 10 tick input window for
;normal commands) to compensate for the loss of the diagonal inputs.
;For the default EXPLODsive Buffering system, however, we have opted to allow diagonal inputs in
;these SNK-style half-circle commands, but to make them optional (because, to be quite honest, ignoring
;diagonal inputs entirely is pretty dumb!). What this ends up looking like is that the command can be
;completed only using cardinal inputs, but any diagonal inputs will still be cheked: any diagonal
;input will keep the command "alive" even if the cardinal input preceeding it has exhausted its input
;window.
;The way that translates to this explod system is that (for half-circle motions) we allow the user
;to skip the diagonal inputs: the "down" explod in a HCF command could be created if the "back"
;explod exists, e.g., instead of requiring the "down-back" explod to exist. However, we must also
;allow the "back" explod to be created if the "down-back" explod exists: this makes it so the diagonal
;inputs aren't just a waste of time; they will keep the command alive even if the previous cardinal
;direction explod has expired, which is exactly the same behavior that KOF has.
;To replicate the same behavior that SNK games use, simply delete the diagonal input explods, and increase
;the RemoveTime on each of the cardinal input explods.
;A final note: as with the QCFx2/QCBx2 commands, we use the parts of the earlier QCF/QCB command block
;instead of just repeating that code.
;==============================================================================================
;===============<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>===================
[State -1, D, DR, R, DR, D, DL, L: Right]
type = Null;Explod
triggerall = NumExplod(90010003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032206
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Down-Right]
type = Null;Explod
triggerall = NumExplod(90032206)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032203
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Down]
type = Null;Explod
triggerall = NumExplod(90032203) || NumExplod(90032206)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90032202
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Down-Left]
type = Null;Explod
triggerall = NumExplod(90032202)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032201
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Left]
type = Null;Explod
triggerall = NumExplod(90032201) || NumExplod(90032202)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032204
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>===================
[State -1, D, DL, L, DL, D, DR, R: Left]
type = Null;Explod
triggerall = NumExplod(90010101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032304
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Down-Left]
type = Null;Explod
triggerall = NumExplod(90032304)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032301
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Down]
type = Null;Explod
triggerall = NumExplod(90032301) || NumExplod(90032304)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90032302
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Down-Right]
type = Null;Explod
triggerall = NumExplod(90032302)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032303
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Right]
type = Null;Explod
triggerall = NumExplod(90032303) || NumExplod(90032302)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032306
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, DOWN-FORWARD, BACK/QUARTER CIRCLE BACK, DOWN-BACK, FORWARD>=====
;==============================================================================================
;==============================================================================================
;This is very, very similar to the preceding command, but it is a distinct command with its own
;quirks! This is typically used for Terry's Power Geyser super, among a few other moves. What
;makes this different from the QCF, HCB/QCB, HCF command is that although this command is officially
;referred to in move lists as "QCF, DF, B/QCB, DB, F", in KOF games, this command can (usually) skip
;straight from the starting QCF/QCB and proceed directly to the final input of the command (the
;command would here be rendered as "QCF, B"/"QCB, F"). But this can sometimes be weird: in KOF 2002
;this can only be done if that final input in the QCF/QCB part of the command is held for at least
;two ticks (KOF 2002 is the first game in the series where the player only needs to enter an individual
;input for only one frame and still complete a command; previous games required the inputs to be held
;for at least two). In the Fatal Fury series, however, generally this either uses a motion that is
;actually "QCF, DF, B / QCB, DB, F" motion, or sometimes even a QCF, HCB/QCB, HCF motion. Point is,
;there's a ton of variance here!
;As with the previous command, we have opted to modify this for the default EXPLODsive Buffering system,
;in order to keep it relatively simple and tried to change the manner in which the command worked into
;something that made more sense (to us, at least). We have it set up so that this command can skip straight
;from the starting QCF/QCB and proceed directly to the final input of the command (the command would here
;be rendered as "QCF, B"/"QCB, F"). It also can be performed using a QCF, HCB/QCB, HCF motion, with
;the additional quirk that the user can proceed immediately to the final input of the command no matter
;where they are in the half circle motion. So, for example, the user could perform QCB, DB, D, F, and
;still get the move. What this ends up looking like translated to MUGEN code is that, for instance, the
;explod representing QCF, DF, B: DB is allowed to be created if an explod exists representing "D", or "DF",
;or even "F".
;As with the the QCF, HCB / QCB, HCF command, this can be made to accurate to the source game(s)
;by removing some or all of the non-diagonal (and also the "down") explods.
;==============================================================================================
;========================<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, LEFT>===========================
[State -1, D, DR, R, DR, L: Right]
type = Null;Explod
triggerall = NumExplod(90010003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032406
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Down-Right]
type = Null;Explod
triggerall = NumExplod(90032406)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032403
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Down]
type = Null;Explod
;the Down explod will be created if either (or both) the Right or Down-Right explods exist
triggerall = NumExplod(90032406) || NumExplod(90032403)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90032402
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Down-Left]
type = Null;Explod
;the Down-Left explod will be created if the Right, Down-Right, or Down explods exist
triggerall = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032401
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Left]
type = Null;Explod
;the Left explod will be created if the Right, Down-Right, Down, or Down-Left explods exist
triggerall = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402) || NumExplod(90032401)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032404
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=========================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, RIGHT>============================
[State -1, D, DL, L, DL, R: Left]
type = Null;Explod
triggerall = NumExplod(90010101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032504
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Down-Left]
type = Null;Explod
triggerall = NumExplod(90032504)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032501
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Down]
type = Null;Explod
triggerall = NumExplod(90032504) || NumExplod(90032501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90032502
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Down-Right]
type = Null;Explod
triggerall = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032503
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Right]
type = Null;Explod
triggerall = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502) || NumExplod(90032503)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032506
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;============<QUARTER CIRCLE FORWARD, UP-FORWARD/QUARTER CIRCLE BACK, UP-BACK>=================
;==============================================================================================
;==============================================================================================
;Also known as a "Tiger Knee" motion. Works much the same way the double quarter circle motions
;work.
;==============================================================================================
;===========================<DOWN, DOWN-RIGHT, RIGHT, UP-RIGHT>================================
[State -1, D, DR, R, UR: Right]
type = Null;Explod
triggerall = NumExplod(90010003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012406
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DR, R, UR: Up-Right]
type = Null;Explod
triggerall = NumExplod(90012406)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90012409
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=============================<DOWN, DOWN-LEFT, LEFT, UP-LEFT>=================================
[State -1, D, DL, L, UL: Left]
type = Null;Explod
triggerall = NumExplod(90010101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012504
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, D, DL, L, UL: Up-Left]
type = Null;Explod
triggerall = NumExplod(90012504)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90012507
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;====================<FORWARD, DOWN, DOWN-FORWARD/BACK, DOWN, DOWN-BACK>=======================
;==============================================================================================
;==============================================================================================
;Nothing special here, just the standard dragon punch motion!
;==============================================================================================
;================================<RIGHT, DOWN, DOWN-RIGHT>=====================================
[State -1, R, D, DR: Press Right]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, D, DR: Release Right]
type = Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90010256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, D, DR: Down]
type = Explod
triggerall = NumExplod(90010206) || NumExplod(90010256)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90010202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, D, DR: Down-Right]
type = Explod
triggerall = NumExplod(90010202)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010203
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<LEFT, DOWN, DOWN-LEFT>======================================
[State -1, L, D, DL: Press Left]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, D, DL: Release Left]
type = Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90010354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, D, DL: Down]
type = Explod
triggerall = NumExplod(90010304) || NumExplod(90010354)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90010302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, D, DL: Down-Left]
type = Explod
triggerall = NumExplod(90010302)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010301
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;=================================<HALF CIRCLE FORWARD/BACK>===================================
;==============================================================================================
;==============================================================================================
;As mentioned earlier, SNK games have command shortcuts for half-circle moves, allowing the user
;to only input cardinal directions and still complete the command. We have opted to use Capcom's
;method for the standard half circle comands here, but these can very easily be modified to use
;the SNK method!
;==============================================================================================
;========================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>============================
[State -1, L, DL, D, DR, R: Press Left]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Release Left]
type = Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90010454
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Down-Left]
type = Explod
triggerall = NumExplod(90010404) || NumExplod(90010454)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Down]
type = Explod
triggerall = NumExplod(90010404) || NumExplod(90010454) || NumExplod(90010401)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90010402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Down-Right]
type = Explod
triggerall = NumExplod(90010402)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Right]
type = Explod
triggerall = NumExplod(90010402) || NumExplod(90010403)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010406
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;========================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L: Press Right]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Release Right]
type = Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90010556
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Down-Right]
type = Explod
triggerall = NumExplod(90010506) || NumExplod(90010556)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Down]
type = Explod
triggerall = NumExplod(90010506) || NumExplod(90010556) || NumExplod(90010503)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90010502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Down-Left]
type = Explod
triggerall = NumExplod(90010502)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Left]
type = Explod
triggerall = NumExplod(90010502) || NumExplod(90010501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010504
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;==============================<DOUBLE HALF CIRCLE FORWARD/BACK>===============================
;==============================================================================================
;==============================================================================================
;The double half circle motions use the exact same principles that the double quarter circle motions
;used: they're dependent on the standard half circle motions to reduce clutter and unnecessary
;duplication of code.
;==============================================================================================
;=====================<DOUBLE LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>========================
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 1st Right]
type = Null;Explod
triggerall = NumExplod(90010403)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030406
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90030406)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030404
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90030404)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030401
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90030401)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90030402
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90030402)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030403
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90030403)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030416
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;========================<DOUBLE RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: Left]
type = Null;Explod
triggerall = NumExplod(90010501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030504
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90030504)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030506
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90030506)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030503
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90030503)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90030502
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90030502)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030501
removeTime = 15
pauseMoveTime = 15
superMoveTime = 15
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90030501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030514
removeTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 15+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;=================================<CHARGE BACK, FORWARD>===================================
;==============================================================================================
;==============================================================================================
;Capcom and SNK approach charge moves very differently; SNK bases its charge moves solely on the
;user's input, with no regard to character facing. Capcom games, however, "reset" their charge moves
;whenever the characters switch sides. Additionally, SNK style charge commands allow charging during
;hitpause; Capcom does not allow this.
;The charge moves below are patterned after Capcom's style of charge moves; for the SNK style, please
;see http://mugenguild.com/forum/msg.2366956, where code that replicates SNK behavior is provided, as
;well as further discussion about the nuances of Capcom and SNK's style of charge moves.
;A note about AI: we have opted to only have the charge variables trigger for human controlled players,
;but if you want the character to simulate charging up charge moves when played by an AI, the best way of
;doing so would be to have the AI also utilize these variables. A commonly-used example of how one might
;implement this would be to have the AI always increment the Left/Right (and Down, if used) charge variables
;[var(47) and var(49), respectively], and then to have various triggers in the Left/Right (and Down) Charge
;Reset sCtrls that reset the charge variable to 0. For example, if the character were to walk forward, or go
;to idle, it would look weird if they then performed a charge move, so those would be good triggers to have for
;the reset sCtrls. You should also reset the charge variables when the AI-controlled character activates a
;special or super move, so they won't be able to fire off another charge move immediately after performing
;their current move!
;==============================================================================================
;===============================<(CAPCOM) CHARGE BACK, FORWARD>================================
;==============================================================================================
;this is the standard method of coding charge moves in MUGEN (since MUGEN's in-built charge commands
;are completely broken), with two changes: the triggers are adjusted to ensure
;that the correct behavior occurs when switching sides, and the variable keeping track of how long
;the character is holding a particular direction increases when left is held, but decreases when right
;is held.
;When a right-facing character holds left, var(47) will increase by one every tick. When a left-facing
;character holds right, var(47) will decrease by one every tick. If at any point the character stops
;holding that respective direction, var(47) will be reset to 0. And if var(47) has an absolute value
;greater than or equal to 45 (meaning left or right has been held for 45 or more ticks), then var(48)
;is set to 16. This is our charge buffer, and as long as it's non-zero, the character is able to perform
;a charge move. var(48) will slowly start counting down to 0, however, if the player stops hold left or right!
;==============================================================================================
[State -1, Left Charge Increment]
type = VarAdd
triggerall = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Cond(P2Dist X < 0 && StateType = A, Facing = -1, Facing = 1) && Helper(90000005),Command = "holdback"
var(47) = 1
;this will only activate if var(47) is greater than zero; this is to avoid this VarSet from activating
;when the player is charging right
[State -1, Left Charge Reset]
type = VarSet
triggerall = var(47) > 0
triggerall = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Cond(P2Dist X < 0 && StateType = A, Facing = -1, Facing = 1) && (Helper(90000005),Command != "holdback" || Helper(90000005),Command = "holdfwd")
trigger2 = !AILevel
trigger2 = P2Dist X < 0 || (Facing = -1 && StateType != A)
var(47) = 0
[State -1, Right Charge Increment]
type = VarAdd
triggerall = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Cond(P2Dist X < 0 && StateType = A, Facing = 1,Facing = -1) && Helper(90000005),Command = "holdfwd"
var(47) = -1
[State -1, Right Charge Reset]
type = VarSet
triggerall = var(47) < 0
triggerall = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Cond(P2Dist X < 0 && StateType = A, Facing = 1,Facing = -1) && (Helper(90000005),Command != "holdfwd" || Helper(90000005),Command = "holdback")
trigger2 = !AILevel
trigger2 = P2Dist X < 0 || (Facing = 1 && StateType != A)
var(47) = 0
[State -1, Left/Right Charge Buffer Activation]
type = VarSet
;we need to remember to check the absolute value of var(47), since it can be
;either positive or negative!
trigger1 = abs(var(47)) >= 45
var(48) = Cond(var(47) < 0, -16, 16)
[State -1, Left Charge Buffer Decrement]
type = VarAdd
trigger1 = abs(var(47)) < 45 && var(48) > 0
var(48) = -1
[State -1, Right Charge Buffer Decrement]
type = VarAdd
trigger1 = abs(var(47)) < 45 && var(48) < 0
var(48) = 1
;==============================================================================================
;With Capcom-style charge moves, the length of time the command is active behaves very differently;
;than with standard commands, instead of having the RemoveTime be a constant value, we use the
;current value of the charge buffer, var(48).
;==============================================================================================
;=====================================<CHARGE LEFT, RIGHT>=====================================
;we only need one command explod for this move, since we already know that the player has been
;inputting the opposite direction!
[State -1, Charge Left, Right: Right]
type = Null;Explod
triggerall = var(48) > 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010606
removeTime = var(48)+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = var(48)+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = var(48)+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=====================================<CHARGE RIGHT, LEFT>=====================================
[State -1, Charge Right, Left: Left]
type = Null;Explod
triggerall = var(48) < 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90010704
removeTime = abs(var(48))+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = abs(var(48))+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = abs(var(48))+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;============================<CHARGE BACK, FORWARD, BACK, FORWARD>=============================
;==============================================================================================
;==============================================================================================
;This is extremely similar to the QCFx2/QCBx2 code, only with slight adjustments made to make it
;fit the format of a charge move.
;==============================================================================================
;==============================<CHARGE LEFT, RIGHT, LEFT, RIGHT>===============================
[State -1, Charge Left, Right, Left, Right: 1st Right]
type = Null;Explod
triggerall = var(48) > 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030606
removeTime = var(48)
pauseMoveTime = var(48)
superMoveTime = var(48)
ignoreHitPause = 1
[State -1, Charge Left, Right, Left, Right: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90030606)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030604
removeTime = var(48)
pauseMoveTime = var(48)
superMoveTime = var(48)
ignoreHitPause = 1
[State -1, Charge Left, Right, Left, Right: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90030604)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030616
removeTime = var(48)+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = var(48)+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = var(48)+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================<CHARGE RIGHT, LEFT, RIGHT, LEFT>===============================
[State -1, Charge Right, Left, Right, Left: 1st Left]
type = Null;Explod
triggerall = var(48) < 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030704
removeTime = abs(var(48))
pauseMoveTime = abs(var(48))
superMoveTime = abs(var(48))
ignoreHitPause = 1
[State -1, Charge Right, Left, Right, Left: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90030704)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030706
removeTime = abs(var(48))
pauseMoveTime = abs(var(48))
superMoveTime = abs(var(48))
ignoreHitPause = 1
[State -1, Charge Right, Left, Right, Left: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90030706)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030714
removeTime = abs(var(48))+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = abs(var(48))+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = abs(var(48))+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;======================================<CHARGE DOWN, UP>=======================================
;==============================================================================================
;==============================================================================================
;This uses the exact same concept as the Back, Forward charge move, only things are much easier
;since we don't have to deal with switching sides and having to have mirrored commands!
;Do note that we use different variables [var(49) and var(50)] here.
;==============================================================================================
[State -1, Down Charge Increment]
type = VarAdd
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !AIlevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "holddown"
trigger2 = !AIlevel
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "holdup"
var(49) = 1
[State -1, Down Charge Reset]
type = VarSet
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "holddown" || Helper(90000005),Command = "holdup"
trigger2 = !AILevel
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command != "holdup" || Helper(90000005),Command = "holddown"
var(49) = 0
[State -1, Down Charge Buffer Activation]
type = VarSet
trigger1 = var(49) >= 45
var(50) = 16
[State -1, Down Charge Buffer Decrement]
type = VarAdd
trigger1 = var(49) < 45 && var(50) > 0
var(50) = -1
[State -1, Charge Down, Up: Up]
type = Null;Explod
triggerall = var(50) > 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90010808
removeTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===================<CHARGE DOWN-BACK, DOWN-FORWARD, DOWN-BACK, UP-FORWARD>====================
;==============================================================================================
;==============================================================================================
;Almost identical to the charge Back, Forward, Back, Forward command, only we have to check var(50)
;(to make sure down has been charged enough) in addition to checking var(48) (to make sure back has
;been charged enough.
;==============================================================================================
;=====================<CHARGE DOWN-LEFT, DOWN-RIGHT, DOWN-LEFT, UP-RIGHT>======================
[State -1, Charge Down-Left, Down-Right, Down-Left, Up-Right: Down-Right]
type = Null;Explod
triggerall = var(48) > 0 && var(50) > 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030803
removeTime = var(50)
pauseMoveTime = var(50)
superMoveTime = var(50)
ignoreHitPause = 1
[State -1, Charge Down-Left, Down-Right, Down-Left, Up-Right: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90030803)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030801
removeTime = var(50)
pauseMoveTime = var(50)
superMoveTime = var(50)
ignoreHitPause = 1
[State -1, Charge Down-Left, Down-Right, Down-Left, Up-Right: Up-Right]
type = Null;Explod
triggerall = NumExplod(90030801)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90030809
removeTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=====================<CHARGE DOWN-RIGHT, DOWN-LEFT, DOWN-RIGHT, UP-LEFT>======================
[State -1, Charge Down-Right, Down-Left, Down-Right, Up-Left: Down-Left]
type = Null;Explod
triggerall = var(48) < 0 && var(50) > 0
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030901
removeTime = var(50)
pauseMoveTime = var(50)
superMoveTime = var(50)
ignoreHitPause = 1
[State -1, Charge Down-Right, Down-Left, Down-Right, Up-Left: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90030901)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90030903
removeTime = var(50)
pauseMoveTime = var(50)
superMoveTime = var(50)
ignoreHitPause = 1
[State -1, Charge Down-Right, Down-Left, Down-Right, Up-Left: Up-Left]
type = Null;Explod
triggerall = NumExplod(90030903)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90030907
removeTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = var(50)+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===========================================<360>==============================================
;==============================================================================================
;==============================================================================================
;Much like with SNK's half circle commands, 360 commands (from both Capcom and SNK) only require
;you to input the cardinal directions. And again like SNK's half-circle commands, however, we have
;opted to make it so that diagonal inputs are still accepted and that they will keep the command "alive".
;There are eight different permutations of the 360 command: there are four different directional input
;that the move can be started in, and the move can be performed in either a clockwise or counter-clockwise
;direction.
;This all means a whole lot of code! If you aren't using either the 360 or 720 commands, it is strongly
;recommended that you delete this huge block of code!
;==============================================================================================
;=================================<360/LEFT, DOWN, RIGHT, UP>==================================
[State -1, 360/L, D, R, U: Press Left]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Release Left]
type = Null;Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90011054
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Down-Left]
type = Null;Explod
triggerall = NumExplod(90011004) || NumExplod(90011054)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Down]
type = Null;Explod
triggerall = NumExplod(90011004) || NumExplod(90011054) || NumExplod(90011001)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Down-Right]
type = Null;Explod
triggerall = NumExplod(90011002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Right]
type = Null;Explod
triggerall = NumExplod(90011003) || NumExplod(90011002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Up-Right]
type = Null;Explod
triggerall = NumExplod(90011006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011009
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, D, R, U: Up]
type = Null;Explod
triggerall = NumExplod(90011006) || NumExplod(90011009)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011008
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/LEFT, UP, RIGHT, DOWN>==================================
[State -1, 360/L, U, R, D: Press Left]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Release Left]
type = Null;Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90011154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Up-Left]
type = Null;Explod
triggerall = NumExplod(90011104) || NumExplod(90011154)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011107
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Up]
type = Null;Explod
triggerall = NumExplod(90011104) || NumExplod(90011154) || NumExplod(90011107)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011108
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Up-Right]
type = Null;Explod
triggerall = NumExplod(90011108)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011109
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Right]
type = Null;Explod
triggerall = NumExplod(90011108) || NumExplod(90011109)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Down-Right]
type = Null;Explod
triggerall = NumExplod(90011106)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/L, U, R, D: Down]
type = Null;Explod
triggerall = NumExplod(90011106) || NumExplod(90011103)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011102
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/DOWN, RIGHT, UP, LEFT>==================================
[State -1, 360/D, R, U, L: Press Down]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Release Down]
type = Null;Explod
triggerall = NumExplod(90000002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
anim = 9999
ID = 90011252
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Down-Right]
type = Null;Explod
triggerall = NumExplod(90011202) || NumExplod(90011252)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Right]
type = Null;Explod
triggerall = NumExplod(90011202) || NumExplod(90011252) || NumExplod(90011203)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Up-Right]
type = Null;Explod
triggerall = NumExplod(90011206)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011209
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Up]
type = Null;Explod
triggerall = NumExplod(90011206) || NumExplod(90011209)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011208
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Up-Left]
type = Null;Explod
triggerall = NumExplod(90011208)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011207
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, R, U, L: Left]
type = Null;Explod
triggerall = NumExplod(90011208) || NumExplod(90011207)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011204
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/DOWN, LEFT, UP, RIGHT>==================================
[State -1, 360/D, L, U, R: Press Down]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Release Down]
type = Null;Explod
triggerall = NumExplod(90000002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
anim = 9999
ID = 90011352
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Down-Left]
type = Null;Explod
triggerall = NumExplod(90011302) || NumExplod(90011352)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Left]
type = Null;Explod
triggerall = NumExplod(90011302) || NumExplod(90011352) || NumExplod(90011301)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Up-Left]
type = Null;Explod
triggerall = NumExplod(90011304)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011307
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Up]
type = Null;Explod
triggerall = NumExplod(90011304) || NumExplod(90011307)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011308
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Up-Right]
type = Null;Explod
triggerall = NumExplod(90011308)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011309
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/D, L, U, R: Right]
type = Null;Explod
triggerall = NumExplod(90011308) || NumExplod(90011309)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011306
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/RIGHT, DOWN, LEFT, UP>==================================
[State -1, 360/R, D, L, U: Press Right]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Release Right]
type = Null;Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90011456
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Down-Right]
type = Null;Explod
triggerall = NumExplod(90011406) || NumExplod(90011456)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Down]
type = Null;Explod
triggerall = NumExplod(90011406) || NumExplod(90011456) || NumExplod(90011403)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Down-Left]
type = Null;Explod
triggerall = NumExplod(90011402)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Left]
type = Null;Explod
triggerall = NumExplod(90011402) || NumExplod(90011401)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Up-Left]
type = Null;Explod
triggerall = NumExplod(90011404)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011407
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, D, L, U: Up]
type = Null;Explod
triggerall = NumExplod(90011404) || NumExplod(90011407)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011408
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/RIGHT, UP, LEFT, DOWN>==================================
[State -1, 360/R, U, L, D: Press Right]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Release Right]
type = Null;Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90011556
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Up-Right]
type = Null;Explod
triggerall = NumExplod(90011506) || NumExplod(90011556)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011509
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Up]
type = Null;Explod
triggerall = NumExplod(90011506) || NumExplod(90011556) || NumExplod(90011509)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011508
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Up-Left]
type = Null;Explod
triggerall = NumExplod(90011508)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011507
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Left]
type = Null;Explod
triggerall = NumExplod(90011508) || NumExplod(90011507)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Down-Left]
type = Null;Explod
triggerall = NumExplod(90011504)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/R, U, L, D: Down]
type = Null;Explod
triggerall = NumExplod(90011504) || NumExplod(90011501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011502
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/UP, RIGHT, DOWN, LEFT>==================================
[State -1, 360/U, R, D, L: Press Up]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011608
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Release Up]
type = Null;Explod
triggerall = NumExplod(90000008)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90011658
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Up-Right]
type = Null;Explod
triggerall = NumExplod(90011608) || NumExplod(90011658)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011609
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Right]
type = Null;Explod
triggerall = NumExplod(90011608) || NumExplod(90011658) || NumExplod(90011609)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011606
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Down-Right]
type = Null;Explod
triggerall = NumExplod(90011606)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011603
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Down]
type = Null;Explod
triggerall = NumExplod(90011606) || NumExplod(90011603)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011602
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Down-Left]
type = Null;Explod
triggerall = NumExplod(90011602)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011601
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, R, D, L: Left]
type = Null;Explod
triggerall = NumExplod(90011602) || NumExplod(90011601)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011604
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/UP, LEFT, DOWN, RIGHT>==================================
[State -1, 360/U, L, D, R: Press Up]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011708
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Release Up]
type = Null;Explod
triggerall = NumExplod(90000008)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90011758
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Up-Left]
type = Null;Explod
triggerall = NumExplod(90011708) || NumExplod(90011758)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90011707
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Left]
type = Null;Explod
triggerall = NumExplod(90011708) || NumExplod(90011758) || NumExplod(90011707)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011704
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Down-Left]
type = Null;Explod
triggerall = NumExplod(90011704)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011701
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Down]
type = Null;Explod
triggerall = NumExplod(90011704) || NumExplod(90011701)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90011702
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Down-Right]
type = Null;Explod
triggerall = NumExplod(90011702)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011703
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 360/U, L, D, R: Right]
type = Null;Explod
triggerall = NumExplod(90011702) || NumExplod(90011703)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90011706
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===========================================<720>==============================================
;==============================================================================================
;==============================================================================================
;This block of code is pretty much identical to the 360 command block, but we only have to code
;one additional rotation, because the first rotation is already covered by the 360 command block
;(much in the same way that the QCFx2/QCBx2 block only needed to code a single quarter-circle motion)
;==============================================================================================
;======================<720/LEFT, DOWN, RIGHT, UP, LEFT, DOWN, RIGHT, UP>======================
[State -1, 720/L, D, R, U, L, D, R, U: 1st Up]
type = Null;Explod
triggerall = NumExplod(90011006) || NumExplod(90011009)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031008
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: Up-Left]
type = Null;Explod
triggerall = NumExplod(90031008)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031007
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031008) || NumExplod(90031007)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90031004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031001) || NumExplod(90031004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90031002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031003) || NumExplod(90031002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Up-Right]
type = Null;Explod
triggerall = NumExplod(90031006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031009
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031006) || NumExplod(90031009)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031018
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=====================<720/LEFT, UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN>=======================
[State -1, 720/L, U, R, D, L, U, R, D: 1st Down]
type = Null;Explod
triggerall = NumExplod(90011106) || NumExplod(90011103)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: Down-Left]
type = Null;Explod
triggerall = NumExplod(90031102)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031102) || NumExplod(90031101)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Up-Left]
type = Null;Explod
triggerall = NumExplod(90031104)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031107
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031107) || NumExplod(90031104)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031108
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Up-Right]
type = Null;Explod
triggerall = NumExplod(90031108)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031109
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031108) || NumExplod(90031109)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90031106)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, U, R, D, L, U, R, D: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031106) || NumExplod(90031103)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031112
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;======================<720/DOWN, RIGHT, UP, LEFT, DOWN, RIGHT, UP, LEFT>======================
[State -1, 720/D, R, U, L, D, R, U, L: 1st Left]
type = Null;Explod
triggerall = NumExplod(90011208) || NumExplod(90011207)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031204
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/L, D, R, U, L, D, R, U: Down-Left]
type = Null;Explod
triggerall = NumExplod(90031204)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031204) || NumExplod(90031201)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90031202)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031202) || NumExplod(90031203)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Up-Right]
type = Null;Explod
triggerall = NumExplod(90031206)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031209
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031206) || NumExplod(90031209)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031208
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Up-Left]
type = Null;Explod
triggerall = NumExplod(90031208)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031207
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, R, U, L, D, R, U, L: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031208) || NumExplod(90031207)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031214
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<360/DOWN, LEFT, UP, RIGHT>==================================
[State -1, 720/D, L, U, R, D, L, U, R: 1st Right]
type = Null;Explod
triggerall = NumExplod(90011308) || NumExplod(90011309)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031306
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: Down-Right]
type = Null;Explod
triggerall = NumExplod(90031306)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031303
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031306) || NumExplod(90031303)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90031302)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031302) || NumExplod(90031301)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Up-Left]
type = Null;Explod
triggerall = NumExplod(90031304)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031307
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031304) || NumExplod(90031307)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031308
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Up-Right]
type = Null;Explod
triggerall = NumExplod(90031308)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031309
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/D, L, U, R, D, L, U, R: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031308) || NumExplod(90031309)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031316
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;======================<720/RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT, UP>======================
[State -1, 720/R, D, L, U, R, D, L, U: 1st Up]
type = Null;Explod
triggerall = NumExplod(90011404) || NumExplod(90011407)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031408
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: Up-Right]
type = Null;Explod
triggerall = NumExplod(90031408)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031409
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031408) || NumExplod(90031409)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90031406)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031406) || NumExplod(90031403)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90031402)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031402) || NumExplod(90031401)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Up-Left]
type = Null;Explod
triggerall = NumExplod(90031404)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031407
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031404) || NumExplod(90031407)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031418
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;======================<720/RIGHT, UP, LEFT, DOWN, RIGHT, UP, LEFT, DOWN>======================
[State -1, 720/R, U, L, D, R, U, L, D: 1st Down]
type = Null;Explod
triggerall = NumExplod(90011504) || NumExplod(90011501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031505
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, D, L, U, R, D, L, U: Down-Right]
type = Null;Explod
triggerall = NumExplod(90031505)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031505) || NumExplod(90031503)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Up-Right]
type = Null;Explod
triggerall = NumExplod(90031506)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031509
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031506) || NumExplod(90031509)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031508
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Up-Left]
type = Null;Explod
triggerall = NumExplod(90031508)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031507
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031508) || NumExplod(90031507)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90031504)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/R, U, L, D, R, U, L, D: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031504) || NumExplod(90031501)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031502
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;======================<720/UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT>======================
[State -1, 720/U, R, D, L, U, R, D, L: 1st Left]
type = Null;Explod
triggerall = NumExplod(90011602) || NumExplod(90011601)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031604
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: Up-Left]
type = Null;Explod
triggerall = NumExplod(90031604)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031607
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031604) || NumExplod(90031607)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031608
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Up-Right]
type = Null;Explod
triggerall = NumExplod(90031608)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031609
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031608) || NumExplod(90031609)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031606
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90031606)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031603
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031606) || NumExplod(90031603)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031602
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90031602)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031601
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, R, D, L, U, R, D, L: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031602) || NumExplod(90031601)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031614
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=================================<720/UP, LEFT, DOWN, RIGHT>==================================
[State -1, 720/U, L, D, R, U, L, D, R: 1st Right]
type = Null;Explod
triggerall = NumExplod(90011702) || NumExplod(90011703)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031706
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: Up-Right]
type = Null;Explod
triggerall = NumExplod(90031706)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031709
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Up]
type = Null;Explod
triggerall = NumExplod(90031706) || NumExplod(90031709)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "up" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031708
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Up-Left]
type = Null;Explod
triggerall = NumExplod(90031708)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
anim = 9999
ID = 90031707
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90031708) || NumExplod(90031707)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031704
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Down-Left]
type = Null;Explod
triggerall = NumExplod(90031704)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031701
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Down]
type = Null;Explod
triggerall = NumExplod(90031704) || NumExplod(90031701)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90031702
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Down-Right]
type = Null;Explod
triggerall = NumExplod(90031702)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031703
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, 720/U, L, D, R, U, L, D, R: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90031702) || NumExplod(90031703)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90031716
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===================<HALF CIRCLE FORWARD, BACK/HALF CIRCLE BACK, FORWARD>======================
;==============================================================================================
;==============================================================================================
;This command is used generally by SNK for characters with command throws; much like SNK half-circle
;commands, a player can skip the diagonal inputs and still complete the move.
;==============================================================================================
;====================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT, RIGHT>=========================
[State -1, R, DR, D, DL, L, R: Press 1st Right]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Release 1st Right]
type = Null;Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90012056
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Down-Right]
type = Null;Explod
triggerall = NumExplod(90012006) || NumExplod(90012056)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Down]
type = Null;Explod
triggerall = NumExplod(90012003) || NumExplod(90012006) || NumExplod(90012056)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90012002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Down-Left]
type = Null;Explod
triggerall = NumExplod(90012002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Left]
type = Null;Explod
triggerall = NumExplod(90012001) || NumExplod(90012002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90012004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012016
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;=====================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT, LEFT>=========================
[State -1, L, DL, D, DR, R, L: Press 1st Left]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Release 1st Left]
type = Null;Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90012154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Down-Left]
type = Null;Explod
triggerall = NumExplod(90012104) || NumExplod(90012154)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Down]
type = Null;Explod
triggerall = NumExplod(90012101) || NumExplod(90012104) || NumExplod(90012154)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90012102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Down-Right]
type = Null;Explod
triggerall = NumExplod(90012102)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Right]
type = Null;Explod
triggerall = NumExplod(90012103) || NumExplod(90012102)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90012106)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012114
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;========================<FORWARD, BACK, FORWARD/BACK, FORWARD, BACK>==========================
;==============================================================================================
;==============================================================================================
;The Zanretsuken motion, used mostly in Art of Fighting characters. Despite looking somewhat similar
;to a dash command, the first forward/back input can be a release motion, and there's no need to return
;the stick to neutral.
;==============================================================================================
;====================================<RIGHT, LEFT, RIGHT>======================================
[State -1, R, L, R: Press 1st Right]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, R: Release 1st Right]
type = Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90012256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, L, R: Left]
type = Explod
triggerall = NumExplod(90012206) || NumExplod(90012256)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012204
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, R: 2nd Right]
type = Explod
triggerall = NumExplod(90012204)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012216
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;====================================<LEFT, RIGHT, LEFT>=======================================
[State -1, L, R, L: Press 1st Left]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, L: Release 1st Left]
type = Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90012354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, R, L: Right]
type = Explod
triggerall = NumExplod(90012304) || NumExplod(90012354)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012306
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, L: 2nd Left]
type = Explod
triggerall = NumExplod(90012306)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90012314
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;==================================<(SPECIAL) DOWN, DOWN >=====================================
;==============================================================================================
;==============================================================================================
;This explod is for the special move variant of the D, D motion; the only difference between this
;and the one above is that this has a RemoveTime of 10, like every other special move, since it's
;designed to be used for special moves (as opposed to the earlier D, D command, which was for air
;dashing).
;==============================================================================================
[State -1, (special) D, D: 2nd Down]
type = Explod
triggerall = NumExplod(90000555) && NumExplod(90000552)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger1 = Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger2 = Helper(90000005),Command != "down"
anim = 9999
ID = 90012602
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;====================================<DOWN, DOWN, DOWN>========================================
;==============================================================================================
;==============================================================================================
;And this is just extending the principle futher, to a third down input! This is typically used
;as a super command.
;==============================================================================================
[State -1, D, D, D: 2nd Neutral]
type = Explod
triggerall = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90012602)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback" && Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
anim = 9999
ID = 90032605
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove D, D, D: 2nd Neutral]
type = RemoveExplod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006)
trigger2 = !NumExplod(90012602)
ID = 90032605
ignoreHitPause = 1
[State -1, D, D, D: 3rd Down]
type = Explod
triggerall = NumExplod(90032605) && NumExplod(90012602)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "down" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "dback"
trigger1 = Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "ufwd" || Helper(90000005),Command = "uback"
trigger2 = Helper(90000005),Command != "down"
anim = 9999
ID = 90032602
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===================<FORWARD, HALF CIRCLE FORWARD/BACK, HALF CIRCLE BACK>======================
;==============================================================================================
;==============================================================================================
;A super motion used mostly by SNK; uses the modified SNK half-circle rules defined earlier.
;==============================================================================================
;=====================<RIGHT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>========================
[State -1, R, L, DL, D, DR, R: Press 1st Right]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Release 1st Right]
type = Null;Explod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90032056
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Left]
type = Null;Explod
triggerall = NumExplod(90032006) || NumExplod(90032056)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Down-Left]
type = Null;Explod
triggerall = NumExplod(90032004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Down]
type = Null;Explod
triggerall = NumExplod(90032001) || NumExplod(90032004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90032002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Down-Right]
type = Null;Explod
triggerall = NumExplod(90032002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: 2nd Right]
type = Null;Explod
triggerall = NumExplod(90032003) || NumExplod(90032002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032016
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==================<LEFT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>======================
[State -1, L, R, DR, D, DL, L: Press 1st Left]
type = Null;Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: 1st Left]
type = Null;Explod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
anim = 9999
ID = 90032154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Right]
type = Null;Explod
triggerall = NumExplod(90032104) || NumExplod(90032154)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "fwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Down-Right]
type = Null;Explod
triggerall = NumExplod(90032106)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dfwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "ufwd" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Down]
type = Null;Explod
triggerall = NumExplod(90032103) || NumExplod(90032106)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "down" && Helper(90000005),Command != "back" && Helper(90000005),Command != "up" && Helper(90000005),Command != "fwd"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" && Helper(90000005),Command != "back" && Helper(90000005),Command != "down" && Helper(90000005),Command != "fwd"
anim = 9999
ID = 90032102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Down-Left]
type = Null;Explod
triggerall = NumExplod(90032102)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command = "dback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up"
trigger2 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "uback" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: 2nd Left]
type = Null;Explod
triggerall = NumExplod(90032101) || NumExplod(90032102)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "back" && Helper(90000005),Command != "fwd" && Helper(90000005),Command != "up" && Helper(90000005),Command != "down"
anim = 9999
ID = 90032114
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;==============================================================================================
;===========================<SHUN GOKU SATSU/x, x, FORWARD, a, z>==============================
;==============================================================================================
;==============================================================================================
;This move to demonstrates how button press commands work: note that we use unique button press explods
;here because we need to keep track of what order the buttons have been pressed in, and because
;unlike the regular button inputs, which only stay active for a fairly brief period of time, the
;button inputs for the Shun Goku Satsu motion stay active for the same period of time that all other
;directional commands do.
;==============================================================================================
;This is the 2nd x input for this move, but it goes above the 1st x input because otherwise, a single
;press of x would activate both explods! Placing it above the 1st means that x must be input twice, each
;on separate ticks.
[State -1, x, x, F, a, z: 2nd x]
type = Explod
triggerall = NumExplod(94000200)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "x"
anim = 9999
ID = 94000201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, x, x, F, a, z: 1st x]
type = Explod
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "x"
anim = 9999
ID = 94000200
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;This forward input is a little bit tricky and weird. We have it patterned after SFA and other CPS2 games
;here, where it behaves a little differently compared to how most games (including SFA itself) operate
;for moves done in or inputted while in the air (see http://mugenguild.com/forum/msg.2366955 for a discussion
;about how most games operate). In CPS2 games, if you jump over an opponent while inputting this command,
;"forward" won't have flipped directions until you land. This is in contrast to how the move behaves in SFIII
;and elsewhere. Remove the "StateType != A" in the triggers below to have it work like SFIII/most other games.
;An additional item of interest here is that directional inputs in (most) games's command supers accept diagonals
;in place of cardinal directional inputs; i.e., "LP, LP, DF, LK, HP" would still activate an SGS in SFA2. Weirdly
;enough, though diagonals are allowed in SFA2, SFIII, and the Darkstalkers series, SFA3 only allows a cardinal input!
;SNK games also only allow cardinal inputs. We however have opted to follow Capcom's (usual) method and allow diagonals.
[State -1, x, x, F, a, z: Forward]
type = Explod
triggerall = NumExplod(94000201)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Cond(P2Dist X < 0, Facing = -1, Facing = 1)
trigger1 = (Helper(90000005),Command = "fwd" || Helper(90000005),Command = "dfwd" || Helper(90000005),Command = "ufwd") && Helper(90000005),Command != "back"
trigger2 = Cond(P2Dist X < 0, Facing = 1,Facing = -1)
trigger2 = (Helper(90000005),Command = "back" || Helper(90000005),Command = "dback" || Helper(90000005),Command = "uback") && Helper(90000005),Command != "fwd"
anim = 9999
ID = 94000006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, x, x, F, a, z: a]
type = Explod
triggerall = NumExplod(94000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "a"
anim = 9999
ID = 94000230
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, x, x, F, a, z: z]
type = Explod
triggerall = NumExplod(94000230)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command = "z"
anim = 9999
ID = 94000220
removeTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
pauseMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
superMoveTime = 10+Cond(HitPauseTime,HitPauseTime-1,0)
ignoreHitPause = 1
;==============================================================================================
;===============================<REMOVE DIRECTIONAL DETECTORS>=================================
;==============================================================================================
;==============================================================================================
;This block of RemoveExplods gets rid of any active release detector explods; if the direction in
;question isn't currently being input, or if the direction is being input but other directions are
;also being input, then the detector explod is removed, having served its purpose as a detector.
;This must go at the very bottom of the entire EXPLODsive Buffering system code!
;==============================================================================================
[State -1, Remove Down Detector]
type = RemoveExplod
triggerall = NumExplod(90000002)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
id = 90000002
ignoreHitPause = 1
[State -1, Remove Down-Right Detector]
type = RemoveExplod
triggerall = NumExplod(90000003)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown") || (Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd")
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = (Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup") || (Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd")
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger4 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
id = 90000003
ignoreHitPause = 1
[State -1, Remove Right Detector]
type = RemoveExplod
triggerall = NumExplod(90000006)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
id = 90000006
ignoreHitPause = 1
[State -1, Remove Up-Right Detector]
type = RemoveExplod
triggerall = NumExplod(90000009)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup") || (Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd")
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = (Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown") || (Helper(90000005),Command != "fwd" && Helper(90000005),Command != "holdfwd")
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd"
trigger4 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
id = 90000009
ignoreHitPause = 1
[State -1, Remove Up Detector]
type = RemoveExplod
triggerall = NumExplod(90000008)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup"
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown"
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
id = 90000008
ignoreHitPause = 1
[State -1, Remove Up-Left Detector]
type = RemoveExplod
triggerall = NumExplod(90000007)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup") || (Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback")
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = (Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown") || (Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback")
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger4 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
id = 90000007
ignoreHitPause = 1
[State -1, Remove Left Detector]
type = RemoveExplod
triggerall = NumExplod(90000004)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown" || Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
id = 90000004
ignoreHitPause = 1
[State -1, Remove Down-Left Detector]
type = RemoveExplod
triggerall = NumExplod(90000001)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger1 = (Helper(90000005),Command != "down" && Helper(90000005),Command != "holddown") || (Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback")
trigger2 = !Enemy,NumExplod(92828282) && !Enemy,NumExplod(92468246)
trigger2 = Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
trigger2 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger2 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger3 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger3 = (Helper(90000005),Command != "up" && Helper(90000005),Command != "holdup") || (Helper(90000005),Command != "back" && Helper(90000005),Command != "holdback")
trigger4 = Enemy,NumExplod(92828282) || Enemy,NumExplod(92468246)
trigger4 = Helper(90000005),Command = "up" || Helper(90000005),Command = "holdup"
trigger4 = Helper(90000005),Command = "back" || Helper(90000005),Command = "holdback"
trigger4 = Helper(90000005),Command = "fwd" || Helper(90000005),Command = "holdfwd" || Helper(90000005),Command = "down" || Helper(90000005),Command = "holddown"
id = 90000001
ignoreHitPause = 1
;==============================================================================================
;==============================<REMOVE RELEASE BUTTON DETECTORS>===============================
;==============================================================================================
;==============================================================================================
;Same principle here as with the directional release detector explods.
;==============================================================================================
[State -1, Remove x Detector]
type = RemoveExplod
triggerall = NumExplod(90000201)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "x" && Helper(90000005),Command != "holdx"
ID = 90000201
ignoreHitPause = 1
[State -1, Remove y Detector]
type = RemoveExplod
triggerall = NumExplod(90000211)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "y" && Helper(90000005),Command != "holdy"
ID = 90000211
ignoreHitPause = 1
[State -1, Remove z Detector]
type = RemoveExplod
triggerall = NumExplod(90000221)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "z" && Helper(90000005),Command != "holdz"
ID = 90000221
ignoreHitPause = 1
[State -1, Remove a Detector]
type = RemoveExplod
triggerall = NumExplod(90000231)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "a" && Helper(90000005),Command != "holda"
ID = 90000231
ignoreHitPause = 1
[State -1, Remove b Detector]
type = RemoveExplod
triggerall = NumExplod(90000241)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "b" && Helper(90000005),Command != "holdb"
ID = 90000241
ignoreHitPause = 1
[State -1, Remove c Detector]
type = RemoveExplod
triggerall = NumExplod(90000251)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "c" && Helper(90000005),Command != "holdc"
ID = 90000251
ignoreHitPause = 1
[State -1, Remove start Detector]
type = RemoveExplod
triggerall = NumExplod(90000900)
triggerall = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005),Command != "start" && Helper(90000005),Command != "holdstart"
ID = 90000900
ignoreHitPause = 1
;==============================================================================================
;==========================================<GUARDING>==========================================
;==============================================================================================
;==============================================================================================
;Here, we override the MUGEN's default guard system when the character is airborne, and add our
;own triggers. This will ensure that the player can always block as long as they are holding a
;direction away from the opponent. This block of code also adds "chicken guarding", which is allowing
;the player to air guard by holding not only back, but down-back and up-back.
;It is also recommended that you also override the guard states (120, 130, 131, 132, 140, 150, 151,
;152, 154, 155) with an updated version that uses the EXPLODsive buffering system. A copy of those
;fixed states can be found here: http://network.mugenguild.com/jmorphman/resources/EXPLODsiveBuffering_GuardStates.txt
;==============================================================================================
[State -1, AssertSpecial: NoAirGuard]
type = AssertSpecial
trigger1 = P2Dist X < 0 && StateType = A
trigger1 = !AILevel
flag = NoAirGuard
ignoreHitPause = 0
[State -1, Air Blocking]
type = ChangeState
triggerall = !AILevel
triggerall = InGuardDist
triggerall = StateType = A
triggerall = Ctrl
triggerall = !(StateNo = [120,155])
triggerall = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000004)) || (Cond(P2Dist X < 0, Facing = 1,Facing = -1) && NumExplod(90000006))
trigger2 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000001)) || (Cond(P2Dist X < 0, Facing = 1,Facing = -1) && NumExplod(90000003))
trigger3 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000007)) || (Cond(P2Dist X < 0, Facing = 1,Facing = -1) && NumExplod(90000009))
value = 120
;These three ChangeStates are only in use when the character has landed from a jump after switching
;sides, to get around a MUGEN bug where a character's directions don't switch until a tick has passed,
;after they've landed from a jump and switched sides. Otherwise, MUGEN's default guard behavior works
;well enough!
[State -1, AssertSpecial: No StandGuard and NoCrouchGuard]
type = AssertSpecial
triggerall = !AILevel
trigger1 = P2Dist X < 0 && StateType != A
trigger2 = Enemy,NumExplod(94646464) || Enemy,NumExplod(92468246)
trigger3 = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
flag = NoStandGuard
flag2 = NoCrouchGuard
ignoreHitPause = 0
[State -1, Stand Blocking]
type = ChangeState
triggerall = !AILevel
triggerall = InGuardDist
triggerall = (P2Dist X < 0 && StateType != A) || Enemy,NumExplod(94646464) || Enemy,NumExplod(92468246)
triggerall = StateType = S
triggerall = Ctrl
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000004)) || (Cond(P2Dist X < 0, Facing = 1,Facing = -1) && NumExplod(90000006))
value = 120
[State -1, Crouch Blocking]
type = ChangeState
triggerall = !AILevel
triggerall = InGuardDist
triggerall = (P2Dist X < 0 && StateType != A) || Enemy,NumExplod(94646464) || Enemy,NumExplod(92468246)
triggerall = StateType = C
triggerall = Ctrl
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000001)) || (Cond(P2Dist X < 0, Facing = 1,Facing = -1) && NumExplod(90000003))
value = 120
;==============================================================================================
;==============================================================================================
;=============================<End of EXPLODsive Buffering System>=============================
;==============================================================================================
;==============================================================================================
;---------------------------------------------------------------------------
;Normal Cancel Check
[State -1, VarSet]
type = VarSet
trigger1 = 1
var(17) = 0
[State -1, VarSet]
type = VarSet
trigger1 = StateNo = 100 && AnimElemTime(4) > 0
trigger2 = StateNo = 200 || StateNo = 210 || Anim = 221 || Anim = 251 || StateNo = [400,430]
trigger2 = AnimElemTime(4) < 0 && MoveContact
trigger3 = StateNo = 215
trigger3 = AnimElemTime(7) > 0 && AnimElemTime(9) < 0 && MoveContact
trigger4 = StateNo = 220 && Anim = 222
trigger4 = AnimElemTime(4) <= 0 && MoveContact
trigger5 = StateNo = 225
trigger5 = AnimElemTime(6) > 0 && AnimElemTime(8) <= 0 && MoveContact
trigger6 = StateNo = 440
trigger6 = AnimElemTime(4) <= 5 && MoveContact
trigger7 = StateNo = 450 && AnimElemTime(5) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger8 = TeamMode != Simul
trigger8 = StateNo = 900
var(17) = 1
[State -1, VarSet]
type = VarSet
trigger1 = StateNo = 600 && AnimElemTime(2) >= 0 && MoveContact
trigger2 = (StateNo = 610 || Anim = 621) && AnimElemTime(4) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger3 = Anim = 620 && AnimElemTime(3) > 0 && AnimElemTime(5) < 0 && MoveContact
var(17) = 2
[State -1, VarSet]
type = VarSet
trigger1 = StateNo = 630 && AnimElemTime(2) >= 0 && MoveContact
trigger2 = (StateNo = 640 || StateNo = 650) && AnimElemTime(3) > 0 && AnimElemTime(5) < 0 && MoveContact
var(17) = 3
[State -1, VarSet]
type = VarSet
trigger1 = 1
var(18) = 0
[State -1, VarSet]
type = VarSet
trigger1 = Var(17) = 1
trigger2 = Anim = 220
trigger2 = AnimElemTime(5) < 0 && MoveContact
var(18) = 1
;---------------------------------------------------------------------------
;Special Cancel Check
[State -1, VarSet]
type = VarSet
trigger1 = 1
var(19) = 0
[State -1, VarSet]
type = VarSet
triggerall = !AILevel
trigger1 = StateNo = 100 && AnimElemTime(4) > 0
trigger2 = StateNo = 200 || StateNo = 210 || Anim = 221 || Anim = 251 || StateNo = [400,430]
trigger2 = AnimElemTime(4) < 0 && MoveContact
trigger3 = StateNo = 215
trigger3 = AnimElemTime(7) > 0 && AnimElemTime(9) < 0 && MoveContact
trigger4 = StateNo = 220 && Anim = 222
trigger4 = AnimElemTime(5) <= 0 && MoveContact
trigger5 = StateNo = 225
trigger5 = AnimElemTime(6) > 0 && AnimElemTime(8) <= 0 && MoveContact
trigger6 = StateNo = 440
trigger6 = AnimElemTime(4) <= 5 && MoveContact
trigger7 = StateNo = 450 && AnimElemTime(5) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger8 = TeamMode != Simul
trigger8 = StateNo = 900
trigger9 = StateNo = 1000 && NumHelper(6000)
trigger10 = StateNo = 1011 && NumHelper(6010)
trigger11 = StateNo = 1100 && Anim != 1102 && AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 && MoveContact
trigger12 = StateNo = 1100 && anim = 1102 && AnimElemTime(2) >= 0 && AnimElemTime(4) < 0 && MoveContact
trigger13 = StateNo = 1110 && NumTarget(1110) && !NumTarget(1111)
trigger14 = StateNo = 1113 && NumTarget(1114)
trigger15 = Anim = 1200 && NumTarget(1200)
trigger16 = Anim = 1203 && NumTarget(1208)
trigger17 = StateNo = 1601 && AnimElemTime(2) > 0 && AnimElemTime(4) < 5 && MoveContact
trigger18 = (StateNo = 1611 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0 && MoveContact) || (StateNo = 1612 && AnimElemTime(1) < 15)
trigger19 = StateNo = 1707 && AnimElemTime(3) > 0 && AnimElemTime(4) < 7 && MoveContact
trigger20 = StateNo = 1708 && AnimElemTime(2) > 1 && AnimElemTime(3) < 15 && NumTarget(1722)
trigger21 = StateNo = 1709 && AnimElemTime(7) > 0 && AnimElemTime(9) < 5 && MoveContact
trigger22 = StateNo = 1712 && AnimElemTime(2) > 0
trigger23 = StateNo = 1800 && NumHelper(6510)
trigger23 = Helper(6510),AnimElemTime(10) > 0
trigger24 = StateNo = 1810 && NumHelper(6530)
trigger24 = Helper(6530),AnimElemTime(10) > 0
var(19) = 1
[State -1, VarSet]
type = VarSet
triggerall = AILevel
triggerall = NumEnemy
trigger1 = StateNo = 100 && AnimElemTime(4) > 0
trigger2 = StateNo = 200 || StateNo = 210 || Anim = 221 || Anim = 251 || StateNo = [400,430]
trigger2 = AnimElemTime(4) < 0 && MoveContact
trigger3 = StateNo = 215
trigger3 = AnimElemTime(7) > 0 && AnimElemTime(9) < 0 && MoveContact
trigger4 = StateNo = 220 && Anim = 222
trigger4 = AnimElemTime(5) <= 0 && MoveContact
trigger5 = StateNo = 225
trigger5 = AnimElemTime(6) > 0 && AnimElemTime(8) <= 0 && MoveContact
trigger6 = StateNo = 440
trigger6 = AnimElemTime(4) <= 5 && MoveContact
trigger7 = StateNo = 450 && AnimElemTime(5) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger8 = TeamMode != Simul
trigger8 = StateNo = 900
trigger9 = StateNo = 1100 && Anim != 1102 && AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 && MoveContact
trigger10 = StateNo = 1100 && anim = 1102 && AnimElemTime(2) >= 0 && AnimElemTime(4) < 0 && MoveContact
trigger11 = StateNo = 1110 && NumTarget(1110) && !NumTarget(1111)
trigger12 = StateNo = 1113 && NumTarget(1114)
trigger13 = Anim = 1200 && AnimElemTime(5) > 0
trigger13 = NumTarget(1200)
trigger14 = Anim = 1203 && NumTarget(1208)
trigger15 = StateNo = 1601 && AnimElemTime(2) > 0 && AnimElemTime(4) < 5 && MoveContact
trigger16 = (StateNo = 1611 && AnimElemTime(2) > 0 && AnimElemTime(4) < 0 && MoveContact) || (StateNo = 1612 && AnimElemTime(1) < 15)
trigger17 = StateNo = 1707 && AnimElemTime(3) > 0 && AnimElemTime(4) < 7 && MoveContact
trigger18 = StateNo = 1708 && AnimElemTime(2) > 1 && AnimElemTime(3) < 15 && NumTarget(1722)
trigger19 = StateNo = 1709 && AnimElemTime(7) > 0 && AnimElemTime(9) < 5 && NumTarget(1724)
trigger19 = Target(1724),StateNo = 1751
trigger20 = StateNo = 1712 && AnimElemTime(2) > 0 && NumTarget(1712)
trigger20 = Target(1712),StateNo = 1772
trigger21 = StateNo = 1000
trigger21 = NumHelper(6000)
trigger21 = Helper(6000),Var(16)
trigger21 = P2BodyDist X = [0,100]
trigger22 = StateNo = 1011
trigger22 = NumHelper(6010)
trigger22 = Helper(6010),Var(17) = 1
trigger23 = StateNo = 1011
trigger23 = NumHelper(6011)
trigger23 = Helper(6011),Var(17) = 2
trigger24 = StateNo = 1011
trigger24 = NumHelper(6012)
trigger24 = Helper(6012),Var(17) = 3
trigger25 = StateNo = 1000
trigger25 = NumHelper(6000)
trigger25 = EnemyNear,MoveType = H
trigger25 = EnemyNear,StateNo = [5000,5099]
trigger25 = P2BodyDist X = [0,100]
trigger26 = StateNo = 1800 && NumHelper(6510)
trigger26 = Helper(6510),Var(16) = 1
trigger26 = EnemyNear,MoveType = H
trigger26 = EnemyNear,StateNo = [5000,5099]
trigger27 = StateNo = 1810 && NumHelper(6530)
trigger27 = Helper(6530),Var(16) = 1
trigger27 = EnemyNear,MoveType = H
trigger27 = EnemyNear,StateNo = [5000,5099]
var(19) = 1
[State -1, VarSet]
type = VarSet
triggerall = !AILevel
trigger1 = (StateNo = 600 || StateNo = 630) && AnimElemTime(2) >= 0 && MoveContact
trigger2 = (StateNo = 610 || Anim = 621) && AnimElemTime(4) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger3 = (Anim = 620 || StateNo = 640 || StateNo = 650) && AnimElemTime(3) > 0 && AnimElemTime(5) < 0 && MoveContact
trigger4 = StateNo = 1050 && AnimElemTime(3) > 0
trigger5 = StateNo = 1060 && AnimElemTime(5) > 0
trigger6 = StateNo = 1073 && AnimElemTime(3) > 2
trigger7 = StateNo = 1081 && AnimElemTime(3) > 2
trigger8 = (Anim = 1100 || Anim = 1101) && AnimElemTime(5) >= 0
trigger8 = MoveContact
trigger9 = Anim = 1102 && AnimElemTime(6) >= 0
trigger9 = MoveContact
trigger10 = Anim = 1202 && NumTarget(1206)
trigger11 = Anim = 1210 && AnimElemTime(5) > 0 && (NumTarget(1210) || NumTarget(1211) || NumTarget(1212) || NumTarget(1213) || NumTarget(1214) || NumTarget(1215))
trigger12 = Anim = 1230 && AnimElemTime(3) > 0 && (NumTarget(1230) || NumTarget(1231) || NumTarget(1232) || NumTarget(1233) || NumTarget(1234) || NumTarget(1235))
var(19) = 2
[State -1, VarSet]
type = VarSet
triggerall = AILevel
triggerall = NumEnemy
trigger1 = (StateNo = 600 || StateNo = 630) && AnimElemTime(2) >= 0 && MoveContact
trigger2 = (StateNo = 610 || Anim = 621) && AnimElemTime(4) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger3 = (Anim = 620 || StateNo = 640 || StateNo = 650) && AnimElemTime(3) > 0 && AnimElemTime(5) < 0 && MoveContact
trigger4 = StateNo = 1050 && NumHelper(6050)
trigger4 = Helper(6050),Var(16)
trigger4 = EnemyNear,MoveType = H
trigger4 = EnemyNear,StateNo = [5000,5099]
trigger5 = StateNo = 1050 && NumHelper(6051)
trigger5 = Helper(6051),Var(16)
trigger5 = EnemyNear,MoveType = H
trigger5 = EnemyNear,StateNo = [5000,5099]
trigger6 = StateNo = 1050 && NumHelper(6052)
trigger6 = Helper(6052),Var(16)
trigger6 = EnemyNear,MoveType = H
trigger6 = EnemyNear,StateNo = [5000,5099]
trigger7 = StateNo = 1060 && AnimElemTime(5) > 0 && NumHelper(6060)
trigger7 = (Helper(6060),Var(17) = 1) || (Helper(6060),Var(17) = 2) || (Helper(6060),Var(17) = 3)
trigger7 = EnemyNear,MoveType = H
trigger7 = EnemyNear,StateNo = [5000,5099]
trigger8 = StateNo = 1073 && AnimElemTime(3) > 2
trigger9 = StateNo = 1081 && AnimElemTime(3) > 2
trigger10 = (Anim = 1100 || Anim = 1101) && AnimElemTime(5) = 0
trigger10 = MoveContact
trigger11 = Anim = 1102 && AnimElemTime(6) = 0
trigger11 = MoveContact
trigger12 = Anim = 1202 && NumTarget(1206)
trigger13 = Anim = 1210 && AnimElemTime(5) > 0 && NumTarget(1214)
trigger13 = Target(1214),StateNo = 1251
trigger14 = Anim = 1210 && AnimElemTime(5) > 0 && NumTarget(1215)
trigger14 = Target(1215),StateNo = 1251
trigger15 = Anim = 1230 && AnimElemTime(3) > 0 && NumTarget(1234)
trigger15 = Target(1234),StateNo = 1251
trigger16 = Anim = 1230 && AnimElemTime(3) > 0 && NumTarget(1235)
trigger16 = Target(1235),StateNo = 1251
var(19) = 2
;---------------------------------------------------------------------------
;Seiei-enbu Helper Check
[State -1, VarSet]
type = VarSet
trigger1 = !Var(29)
trigger2 = !Ctrl
trigger3 = MoveType = H
var(46) = 0
ignorehitpause = 1
[State -1, VarSet]
type = VarSet
triggerall = Var(29)
triggerall = Ctrl
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
trigger1 = NumHelper(200100)
trigger2 = NumHelper(200101)
trigger3 = NumHelper(210100)
trigger4 = NumHelper(210101)
trigger5 = NumHelper(215100)
trigger6 = NumHelper(215101)
trigger7 = NumHelper(220100)
trigger8 = NumHelper(220101)
trigger9 = NumHelper(220102)
trigger10 = NumHelper(220103)
trigger11 = NumHelper(225100)
trigger12 = NumHelper(225101)
trigger13 = NumHelper(230100)
trigger14 = NumHelper(230101)
trigger15 = NumHelper(240100)
trigger16 = NumHelper(240101)
trigger17 = NumHelper(240102)
trigger18 = NumHelper(240103)
trigger19 = NumHelper(240104)
trigger20 = NumHelper(240105)
trigger21 = NumHelper(240106)
trigger22 = NumHelper(240107)
trigger23 = NumHelper(250100)
trigger24 = NumHelper(250101)
trigger25 = NumHelper(250102)
trigger26 = NumHelper(250103)
trigger27 = NumHelper(250104)
trigger28 = NumHelper(250105)
trigger29 = NumHelper(400100)
trigger30 = NumHelper(400101)
trigger31 = NumHelper(410100)
trigger32 = NumHelper(410101)
trigger33 = NumHelper(420100)
trigger34 = NumHelper(420101)
trigger35 = NumHelper(430100)
trigger36 = NumHelper(430101)
trigger37 = NumHelper(440100)
trigger38 = NumHelper(440101)
trigger39 = NumHelper(450100)
trigger40 = NumHelper(450101)
var(46) = 1
ignorehitpause = 1
[State -1, VarSet]
type = VarSet
triggerall = Var(29)
triggerall = Ctrl
triggerall = NumEnemy
triggerall = EnemyNear,StateType = A
trigger1 = NumHelper(200100)
trigger2 = NumHelper(200101)
trigger3 = NumHelper(210100)
trigger4 = NumHelper(210101)
trigger5 = NumHelper(215100)
trigger6 = NumHelper(215101)
trigger7 = NumHelper(220100)
trigger8 = NumHelper(220101)
trigger9 = NumHelper(220102)
trigger10 = NumHelper(220103)
trigger11 = NumHelper(225100)
trigger12 = NumHelper(225101)
trigger13 = NumHelper(230100)
trigger14 = NumHelper(230101)
trigger15 = NumHelper(240100)
trigger16 = NumHelper(240101)
trigger17 = NumHelper(240102)
trigger18 = NumHelper(240103)
trigger19 = NumHelper(240104)
trigger20 = NumHelper(240105)
trigger21 = NumHelper(240106)
trigger22 = NumHelper(240107)
trigger23 = NumHelper(250100)
trigger24 = NumHelper(250101)
trigger25 = NumHelper(250102)
trigger26 = NumHelper(250103)
trigger27 = NumHelper(250104)
trigger28 = NumHelper(250105)
trigger29 = NumHelper(400100)
trigger30 = NumHelper(400101)
trigger31 = NumHelper(410100)
trigger32 = NumHelper(410101)
trigger33 = NumHelper(420100)
trigger34 = NumHelper(420101)
trigger35 = NumHelper(430100)
trigger36 = NumHelper(430101)
trigger37 = NumHelper(440100)
trigger38 = NumHelper(440101)
trigger39 = NumHelper(450100)
trigger40 = NumHelper(450101)
var(46) = 2
ignorehitpause = 1
[State -1, VarSet]
type = VarSet
triggerall = Var(29)
triggerall = Ctrl
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
trigger1 = NumHelper(6000100)
trigger2 = NumHelper(6000101)
trigger3 = NumHelper(1100100)
trigger4 = NumHelper(1100101)
trigger5 = NumHelper(1200100)
trigger6 = NumHelper(1200101)
trigger7 = NumHelper(1201100)
trigger8 = NumHelper(1201101)
trigger9 = NumHelper(1300100)
trigger10 = NumHelper(1300101)
trigger11 = NumHelper(1400100)
trigger12 = NumHelper(1400101)
trigger13 = NumHelper(1600100)
trigger14 = NumHelper(1601100)
trigger15 = NumHelper(1600101)
trigger16 = NumHelper(1601101)
trigger17 = NumHelper(1700100)
trigger18 = NumHelper(1700101)
var(46) = 1
ignorehitpause = 1
[State -1, VarSet]
type = VarSet
triggerall = Var(29)
triggerall = Ctrl
triggerall = NumEnemy
triggerall = EnemyNear,StateType = A
trigger1 = NumHelper(6000100)
trigger2 = NumHelper(6000101)
trigger3 = NumHelper(1100100)
trigger4 = NumHelper(1100101)
trigger5 = NumHelper(1200100)
trigger6 = NumHelper(1200101)
trigger7 = NumHelper(1201100)
trigger8 = NumHelper(1201101)
trigger9 = NumHelper(1300100)
trigger10 = NumHelper(1300101)
trigger11 = NumHelper(1400100)
trigger12 = NumHelper(1400101)
trigger13 = NumHelper(1600100)
trigger14 = NumHelper(1601100)
trigger15 = NumHelper(1600101)
trigger16 = NumHelper(1601101)
trigger17 = NumHelper(1700100)
trigger18 = NumHelper(1700101)
var(46) = 2
ignorehitpause = 1
;---------------------------------------------------------------------------
;Seiei-Enbu (Standing)
[State -1, Seiei-Enbu (Standing)]
type = ChangeState
value = 4200
triggerall = !AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = NumExplod(90000220) && NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Seiei-Enbu (Air)
[State -1, Seiei-Enbu (Air)]
type = ChangeState
value = 4201
triggerall = !AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = NumExplod(90000220) && NumExplod(90000250)
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 2
;---------------------------------------------------------------------------
;Gouka
[State -1, Gouka]
type = ChangeState
value = 4100
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030114)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030016))
triggerall = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 2000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Shun Goku Satsu
[State -1, Shun Goku Satsu]
type = ChangeState
value = 4100
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = NumExplod(94000220)
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 4000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Kuzuryureppa
[State -1, Kuzuryureppa]
type = ChangeState
value = 4000
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 4000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Shinbu Messatsu
[State -1, Shinbu Messatsu]
type = ChangeState
value = 3900
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 4000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Kongou Kokuretsu Zan
[State -1, Kongou Kokuretsu Zan]
type = ChangeState
value = 3800
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030114)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030016))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 2000
triggerall = !NumHelper(6700)
triggerall = !NumHelper(6800)
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Psycho Shinryuken
[State -1, Psycho Shinryuken]
type = ChangeState
value = 3700
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 3000
trigger1 = Ctrl
trigger2 = Var(19) = 2
;---------------------------------------------------------------------------
;Hishoukyaku
[State -1, Hishoukyaku]
type = ChangeState
value = 3600
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030114)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030016))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 2
;---------------------------------------------------------------------------
;Metsu Hadouken
[State -1, Metsu Hadouken]
type = ChangeState
value = 3500
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030114)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030016))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 2
;---------------------------------------------------------------------------
;Shakunetsu Gou Zankuu
[State -1, Shakunetsu Gou Zankuu]
type = ChangeState
value = 3400
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 2
;---------------------------------------------------------------------------
;Shakunetsu Hadouken
[State -1, Shakunetsu Hadouken]
type = ChangeState
value = 3300
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030114)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030016))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Shippu Jinraikyaku
[State -1, Shippu Jinraikyaku]
type = ChangeState
value = 3200
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030114)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030016))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Shinryuken
[State -1, Shinryuken]
type = ChangeState
value = 3100
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 2000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;Shouryureppa
[State -1, Shouryureppa]
type = ChangeState
value = 3000
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90030016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90030114))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = Var(19) = 1
;---------------------------------------------------------------------------
;EX Pyrokinesis
[State -1, EX Pyrokinesis]
type = ChangeState
value = 1810
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90012216)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90012314))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
triggerall = !NumHelper(6530)
triggerall = !NumHelper(6540)
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Pyrokinesis
[State -1, Pyrokinesis]
type = ChangeState
value = 1800
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90012216)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90012314))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
triggerall = !NumHelper(6510)
triggerall = !NumHelper(6515)
triggerall = !NumHelper(6517)
triggerall = !NumHelper(6519)
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;EX Machine Gun Blow
[State -1, Machine Gun Blow]
type = ChangeState
value = 1710
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010406)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010504))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
trigger1 = Ctrl
trigger2 = Var(17) = 1
;triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
;triggerall = !NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000004) && !NumExplod(90000006)
;triggerall = !NumExplod(90000007) && !NumExplod(90000008) && !NumExplod(90000009)
;triggerall = Var(26) >= 5
;---------------------------------------------------------------------------
;Machine Gun Blow
[State -1, Machine Gun Blow]
type = ChangeState
value = 1700
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010406)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010504))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = Var(17) = 1
;triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
;triggerall = !NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000004) && !NumExplod(90000006)
;triggerall = !NumExplod(90000007) && !NumExplod(90000008) && !NumExplod(90000009)
;triggerall = Var(26) >= 5
;---------------------------------------------------------------------------
;EX Senkugoshoha
[State -1, EX Senkugoshoha]
type = ChangeState
value = 1610
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = !NumTarget(1602)
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Senkugoshoha
[State -1, Senkugoshoha]
type = ChangeState
value = 1600
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;EX Rasetsu
[State -1, EX Rasetsu]
type = ChangeState
value = 1510
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010203)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010301))
triggerall = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Rasetsu
[State -1, Rasetsu]
type = ChangeState
value = 1500
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010203)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010301))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Joudan Sokutou Geri
[State -1, Joudan Sokutou Geri]
type = ChangeState
value = 1410
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010104))
triggerall = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Nata Otoshi Geri/Kama Harai Geri/Ousoto Mawashi Geri
[State -1, Nata Otoshi Geri/Kama Harai Geri/Ousoto Mawashi Geri]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010104))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;EX Ryusenkyaku
[State -1, EX Ryusenkyaku]
type = ChangeState
value = 1310
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010301)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010203))
triggerall = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Ryusenkyaku
[State -1, Ryusenkyaku]
type = ChangeState
value = 1300
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010301)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010203))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = Var(18) = 1
;---------------------------------------------------------------------------
;Kuuchuu Tatsumaki Kaenkyaku
[State -1, Kuuchuu Tatsumaki Kaenkyaku]
type = ChangeState
value = 1230
trigger1 = !AILevel
trigger1 = P2Life > 0
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
trigger1 = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
trigger1 = RoundState = 2 && StateType = A
trigger1 = StateNo != 1230
trigger1 = Pos Y <= -20
trigger1 = Power >= 500
trigger1 = Ctrl || Var(17) = 3
;---------------------------------------------------------------------------
;Kuuchuu Tatsumaki Senpuukyaku
[State -1, Kuuchuu Tatsumaki Senpuukyaku]
type = ChangeState
value = 1220
trigger1 = !AILevel
trigger1 = P2Life > 0
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
trigger1 = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
trigger1 = RoundState = 2 && StateType = A
trigger1 = StateNo != 1220
trigger1 = Ctrl || Var(17) = 3
;---------------------------------------------------------------------------
;Tatsumaki Kaenkyaku
[State -1, Tatsumaki Kaenkyaku]
type = ChangeState
value = 1210
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
triggerall = (NumExplod(90000230) && NumExplod(90000240)) || (NumExplod(90000230) && NumExplod(90000250)) || (NumExplod(90000240) && NumExplod(90000250))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
triggerall = Anim != 220
trigger1 = Ctrl
trigger2 = Var(17) = 1
;---------------------------------------------------------------------------
;Tatsumaki Senpuukyaku
[State -1, Tatsumaki Senpuukyaku]
type = ChangeState
value = 1200
triggerall = !AILevel
triggerall = !NumHelper(1200100) && !NumHelper(1200101)
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
trigger1 = Ctrl
trigger2 = Var(17) = 1
;---------------------------------------------------------------------------
;EX Shouryuken
[State -1, EX Shouryuken]
type = ChangeState
value = 1110
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010203)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010301))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = Power >= 500
triggerall = Anim != 220
trigger1 = Ctrl
trigger2 = Var(17) = 1
;---------------------------------------------------------------------------
;Shouryuken
[State -1, Shouryuken]
type = ChangeState
value = 1100
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010203)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010301))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
trigger1 = Ctrl
trigger2 = Var(17) = 1
;---------------------------------------------------------------------------
;EX Bakuretsuken
[State -1, EX Bakuretsuken]
type = ChangeState
value = 1080
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 500
triggerall = StateNo != 1070 && StateNo != 1080
trigger1 = Ctrl
trigger2 = Var(17) = 2
;---------------------------------------------------------------------------
;Bakuretsuken
[State -1, Bakuretsuken]
type = ChangeState
value = 1070
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010104)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010006))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType = A
triggerall = StateNo != 1070 && StateNo != 1080
trigger1 = Ctrl
trigger2 = Var(17) = 2
;---------------------------------------------------------------------------
;EX Zankuu Hadouken
[State -1, EX Zankuu Hadouken]
type = ChangeState
value = 1060
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6030)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010104))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType = A
triggerall = Power >= 500
trigger1 = Ctrl
trigger2 = Var(17) = 2
;---------------------------------------------------------------------------
;Zankuu Hadouken
[State -1, Zankuu Hadouken]
type = ChangeState
value = 1050
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6030)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010104))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType = A
trigger1 = Ctrl
trigger2 = Var(17) = 2
;---------------------------------------------------------------------------
;EX Hadouken
[State -1, EX Hadouken]
type = ChangeState
value = 1010
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010104))
triggerall = (NumExplod(90000200) && NumExplod(90000210)) || (NumExplod(90000200) && NumExplod(90000220)) || (NumExplod(90000210) && NumExplod(90000220))
triggerall = RoundState = 2 && StateType != A
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6060)
triggerall = Power >= 500
triggerall = Anim != 220
trigger1 = Ctrl
trigger2 = Var(17) = 1
;---------------------------------------------------------------------------
;Hadouken
[State -1, Hadouken]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = P2Life > 0
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90010006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90010104))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = RoundState = 2 && StateType != A
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
triggerall = Anim != 220
trigger1 = Ctrl
trigger2 = Var(17) = 1
;---------------------------------------------------------------------------
;Dash
[State -1, Dash]
type = ChangeState
value = 102
trigger1 = !AILevel
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90001016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90001064))
trigger1 = RoundState = 2 && StateType = S && Ctrl
;---------------------------------------------------------------------------
;Back Dash
[State -1, Back Dash]
type = ChangeState
value = 105
trigger1 = !AILevel
trigger1 = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90001064)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90001016))
trigger1 = RoundState = 2 && StateType = S && Ctrl
;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = NumExplod(90000200) && NumExplod(90000230)
trigger1 = RoundState = 2 && Ctrl && StateType = S
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = 195
trigger4 = StateNo = 243 && AnimElemTime(3) <= 0
trigger5 = StateNo = 244 && AnimElemTime(2) <= 1
;---------------------------------------------------------------------------
;Power Charge
[State -1, Power Charge]
type = changestate
value = 740
trigger1 = !AILevel
trigger1 = !Var(29)
trigger1 = NumExplod(90000220) && NumExplod(90000250)
trigger1 = RoundState = 2 && StateType != A && Ctrl
trigger1 = Power < Const(Data.Power) && Power < PowerMax
;---------------------------------------------------------------------------
;Parry Reset 1
[State -1, Parry Reset]
type = HitOverride
triggerall = !AILevel
trigger1 = (!Ctrl && (StateNo != [700,702]) && StateNo != 5120)
trigger2 = (MoveType != I) || (StateNo = [100,106]) || (StateNo = [120,132])
trigger3 = !AILevel && (Command = "holdback" || Command = "holdup")
trigger4 = (StateType = S || StateType = C) && Var(56) != 1 && Var(56) != 2
trigger5 = StateType = A && Var(56) != 3
trigger6 = MoveType = A
slot = 0
time = 0
;---------------------------------------------------------------------------
;Parry Reset 2
[State -1, Parry Reset]
type = HitOverride
triggerall = !AILevel
trigger1 = (!Ctrl && (StateNo != [700,702]) && StateNo != 5120)
trigger2 = (MoveType != I) || (StateNo = [100,106]) || (StateNo = [120,132])
trigger3 = !AILevel && (Command = "holdback" || Command = "holdup")
trigger4 = (StateType = S || StateType = C) && Var(56) != 1 && Var(56) != 2
trigger5 = StateType = A && Var(56) != 3
trigger6 = MoveType = A
slot = 1
time = 0
;---------------------------------------------------------------------------
;Parry Reset 3
[State -1, Parry Reset]
type = HitOverride
triggerall = !AILevel
trigger1 = (!Ctrl && (StateNo != [700,702]) && StateNo != 5120)
trigger2 = (MoveType != I) || (StateNo = [100,106]) || (StateNo = [120,132])
trigger3 = !AILevel && (Command = "holdback" || Command = "holdup")
trigger4 = (StateType = S || StateType = C) && Var(56) != 1 && Var(56) != 2
trigger5 = StateType = A && Var(56) != 3
trigger6 = MoveType = A
slot = 2
time = 0
;---------------------------------------------------------------------------
;Stand Parry
[State -1, Stand Parry]
type = HitOverRide
triggerall = !AILevel
triggerall = MoveType != A
triggerall = StateType != A
triggerall = StateNo != [5000,5999]
triggerall = RoundState = 2
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000014))
triggerall = Var(56) := 1
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = [130,153]
trigger4 = StateNo = [700,701]
attr = SA,AA,AP
stateno = 700
slot = 0
time = 2
;---------------------------------------------------------------------------
;Crouch Parry
[State -1, Crouch Parry]
type = HitOverRide
triggerall = !AILevel
triggerall = MoveType != A
triggerall = StateType != A
triggerall = StateNo != [200,999]
triggerall = StateNo != [5000,5999]
triggerall = RoundState = 2
triggerall = NumExplod(90000012)
triggerall = Var(56) := 2
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = [130,153]
trigger4 = StateNo = [700,701]
attr = C,AA,AP
stateno = 701
slot = 1
time = 2
;---------------------------------------------------------------------------
;Air Parry
[State -1, Air Parry]
type = HitOverRide
triggerall = !AILevel
triggerall = MoveType != A
triggerall = StateType = A
triggerall = StateNo != [200,999]
triggerall = StateNo != [5000,5999]
triggerall = RoundState = 2
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000016)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000014))
triggerall = Var(56) := 3
trigger1 = Ctrl
trigger2 = StateNo = 702
attr = SCA,AA,AP
stateno = 702
forceair = 1
slot = 2
time = 2
;---------------------------------------------------------------------------
;Run
[State -1, Run]
type = ChangeState
value = 100
triggerall = !AILevel
triggerall = NumExplod(90000210) && NumExplod(90000240)
triggerall = !NumExplod(90000002) && !NumExplod(90000004) && !NumExplod(90000006)
triggerall = !NumExplod(90000012) && !NumExplod(90000014) && !NumExplod(90000016)
triggerall = !NumExplod(90000022) && !NumExplod(90000024) && !NumExplod(90000026)
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType != H
triggerall = StateNo != [700,751]
trigger1 = Ctrl
trigger2 = Power >= 500
trigger2 = StateNo = 200 || Anim = 251 || (StateNo = [400,430])
trigger2 = AnimElemTime(4) < 0 && MoveContact
trigger3 = Power >= 500
trigger3 = StateNo = 210 || StateNo = 220 || Anim = 221 || Anim = 230 || Anim = 231 || Anim = 240 || Anim = 241 || Anim = 250 || StateNo = 440
trigger3 = AnimElemTime(3) >= 0 && AnimElemTime(5) <= 0 && MoveContact
trigger4 = Power >= 500
trigger4 = Anim = 242
trigger4 = AnimElemTime(3) >= 0 && AnimElemTime(7) <= 0 && MoveContact
trigger5 = Power >= 500
trigger5 = Anim = 243 || Anim = 252
trigger5 = AnimElemTime(8) >= 0 && AnimElemTime(11) <= 0 && MoveContact
trigger6 = Power >= 500
trigger6 = Anim = 244
trigger6 = AnimElemTime(6) >= 0 && AnimElemTime(9) <= 0 && MoveContact
trigger7 = Power >= 500
trigger7 = StateNo = 225 || Anim = 253
trigger7 = AnimElemTime(6) > 0 && AnimElemTime(8) < 0 && MoveContact
trigger8 = Power >= 500
trigger8 = StateNo = 450 && AnimElemTime(5) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger9 = Power >= 500
trigger9 = (StateNo = 1000 && AnimElemTime(5) > 0 && AnimElemTime(8) < 3) || (StateNo = 1011 && AnimElemTime(5) > 0 && AnimElemTime(9) <= 0)
trigger10 = Power >= 500
trigger10 = StateNo = 1100
trigger10 = AnimElemTime(4) < 0 && MoveContact
trigger11 = Power >= 500
trigger11 = StateNo = 1110 && AnimElemTime(2) > 0 && AnimElemTime(3) <= 0 && MoveContact
trigger12 = Power >= 500
trigger12 = StateNo = 1113 && NumTarget(1114)
trigger13 = Power >= 500
trigger13 = Anim = 1200 && NumTarget(1200)
trigger13 = AnimElemTime(5) > 0 && AnimElemTime(7) < 0
trigger14 = Power >= 500
trigger14 = Anim = 1202 && NumTarget(1203)
trigger15 = Power >= 500
trigger15 = Anim = 1203 && NumTarget(1208)
trigger16 = Power >= 500
trigger16 = Anim = 1303 && Time >= 0
trigger17 = Power >= 500
trigger17 = StateNo = 1311 && AnimElemTime(3) < 10
trigger18 = Power >= 500
trigger18 = Anim = 1400 && AnimElemTime(6) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger19 = Power >= 500
trigger19 = Anim = 1401 && AnimElemTime(3) > 0 && AnimElemTime(5) < 0 && MoveContact
trigger20 = Power >= 500
trigger20 = Anim = 1402 && AnimElemTime(5) > 0 && AnimElemTime(7) < 0 && MoveContact
trigger21 = Power >= 500
trigger21 = StateNo = 1410 && AnimElemTime(12) > 0 && AnimElemTime(15) < 0 && MoveContact
trigger22 = Power >= 500
trigger22 = Anim = 1601 || Anim = 1611 || Anim = 1612
trigger22 = AnimElemTime(2) > 0 && AnimElemTime(3) < 10 && MoveContact
trigger23 = Power >= 500
trigger23 = StateNo = 1707 && AnimElemTime(3) > 0 && AnimElemTime(4) < 7 && MoveContact
trigger24 = Power >= 500
trigger24 = StateNo = 1708 && AnimElemTime(2) > 0 && AnimElemTime(3) < 11 && MoveContact
trigger25 = Power >= 500
trigger25 = StateNo = 1709 && AnimElemTime(7) > 0 && AnimElemTime(9) < 5 && MoveContact
trigger26 = Power >= 500
trigger26 = StateNo = 1712 && AnimElemTime(2) > 0 && AnimElemTime(5) < 0 && MoveContact
trigger27 = StateNo = 1800 && NumHelper(6510)
trigger27 = Helper(6510),AnimElemTime(10) > 0
trigger28 = StateNo = 1810 && NumHelper(6530)
trigger28 = Helper(6530),AnimElemTime(10) > 0
;---------------------------------------------------------------------------
;Dodge
[State -1, Dodge]
type = ChangeState
value = 710
triggerall = !AILevel
triggerall = RoundState = 2 && StateType != A
triggerall = NumExplod(90000210) && NumExplod(90000240)
triggerall = NumExplod(90000002) || NumExplod(90000012) || NumExplod(90000022)
triggerall = StateNo != 710
triggerall = PrevStateNo != 710
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = 900
;---------------------------------------------------------------------------
;Roll
[State -1, Roll]
type = ChangeState
value = 720
triggerall = !AILevel
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000004))
triggerall = NumExplod(90000210) && NumExplod(90000240)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = 900
;---------------------------------------------------------------------------
;Roll
[State -1, Roll]
type = ChangeState
value = 725
triggerall = !AILevel
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000004)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000006))
triggerall = NumExplod(90000210) && NumExplod(90000240)
triggerall = RoundState = 2 && StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = 900
;---------------------------------------------------------------------------
;Zero Counter
[State -1, Zero Counter]
type = ChangeState
value = Cond((NumEnemy && EnemyNear,Pos Y < 0),750,751)
triggerall = !AILevel
triggerall = Power >= 500
triggerall = NumExplod(90000210) && NumExplod(90000240)
triggerall = MoveType = H
triggerall = NumEnemy
triggerall = EnemyNear,HitDefAttr != SCA,SA,ST,SP
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [700,702]
triggerall = PrevStateNo != [700,702]
trigger1 = StateNo = [120,155]
ignorehitpause = 1
;---------------------------------------------------------------------------
;Ground Tech
[State -1, Ground Tech]
type = ChangeState
value = 5201
triggerall = !AILevel
triggerall = NumExplod(90000002)
triggerall = RoundState = 2 && StateType != A
triggerall = Pos Y >= -2
triggerall = !Ctrl
trigger1 = Statetype = L
trigger1 = Time < 6
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = !NumHelper(200100) && !NumHelper(200101)
triggerall = NumExplod(90000200)
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = !NumHelper(210100) && !NumHelper(210101)
triggerall = NumExplod(90000210)
triggerall = !NumExplod(90000240)
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Sakotsu Wari
[State -1, Sakotsu Wari]
type = ChangeState
value = 215
trigger1 = !AILevel
trigger1 = !NumHelper(210100) && !NumHelper(210101)
trigger1 = NumExplod(90000210)
trigger1 = !NumExplod(90000240)
trigger1 = StateType = S
trigger1 = StateNo = 200 && MoveContact && AnimElemTime(4) < 0
;---------------------------------------------------------------------------
;Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = !NumHelper(220100) && !NumHelper(220101)
triggerall = !NumHelper(225100) && !NumHelper(225101)
triggerall = NumExplod(90000220)
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = StateNo = 210 && Anim = 211 && AnimElemTime(3) > 0 && AnimElemTime(4) < 2 && MoveContact
trigger4 = StateNo = 215 && AnimElemTime(7) > 0 && AnimElemTime(9) < 0 && MoveContact
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = !NumHelper(230100) && !NumHelper(230101)
triggerall = NumExplod(90000230)
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Inazuma Kakato Wari
[State -1, Inazuma Kakato Wari]
type = ChangeState
value = 243
triggerall = !AILevel
triggerall = !NumHelper(240104) && !NumHelper(240105)
triggerall = NumExplod(90000240)
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000004)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000006))
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Anim = 230 && AnimElemTime(3) >= 0 && AnimElemTime(5) < 0 && MoveContact
;---------------------------------------------------------------------------
;Fumikomi Mae Geri
[State -1, Fumikomi Mae Geri]
type = ChangeState
value = 244
triggerall = !AILevel
triggerall = !NumHelper(240106) && !NumHelper(240107)
triggerall = NumExplod(90000240)
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000004))
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = !NumHelper(240100) && !NumHelper(240101)
triggerall = NumExplod(90000240)
triggerall = !NumExplod(90000210)
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Anim = 231 && AnimElemTime(5) < 0 && MoveContact
;---------------------------------------------------------------------------
;Ushiro Mawashi Geri
[State -1, Ushiro Mawashi Geri]
type = ChangeState
value = 252
triggerall = !AILevel
triggerall = !NumHelper(250102) && !NumHelper(250103)
triggerall = NumExplod(90000250)
triggerall = (Cond(P2Dist X < 0,Facing = -1,Facing = 1) && NumExplod(90000006)) || (Cond(P2Dist X < 0,Facing = 1,Facing = -1) && NumExplod(90000004)) || (Anim = 251 && AnimElemTime(4) < 0 && MoveContact) || (StateNo = 450 && AnimElemTime(5) >= 0 && MoveContact)
triggerall = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Anim = 251 && AnimElemTime(4) < 0 && MoveContact
;---------------------------------------------------------------------------
;Stand Heavy Kick
[State -1, Stand Heavy Kick]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = !NumHelper(250100) && !NumHelper(250101)
triggerall = NumExplod(90000250)
triggerall = !NumExplod(900000021) && !NumExplod(90000022) && !NumExplod(90000023)
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = !NumHelper(400100) && !NumHelper(400101)
triggerall = NumExplod(90000200)
triggerall = NumExplod(900000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = !NumHelper(410100) && !NumHelper(410101)
triggerall = NumExplod(90000210)
triggerall = NumExplod(900000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Crouch Heavy Punch
[State -1, Crouch Heavy Punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = !NumHelper(420100) && !NumHelper(420101)
triggerall = NumExplod(90000220)
triggerall = NumExplod(900000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = !NumHelper(430100) && !NumHelper(430101)
triggerall = NumExplod(90000230)
triggerall = NumExplod(900000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = !NumHelper(440100) && !NumHelper(440101)
triggerall = NumExplod(90000240)
triggerall = NumExplod(900000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Crouch Heavy Kick
[State -1, Crouch Heavy Kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = !NumHelper(450100) && !NumHelper(450101)
triggerall = NumExplod(90000250)
triggerall = NumExplod(900000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = NumExplod(90000200)
trigger1 = Statetype = A
trigger1 = Ctrl
;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = NumExplod(90000210)
trigger1 = Statetype = A
trigger1 = Ctrl
;---------------------------------------------------------------------------
;Jump Heavy Punch
[State -1, Jump Heavy Punch]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = NumExplod(90000220)
trigger1 = Statetype = A
trigger1 = Ctrl
;---------------------------------------------------------------------------
;Tenma Kujinkyaku
[State -1, Tenma Kujinkyaku]
type = ChangeState
value = 645
triggerall = !AILevel
triggerall = NumExplod(90000022)
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = StateType = A
triggerall = MoveType != H
triggerall = Pos Y <= -10 && Vel X >= 0
triggerall = StateNo != 646
triggerall = PrevStateNo != 646
trigger1 = Ctrl
trigger2 = Var(17) = 3
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = NumExplod(90000230)
triggerall = !NumExplod(90000022)
trigger1 = Statetype = A
trigger1 = Ctrl
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = NumExplod(90000240)
triggerall = !NumExplod(90000022)
trigger1 = Statetype = A
trigger1 = Ctrl
;---------------------------------------------------------------------------
;Jump Heavy Kick
[State -1, Jump Heavy Kick]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = NumExplod(90000250)
triggerall = !NumExplod(90000022)
trigger1 = Statetype = A
trigger1 = Ctrl
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 900
triggerall = !AILevel
triggerall = StateType != A
triggerall = NumExplod(90000901)
triggerall = StateNo != 900
trigger1 = Ctrl
trigger2 = Var(17) = 1
;-| AI Set |---------------------------------------------------------------------------------------------------------------------------
[State -1]
type = VarRandom
trigger1 = 1
v = 59
range = 0,1000
;---------------------------------------------------------------------------
;AI Crouch
[State -1]
type = ChangeState
triggerall = Var(41) != 10
triggerall = StateType = S
triggerall = StateNo != 10
triggerall = PrevStateNo != 10
triggerall = AILevel
triggerall = NumEnemy
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,80]
triggerall = MoveType != H
;triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
trigger1 = Var(59) < (10*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = EnemyNear,MoveType != H
trigger2 = Var(59) < (100*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = EnemyNear,MoveType = H
value = 10
;---------------------------------------------------------------------------
;AI Jump;
[State -1]
type = ChangeState
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = RoundState = 2
triggerall = StateType = S
triggerall = StateNo != 40
triggerall = PrevStateNo != 40
triggerall = AILevel
triggerall = NumEnemy
triggerall = P2BodyDist X = [30,80]
triggerall = EnemyNear,StateType != L
triggerall = !NumTarget(600)
triggerall = !NumTarget(610)
triggerall = !NumTarget(620)
triggerall = !NumTarget(621)
triggerall = !NumTarget(630)
triggerall = !NumTarget(631)
triggerall = !NumTarget(640)
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = !NumTarget(650)
triggerall = !NumTarget(651)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1101)
triggerall = !NumTarget(1102)
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1104)
triggerall = !NumTarget(1105)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1201)
triggerall = !NumTarget(1215)
triggerall = !NumTarget(1216)
triggerall = !NumTarget(1234)
triggerall = !NumTarget(1235)
triggerall = !NumTarget(1411)
triggerall = !NumTarget(1712)
triggerall = !NumTarget(1724)
triggerall = !NumTarget(3216)
triggerall = !NumTarget(3217)
triggerall = !NumTarget(3604)
trigger1 = Var(59) < (50*(AILevel**2/64.0))
trigger1 = !Var(29)
trigger1 = Ctrl
trigger1 = !(EnemyNear,HitDefAttr = SCA,AT)
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = !Var(29)
trigger2 = Ctrl
trigger2 = EnemyNear,HitDefAttr = SCA,AT
trigger3 = Var(59) < (50*(AILevel**2/64.0))
trigger3 = Var(29)
trigger3 = NumEnemy
trigger3 = EnemyNear,MoveType = H
trigger3 = EnemyNear,StateNo = [5000,5099]
trigger3 = EnemyNear,Time < 2
trigger3 = Ctrl
value = 40
;---------------------------------------------------------------------------
;AI Guard
[State -1]
type = ChangeState
triggerall = Pos Y >= 0
triggerall = InGuardDist
triggerall = AILevel
triggerall = MoveType != A
triggerall = MoveType != H
triggerall = NumEnemy
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = EnemyNear,MoveType = A
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = PlayerIdExist(Helper(33333333),Var(23))
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumEnemy
trigger3 = EnemyNear,NumProj
value = 120
persistent = 0
[State -1]
Type = AssertSpecial
trigger1 = AILevel
trigger1 = StateNo != [120,160]
flag = NoAirGuard
flag2 = NoCrouchGuard
flag3 = NoStandGuard
;---------------------------------------------------------------------------
;AI Run
[State -1, Run]
type = ChangeState
value = 100
triggerall = AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = MoveType != A
triggerall = MoveType != H
triggerall = StateNo != 100
triggerall = PrevStateNo != 100
triggerall = StateNo != [700,751]
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != A
triggerall = !NumTarget(800)
triggerall = !NumTarget(243)
triggerall = !NumTarget(244)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = MoveType != A
trigger1 = EnemyNear,MoveType = H
trigger1 = P2BodyDist X = [110,5000]
trigger2 = Var(59) < (30*(AILevel**2/64.0))
trigger2 = MoveType = A
trigger2 = Var(17) = 1
trigger2 = (MoveGuarded) || !(EnemyNear,StateNo = [5000,5099])
trigger2 = Power >= 500
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumTarget(1724)
trigger3 = Target(1724),StateType = A
trigger3 = P2BodyDist X > 70
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = EnemyNear,MoveType = H
trigger4 = EnemyNear,StateNo = [1771,1772]
trigger4 = P2BodyDist X > 60
;trigger3 = Var(59) < (1000*(AILevel**2/64.0))
;trigger3 = Ctrl
;trigger3 = NumTarget(1411)
;trigger3 = Target(1411),StateType = A
;trigger3 = Target(1411),MoveType = H
;trigger3 = P2BodyDist X > 10;45
;trigger4 = Var(59) < (1000*(AILevel**2/64.0))
;trigger4 = Ctrl
;trigger4 = MoveType != A
;trigger4 = EnemyNear,MoveType = H
;trigger4 = EnemyNear,StateNo = 1620
;trigger4 = P2BodyDist X > 60;30
;trigger5 = Var(59) < (1000*(AILevel**2/64.0))
;trigger5 = Ctrl
;trigger5 = MoveType != A
;trigger5 = EnemyNear,MoveType = H
;trigger5 = EnemyNear,StateNo = 1630
;trigger5 = P2BodyDist X > 60;30
;trigger7 = Var(59) < (1000*(AILevel**2/64.0))
;trigger7 = Ctrl
;trigger7 = NumTarget(3216)
;trigger7 = Target(3216),MoveType = H
;trigger7 = Target(3216),StateType = A
;trigger7 = Target(3216),Vel Y > 0
;trigger7 = P2BodyDist X > 5
;trigger8 = Var(59) < (1000*(AILevel**2/64.0))
;trigger8 = Ctrl
;trigger8 = NumTarget(3217)
;trigger8 = Target(3217),MoveType = H
;trigger8 = Target(3217),StateType = A
;trigger8 = Target(3217),Vel Y > 0
;trigger8 = P2BodyDist X > 5
;trigger9 = Var(59) < (1000*(AILevel**2/64.0))
;trigger9 = Ctrl
;trigger9 = NumTarget(3604)
;trigger9 = Target(3604),MoveType = H
;trigger9 = Target(3604),StateType = A
;trigger9 = Target(3604),Vel Y > 0
;trigger9 = P2BodyDist X > 0
;---------------------------------------------------------------------------
;AI Run
[State -1, Run]
type = ChangeState
value = 100
triggerall = AILevel
triggerall = Var(29)
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = MoveType != A
triggerall = MoveType != H
triggerall = StateNo != 100
triggerall = PrevStateNo != 100
triggerall = StateNo != [700,751]
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != A
triggerall = P2BodyDist X >= 90
triggerall = !NumTarget(800)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = EnemyNear,MoveType = H
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo = 1620
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = EnemyNear,MoveType = H
trigger3 = EnemyNear,StateNo = 1630
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumHelper(1000100) || NumHelper(1000101)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = NumTarget(3216)
trigger5 = Target(3216),MoveType = H
trigger5 = Target(3216),StateType = A
;trigger5 = P2BodyDist X > 5
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl
trigger6 = NumTarget(3217)
trigger6 = Target(3217),MoveType = H
trigger6 = Target(3217),StateType = A
;trigger6 = P2BodyDist X > 5
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl
trigger7 = NumTarget(3604)
trigger7 = Target(3604),MoveType = H
;trigger7 = Target(3604),StateType = A
;trigger7 = P2BodyDist X > 5
;---------------------------------------------------------------------------
;AI Dash Forward
[State -1, Dash]
type = ChangeState
value = 102
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [50,1000]
triggerall = MoveType != H
triggerall = StateNo != 710
triggerall = PrevStateNo != 710
triggerall = StateNo != [1000,4999]
triggerall = Ctrl
triggerall = NumEnemy
triggerall = EnemyNear,MoveType != A
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
triggerall = !NumTarget(1411)
trigger1 = Var(59) < (20*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (500*(AILevel**2/64.0))
trigger2 = Var(46) = 2
trigger2 = Ctrl
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumTarget(1411)
trigger3 = Target(1411),StateType = A
trigger3 = Target(1411),MoveType = H
trigger3 = P2BodyDist X > 0;45
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = MoveType != A
trigger4 = EnemyNear,MoveType = H
trigger4 = EnemyNear,StateNo = 1620
trigger4 = P2BodyDist X > 30;30
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = MoveType != A
trigger5 = EnemyNear,MoveType = H
trigger5 = EnemyNear,StateNo = 1630
trigger5 = P2BodyDist X > 30;30
;---------------------------------------------------------------------------
;AI Dash Back
[State -1, Dash]
type = ChangeState
value = 105
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power < 1000
triggerall = NumEnemy
triggerall = StateType = S
triggerall = MoveType != A
triggerall = BackEdgeBodyDist >= 50
triggerall = P2BodyDist X = [50,100]
triggerall = MoveType != H
triggerall = EnemyNear,MoveType != H
triggerall = StateNo != 710
triggerall = PrevStateNo != 710
triggerall = StateNo != [1000,4999]
triggerall = Ctrl
trigger1 = Var(59) < (300*(AILevel**2/64.0))
trigger1 = Ctrl
;---------------------------------------------------------------------------
;AI Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(430100) && !NumHelper(430101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,47]
triggerall = MoveType != H
triggerall = StateNo != 430
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1711)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(647)
;---------------------------------------------------------------------------
;AI Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(410100) && !NumHelper(410101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,47]
triggerall = MoveType != H
triggerall = StateNo != 410
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,Pos Y >= -20
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(251)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(647)
;---------------------------------------------------------------------------
;AI Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = Var(41) != 440
triggerall = !NumHelper(440100) && !NumHelper(440101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,78]
triggerall = MoveType != H
triggerall = StateNo != 440
triggerall = PrevStateNo != 440
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (800*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(210)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(215)
trigger5 = Target(215),StateType = C
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(230)
trigger7 = Var(59) < (800*(AILevel**2/64.0))
trigger7 = Ctrl && (NumTarget(243) || NumTarget(244))
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = Ctrl && (NumTarget(252) || NumTarget(253))
trigger9 = Var(59) < (1000*(AILevel**2/64.0))
trigger9 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger10 = Var(59) < (1000*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(410)
trigger11 = Var(59) < (1000*(AILevel**2/64.0))
trigger11 = Ctrl && NumTarget(647)
trigger12 = Var(59) < (1000*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(1404)
trigger13 = Var(59) < (1000*(AILevel**2/64.0))
trigger13 = Ctrl
trigger13 = NumTarget(1611)
;---------------------------------------------------------------------------
;AI Shouryureppa
[State -1, Shouryureppa]
type = ChangeState
value = 3000
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 1000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,30]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = Anim != 1100
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = !(EnemyNear,StateType = A && StateNo != 1100)
triggerall = !(EnemyNear,StateType = A && Power < 2000)
triggerall = !(EnemyNear,StateType = A && Power >= 3000)
triggerall = !(Power >= 2000 && Power < 3000 && EnemyNear,Pos Y <= -40)
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(StateNo = 1113 && Power >= 3000)
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 215
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1200
triggerall = Anim != 1203
triggerall = StateNo != 1311
triggerall = !NumTarget(1600)
triggerall = !NumTarget(1610)
triggerall = Anim != 1707
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != 1810
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6010)
trigger1 = Var(59) < (899*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (899*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(1100)
trigger3 = Var(59) < (899*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(1201) || NumTarget(1202))
trigger4 = Var(59) < (899*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1206)
trigger5 = Var(59) < (899*(AILevel**2/64.0))
trigger5 = NumHelper(6010)
trigger5 = Ctrl && (Helper(6010),NumTarget(6012))
trigger6 = Var(59) < (899*(AILevel**2/64.0))
trigger6 = NumHelper(6020)
trigger6 = Ctrl && (Helper(6020),NumTarget(6024))
trigger7 = Var(59) < (899*(AILevel**2/64.0))
trigger7 = NumHelper(6070)
trigger7 = Ctrl && (Helper(6070),NumTarget(6074))
trigger8 = Var(59) < (899*(AILevel**2/64.0))
trigger8 = NumHelper(6090)
trigger8 = Ctrl && (Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091))
;---------------------------------------------------------------------------
;AI Shouryureppa
[State -1, Shouryureppa]
type = ChangeState
value = 3000
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 2000 && Power < 3000
triggerall = Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,30]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = Anim != 1100
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = !(EnemyNear,StateType = A && StateNo != 1100)
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,Pos Y <= -40)
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(StateNo = 1113 && Power >= 3000)
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 215
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1200
triggerall = Anim != 1203
triggerall = StateNo != 1311
triggerall = !NumTarget(1600)
triggerall = !NumTarget(1610)
triggerall = Anim != 1707
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != 1810
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6010)
trigger1 = Var(59) < (50*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (450*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(1100)
trigger3 = Var(59) < (450*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(1201) || NumTarget(1202))
trigger4 = Var(59) < (450*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1206)
trigger5 = Var(59) < (450*(AILevel**2/64.0))
trigger5 = NumHelper(6010)
trigger5 = Ctrl && (Helper(6010),NumTarget(6012))
trigger6 = Var(59) < (450*(AILevel**2/64.0))
trigger6 = NumHelper(6020)
trigger6 = Ctrl && (Helper(6020),NumTarget(6024))
trigger7 = Var(59) < (450*(AILevel**2/64.0))
trigger7 = NumHelper(6070)
trigger7 = Ctrl && (Helper(6070),NumTarget(6074))
trigger8 = Var(59) < (450*(AILevel**2/64.0))
trigger8 = NumHelper(6090)
trigger8 = Ctrl && (Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091))
;---------------------------------------------------------------------------
;AI Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(200100) && !NumHelper(200101)
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,30]
triggerall = EnemyNear,Pos Y >= -55
triggerall = MoveType != H
triggerall = StateNo != 200
triggerall = PrevStateNo != 200
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,Const(Size.Head.Pos.Y) <= Const(Size.Head.Pos.Y)
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(242)
triggerall = !NumTarget(600)
triggerall = !NumTarget(610)
triggerall = !NumTarget(620)
triggerall = !NumTarget(621)
triggerall = !NumTarget(630)
triggerall = !NumTarget(631)
triggerall = !NumTarget(640)
triggerall = !NumTarget(650)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1711)
trigger1 = Var(59) < (100*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (400*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (400*(AILevel**2/64.0))
trigger3 = NumTarget(200) || NumTarget(201)
trigger3 = Ctrl
trigger4 = Var(59) < (400*(AILevel**2/64.0))
trigger4 = NumTarget(400) || NumTarget(430)
trigger4 = Ctrl
trigger5 = Var(59) < (400*(AILevel**2/64.0))
trigger5 = NumTarget(1201) || NumTarget(1202)
trigger5 = Ctrl
;---------------------------------------------------------------------------
;AI Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(200100) && !NumHelper(200101)
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,30]
triggerall = EnemyNear,Pos Y >= -55
triggerall = MoveType != H
triggerall = StateNo != 200
triggerall = PrevStateNo != 200
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,Const(Size.Head.Pos.Y) <= Const(Size.Head.Pos.Y)
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1711)
trigger1 = Var(59) < (100*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (100*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (100*(AILevel**2/64.0))
trigger3 = NumTarget(200) || NumTarget(201)
trigger3 = Ctrl
trigger4 = Var(59) < (100*(AILevel**2/64.0))
trigger4 = NumTarget(400) || NumTarget(430)
trigger4 = Ctrl
trigger5 = Var(59) < (100*(AILevel**2/64.0))
trigger5 = NumTarget(1201) || NumTarget(1202)
trigger5 = Ctrl
trigger6 = Var(59) < (100*(AILevel**2/64.0))
trigger6 = Ctrl
trigger6 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = Var(41) != 210
triggerall = !NumHelper(210100) && !NumHelper(210101)
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,50]
triggerall = MoveType != H
triggerall = StateNo != 210
triggerall = PrevStateNo != 210
triggerall = !NumTarget(210)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = !(P2BodyDist X > 20 && EnemyNear,StateType = C)
triggerall = !((P2BodyDist X > 30) && (EnemyNear,Const(Size.Head.Pos.Y) > Const(Size.Head.Pos.Y)))
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger3 = NumTarget(200) || NumTarget(201)
trigger3 = Ctrl
trigger4 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = NumTarget(244)
trigger4 = Ctrl
;---------------------------------------------------------------------------
;AI Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = Var(41) != 210
triggerall = !NumHelper(210100) && !NumHelper(210101)
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,20]
triggerall = MoveType != H
triggerall = StateNo != 210
triggerall = PrevStateNo != 210
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(P2BodyDist X > 20 && EnemyNear,StateType = C)
triggerall = !((P2BodyDist X > 30) && (EnemyNear,Const(Size.Head.Pos.Y) > Const(Size.Head.Pos.Y)))
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger3 = NumTarget(200) || NumTarget(201)
trigger3 = Ctrl
trigger4 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = NumTarget(244)
trigger4 = Ctrl
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Var(41) != 210
triggerall = !NumHelper(210100) && !NumHelper(210101)
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [30,50]
triggerall = MoveType != H
triggerall = StateNo != 210
triggerall = PrevStateNo != 210
triggerall = !NumTarget(210)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(P2BodyDist X > 20 && EnemyNear,StateType = C)
triggerall = !((P2BodyDist X > 30) && (EnemyNear,Const(Size.Head.Pos.Y) > Const(Size.Head.Pos.Y)))
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (300*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger3 = NumTarget(200) || NumTarget(201)
trigger3 = Ctrl
trigger4 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = NumTarget(244)
trigger4 = Ctrl
;---------------------------------------------------------------------------
;AI Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = FrontEdgeDist <= 100
triggerall = P2Life > 0
triggerall = !NumHelper(240100) && !NumHelper(240101)
triggerall = StateType = S
triggerall = MoveType != H
triggerall = StateNo != 240
triggerall = PrevStateNo != 240
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(242)
trigger1 = Var(59) < (910*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = P2BodyDist X = [0,60]
trigger2 = Var(59) < (910*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger2 = P2BodyDist X = [0,60]
trigger3 = Anim = 231 && MoveContact
trigger3 = AnimElemTime(5) < 0
trigger3 = P2BodyDist X = [0,50]
trigger4 = Var(59) < (910*(AILevel**2/64.0))
trigger4 = NumTarget(647)
trigger4 = Ctrl
trigger4 = P2BodyDist X = [0,60]
;---------------------------------------------------------------------------
;AI Sakotsu Wari
[State -1, Sakotsu Wari]
type = ChangeState
value = 215
triggerall = AILevel
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(215100) && !NumHelper(215101)
triggerall = StateType = S
triggerall = P2BodyDist X = [0,50]
triggerall = MoveType != H
triggerall = StateNo != 215
triggerall = PrevStateNo != 215
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = StateNo = 200 && MoveContact && AnimElemTime(4) < 0
trigger1 = !Var(55)
;---------------------------------------------------------------------------
;AI Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(220100) && !NumHelper(220101)
triggerall = !NumHelper(225100) && !NumHelper(225101)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [0,24]
triggerall = MoveType != H
triggerall = StateNo != 220
triggerall = PrevStateNo != 220
triggerall = !NumTarget(230)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(P2BodyDist X > 24 && EnemyNear,StateType = C)
;triggerall = !(EnemyNear,StateType = A && !NumTarget(1724))
triggerall = !(EnemyNear,StateType = A && !((PrevStateNo = 1709) || (PrevStateNo = 3202) || (PrevStateNo = 3602)))
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)) && StateNo != 210)
triggerall = !(EnemyNear,NumProj && StateNo != 210)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (902*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (902*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (2000*(AILevel**2/64.0))
trigger3 = Anim = 211 && MoveContact
trigger3 = AnimElemTime(4) < 0
trigger4 = Var(59) < (300*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (300*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (600*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(1724)
trigger7 = Var(59) < (600*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(3216)
trigger8 = Var(59) < (600*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(3217)
trigger9 = Var(59) < (600*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(3604)
;---------------------------------------------------------------------------
;AI Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(220100) && !NumHelper(220101)
triggerall = !NumHelper(225100) && !NumHelper(225101)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [0,24]
triggerall = MoveType != H
triggerall = StateNo != 220
triggerall = PrevStateNo != 220
triggerall = !NumTarget(230)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(P2BodyDist X > 24 && EnemyNear,StateType = C)
;triggerall = !(EnemyNear,StateType = A && !NumTarget(1724))
triggerall = !(EnemyNear,StateType = A && !((PrevStateNo = 1709) || (PrevStateNo = 3202) || (PrevStateNo = 3602)))
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)) && StateNo != 210)
triggerall = !(EnemyNear,NumProj && StateNo != 210)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,Pos Y >= -30
trigger1 = Var(59) < (902*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (902*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (2000*(AILevel**2/64.0))
trigger3 = Anim = 211 && MoveContact
trigger3 = AnimElemTime(4) < 0
trigger4 = Var(59) < (300*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (300*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl
trigger6 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(220100) && !NumHelper(220101)
triggerall = !NumHelper(225100) && !NumHelper(225101)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [24,67]
triggerall = MoveType != H
triggerall = StateNo != 220
triggerall = PrevStateNo != 220
triggerall = !NumTarget(230)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != C
;triggerall = !(EnemyNear,StateType = A && !NumTarget(1724))
triggerall = !(EnemyNear,StateType = A && !((PrevStateNo = 1709) || (PrevStateNo = 3202) || (PrevStateNo = 3602)))
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)) && StateNo != 210)
triggerall = !(EnemyNear,NumProj && StateNo != 210)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (952*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (902*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Anim = 215 && MoveContact
trigger3 = AnimElemTime(9) < 0
trigger3 = EnemyNear,StateType != C
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (600*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(1724)
trigger7 = Var(59) < (600*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(3216)
trigger8 = Var(59) < (600*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(3217)
trigger9 = Var(59) < (600*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(3604)
;---------------------------------------------------------------------------
;AI Stand Heavy Punch
[State -1, Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(220100) && !NumHelper(220101)
triggerall = !NumHelper(225100) && !NumHelper(225101)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [24,60]
triggerall = FrontEdgeDist <= 60
triggerall = MoveType != H
triggerall = StateNo != 220
triggerall = PrevStateNo != 220
triggerall = !NumTarget(230)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType = C
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)) && StateNo != 210)
triggerall = !(EnemyNear,NumProj && StateNo != 210)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,Pos Y >= -30
trigger1 = Var(59) < (902*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (502*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Anim = 215 && MoveContact
trigger3 = AnimElemTime(9) < 0
trigger4 = Var(59) < (300*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (600*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl
trigger6 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = FrontEdgeDist <= 60
triggerall = P2Life > 0
triggerall = !NumHelper(230100) && !NumHelper(230101)
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,55]
triggerall = MoveType != H
triggerall = StateNo != 230
triggerall = PrevStateNo != 230
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = StateNo != 230
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (910*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (910*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (910*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (910*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(244)
trigger5 = Var(59) < (910*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(253)
trigger6 = Var(59) < (910*(AILevel**2/64.0))
trigger6 = Ctrl && (NumTarget(400) || NumTarget(430))
;---------------------------------------------------------------------------
;AI Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = FrontEdgeDist <= 60
triggerall = P2Life > 0
triggerall = !NumHelper(240100) && !NumHelper(240101)
triggerall = StateType = S
triggerall = P2BodyDist X = [0,30]
triggerall = MoveType != H
triggerall = StateNo != 240
triggerall = PrevStateNo != 240
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(242)
trigger1 = Var(59) < (110*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = P2BodyDist X = [0,30]
trigger2 = Var(59) < (110*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger2 = P2BodyDist X = [0,30]
trigger3 = Anim = 231 && MoveContact
trigger3 = AnimElemTime(5) < 0
trigger4 = Var(59) < (110*(AILevel**2/64.0))
trigger4 = NumTarget(647)
trigger4 = Ctrl
trigger4 = P2BodyDist X = [0,30]
trigger5 = Var(59) < (100*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = Var(46) = 1
trigger5 = P2BodyDist X = [0,30]
;---------------------------------------------------------------------------
;AI Inazuma Kakato Wari
[State -1, Inazuma Kakato Wari]
type = ChangeState
value = 243
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(240104) && !NumHelper(240105)
triggerall = StateType = S
triggerall = P2BodyDist X = [75,95]
triggerall = MoveType != H
triggerall = StateNo != 243
triggerall = PrevStateNo != 243
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(242)
triggerall = !NumTarget(243)
triggerall = !NumTarget(244)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (9*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;AI Inazuma Kakato Wari
[State -1, Inazuma Kakato Wari]
type = ChangeState
value = 243
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(240104) && !NumHelper(240105)
triggerall = !NumHelper(240106) && !NumHelper(240107)
triggerall = !NumHelper(6000100) && !NumHelper(6000101)
triggerall = !NumHelper(1000100) && !NumHelper(1000101)
triggerall = StateType = S
triggerall = P2BodyDist X = [0,70]
triggerall = MoveType != H
triggerall = StateNo != 243
triggerall = PrevStateNo != 243
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,BackEdgeBodyDist <= 2
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (10*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (9*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Fumikomi Mae Geri
[State -1, Fumikomi Mae Geri]
type = ChangeState
value = 244
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(240106) && !NumHelper(240107)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [0,120]
triggerall = MoveType != H
triggerall = StateNo != 244
triggerall = PrevStateNo != 244
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (5*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (2*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (800*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumTarget(1611)
;---------------------------------------------------------------------------
;AI Fumikomi Mae Geri
[State -1, Fumikomi Mae Geri]
type = ChangeState
value = 244
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(240106) && !NumHelper(240107)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [50,120]
triggerall = FrontEdgeDist >= 90
triggerall = MoveType != H
triggerall = StateNo != 244
triggerall = PrevStateNo != 244
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (2*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (800*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumTarget(1611)
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Stand Heavy Kick
[State -1, Heavy Kick]
type = ChangeState
value = 250
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(55)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(6000) && !NumHelper(6060)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6050) && !NumHelper(6051) && !NumHelper(6052)
triggerall = !NumHelper(6530) && !NumHelper(6540)
triggerall = !NumHelper(250100) && !NumHelper(250101)
triggerall = StateType = S
triggerall = P2BodyDist X = [0,84]
triggerall = MoveType != H
triggerall = StateNo != 250
triggerall = PrevStateNo != 250
triggerall = PrevStateNo != [700,702]
triggerall = !NumTarget(243)
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,Pos Y = 0
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(EnemyNear,Name = "Guile" && EnemyNear,AuthorName = "Burn" && EnemyNear,MoveType != H)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !(EnemyNear,NumProj)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(200)
trigger4 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(201)
trigger5 = Var(59) < (700*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(210)
trigger6 = Var(59) < (700*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(400)
trigger7 = Var(59) < (700*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(410)
trigger8 = Var(59) < (700*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(430)
trigger9 = Var(59) < (700*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(241)
trigger10 = Var(59) < (700*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(243)
trigger11 = Var(59) < (700*(AILevel**2/64.0))
trigger11 = Ctrl && NumTarget(244)
trigger12 = Var(59) < (700*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(253)
;---------------------------------------------------------------------------
;AI Stand Heavy Kick
[State -1, Heavy Kick]
type = ChangeState
value = 250
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(6000) && !NumHelper(6060)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6050) && !NumHelper(6051) && !NumHelper(6052)
triggerall = !NumHelper(6530) && !NumHelper(6540)
triggerall = !NumHelper(250100) && !NumHelper(250101)
triggerall = StateType = S
triggerall = FrontEdgeDist <= 65
triggerall = P2BodyDist X = [0,34]
triggerall = MoveType != H
triggerall = StateNo != 250
triggerall = PrevStateNo != 250
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,Pos Y = 0
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(EnemyNear,Name = "Guile" && EnemyNear,AuthorName = "Burn" && EnemyNear,MoveType != H)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !(EnemyNear,NumProj)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (300*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(200)
trigger4 = Var(59) < (300*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(201)
trigger5 = Var(59) < (400*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(210)
trigger6 = Var(59) < (300*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(400)
trigger7 = Var(59) < (400*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(410)
trigger8 = Var(59) < (300*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(430)
trigger9 = Var(59) < (500*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(241)
trigger10 = Var(59) < (500*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(243)
trigger11 = Var(59) < (500*(AILevel**2/64.0))
trigger11 = Ctrl && NumTarget(244)
trigger12 = Var(59) < (500*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(253)
trigger13 = Var(59) < (1000*(AILevel**2/64.0))
trigger13 = Ctrl
trigger13 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Ushiro Mawashi Geri
[State -1, Ushiro Mawashi Geri]
type = ChangeState
value = 252
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = FrontEdgeDist <= 40
triggerall = !NumHelper(6000) && !NumHelper(6060)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6050) && !NumHelper(6051) && !NumHelper(6052)
triggerall = !NumHelper(6530) && !NumHelper(6540)
triggerall = !NumHelper(250102) && !NumHelper(250103)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [0,120]
triggerall = MoveType != H
triggerall = StateNo != 252
triggerall = PrevStateNo != 252
triggerall = StateNo != [1000,4999]
triggerall = !NumTarget(252)
triggerall = !NumTarget(253)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(EnemyNear,Name = "Guile" && EnemyNear,AuthorName = "Burn" && EnemyNear,MoveType != H)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !(EnemyNear,NumProj)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (20*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (6*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Anim = 251 && MoveContact
trigger3 = (EnemyNear,StateNo = [120,155]) || (EnemyNear,StateNo = [5000,5099])
trigger3 = AnimElemTime(5) < 0
trigger4 = Var(59) < (100*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumTarget(1611)
trigger4 = FrontEdgeDist < 100
;---------------------------------------------------------------------------
;AI Ushiro Mawashi Geri
[State -1, Ushiro Mawashi Geri]
type = ChangeState
value = 252
triggerall = AILevel
triggerall = Var(29)
triggerall = Var(46) = 1
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(6000) && !NumHelper(6060)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6050) && !NumHelper(6051) && !NumHelper(6052)
triggerall = !NumHelper(6530) && !NumHelper(6540)
triggerall = !NumHelper(250102) && !NumHelper(250103)
;triggerall = !InGuardDist
triggerall = StateType = S
triggerall = P2BodyDist X = [0,120]
triggerall = FrontEdgeDist <= 70
triggerall = MoveType != H
triggerall = StateNo != 252
triggerall = PrevStateNo != 252
triggerall = StateNo != [1000,4999]
triggerall = !NumTarget(252)
triggerall = !NumTarget(253)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(EnemyNear,Name = "Guile" && EnemyNear,AuthorName = "Burn" && EnemyNear,MoveType != H)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !(EnemyNear,NumProj)
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (10*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Anim = 251 && MoveContact
trigger3 = (EnemyNear,StateNo = [120,155]) || (EnemyNear,StateNo = [5000,5099])
trigger3 = AnimElemTime(5) < 0
trigger4 = Var(59) < (900*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumTarget(1611)
;---------------------------------------------------------------------------
;AI Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(410100) && !NumHelper(410101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,47]
triggerall = MoveType != H
triggerall = StateNo != 410
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(251)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(647)
trigger8 = Var(59) < (700*(AILevel**2/64.0))
trigger8 = Ctrl
trigger8 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(430100) && !NumHelper(430101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,47]
triggerall = MoveType != H
triggerall = StateNo != 430
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1711)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(647)
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl
trigger7 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(400100) && !NumHelper(400101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,40]
triggerall = MoveType != H
triggerall = StateNo != 400
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1711)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(647)
;---------------------------------------------------------------------------
;AI Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(400100) && !NumHelper(400101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,40]
triggerall = MoveType != H
triggerall = StateNo != 400
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1711)
trigger1 = Var(59) < (10*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (100*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (100*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (100*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (100*(AILevel**2/64.0))
trigger5 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger6 = Var(59) < (100*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(647)
trigger7 = Var(59) < (10*(AILevel**2/64.0))
trigger7 = Ctrl
trigger7 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Crouch Heavy Punch
[State -1, Crouch Heavy Punch]
type = ChangeState
value = 420
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(420100) && !NumHelper(420101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,46]
triggerall = MoveType != H
triggerall = StateNo != 420
triggerall = PrevStateNo != 420
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,Pos Y = [-15,0]
triggerall = !((EnemyNear,Pos Y = [-10,0]) && EnemyNear,Vel Y > 0)
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (930*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(215)
trigger4 = Target(215),StateType = C
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(647)
;---------------------------------------------------------------------------
;AI Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(57)
triggerall = P2Life > 0
;triggerall = Var(41) != 440
triggerall = !NumHelper(440100) && !NumHelper(440101)
triggerall = StateType = C
triggerall = MoveType != A
triggerall = P2BodyDist X = [0,80]
triggerall = MoveType != H
triggerall = StateNo != 440
triggerall = PrevStateNo != 440
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (800*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(210)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(215)
trigger5 = Target(215),StateType = C
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(230)
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl && (NumTarget(243) || NumTarget(244))
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = Ctrl && (NumTarget(252) || NumTarget(253))
trigger9 = Var(59) < (1000*(AILevel**2/64.0))
trigger9 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger10 = Var(59) < (1000*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(410)
trigger11 = Var(59) < (1000*(AILevel**2/64.0))
trigger11 = Ctrl && NumTarget(647)
trigger12 = Var(59) < (1000*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(1404)
trigger13 = Var(59) < (1000*(AILevel**2/64.0))
trigger13 = Ctrl
trigger13 = NumTarget(1611)
trigger14 = Var(59) < (1000*(AILevel**2/64.0))
trigger14 = Ctrl
trigger14 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Crouch Heavy Kick
[State -1, Crouch Heavy Kick]
type = ChangeState
value = 450
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(450100) && !NumHelper(450101)
triggerall = StateType = C
triggerall = P2BodyDist X = [0,70]
triggerall = MoveType != H
triggerall = StateNo != 450
triggerall = PrevStateNo != 450
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(210)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(215)
trigger5 = Target(215),StateType = C
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(230)
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl && (NumTarget(243) || NumTarget(244))
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = Ctrl && (NumTarget(252) || NumTarget(253))
trigger9 = Var(59) < (1000*(AILevel**2/64.0))
trigger9 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger10 = Var(59) < (1000*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(410)
trigger11 = Var(59) < (1000*(AILevel**2/64.0))
trigger11 = Ctrl && NumTarget(647)
trigger12 = Var(59) < (1000*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(1404)
;---------------------------------------------------------------------------
;AI Crouch Heavy Kick
[State -1, Crouch Heavy Kick]
type = ChangeState
value = 450
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = !NumHelper(450100) && !NumHelper(450101)
triggerall = StateType = C
triggerall = P2BodyDist X = [0,70]
triggerall = MoveType != H
triggerall = StateNo != 450
triggerall = PrevStateNo != 450
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType = A
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,MoveType = A && (StateNo != 710 || PrevStateNo != 710))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1100)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(200) || NumTarget(201))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(210)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(215)
trigger5 = Target(215),StateType = C
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(230)
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl && (NumTarget(243) || NumTarget(244))
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = Ctrl && (NumTarget(252) || NumTarget(253))
trigger9 = Var(59) < (1000*(AILevel**2/64.0))
trigger9 = Ctrl && (NumTarget(400) || NumTarget(430))
trigger10 = Var(59) < (1000*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(410)
trigger11 = Var(59) < (1000*(AILevel**2/64.0))
trigger11 = Ctrl && NumTarget(647)
trigger12 = Var(59) < (1000*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(1404)
trigger13 = Var(59) < (1000*(AILevel**2/64.0))
trigger13 = Ctrl
trigger13 = Var(46) = 1
;---------------------------------------------------------------------------
;AI Jump Heavy Punch
[State -1, Jump Heavy Punch]
type = ChangeState
value = 620
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = MoveType != H
triggerall = StateNo != 620
triggerall = StateNo != 646
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != 2003
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = !NumTarget(1400)
trigger1 = Var(59) < (100*(AILevel**2/64.0))
trigger1 = Ctrl && P2StateType != A && (Vel Y > -3 || sysvar(1) < 0)
trigger1 = Vel X = 0
trigger1 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*4) = [-10-60*(EnemyNear,BackEdgeBodyDist < 10),40]
trigger1 = (P2Dist Y-(Vel Y-Enemynear,Vel Y)*4) = [-20,10];10,48
trigger2 = Var(59) < (900*(AILevel**2/64.0))
trigger2 = Ctrl && P2StateType = A
trigger2 = Vel X != 0
trigger2 = (P2BodyDist X-Facing*(Vel X*Facing-Enemynear,Vel X*Enemynear,Facing)*4) = [-30,40]
trigger2 = (P2Dist Y-(Vel Y-Enemynear,Vel Y)*4) = [-45,54]
trigger3 = Var(59) < (900*(AILevel**2/64.0))
trigger3 = Ctrl && P2StateType != A && (Vel Y > -3 || sysvar(1) < 0)
trigger3 = Vel X = 0
trigger3 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*4) = [-10-60*(EnemyNear,BackEdgeBodyDist < 10),40]
trigger3 = (P2Dist Y-(Vel Y-Enemynear,Vel Y)*4) = [-20,10]
trigger4 = Var(59) < (100*(AILevel**2/64.0))
trigger4 = Ctrl && P2StateType = A
trigger4 = Vel X != 0
trigger4 = (P2BodyDist X-Facing*(Vel X*Facing-Enemynear,Vel X*Enemynear,Facing)*4) = [-30,40]
trigger4 = (P2Dist Y-(Vel Y-Enemynear,Vel Y)*4) = [-45,54]
;---------------------------------------------------------------------------
;AI Jump Heavy Kick
[State -1, Jump Heavy Kick]
type = ChangeState
value = 650
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = MoveType != H
triggerall = StateNo != 650
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(Vel X = 0 && NumHelper(8700))
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = !NumTarget(1400)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl && sysvar(1) = 0 && P2StateType != A && (Vel Y > -3 || sysvar(1) < 0)
trigger1 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*7) = [-20,58]
trigger1 = (P2Dist Y-(Vel Y-EnemyNear,Vel Y)*7) = [10,45]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl && sysvar(1) = 0 && P2StateType = A
trigger2 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*7) = [-20,58]
trigger2 = (P2Dist Y-(Vel Y-EnemyNear,Vel Y)*7) = [-5,55]
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && sysvar(1) != 0
trigger3 = P2StateType != A && (Vel Y > -3 || sysvar(1) < 0)
trigger3 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*Enemynear,Facing)*4) = [10,60]
trigger3 = (P2Dist Y-(Vel Y-EnemyNear,Vel Y)*4) = [10,60]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && sysvar(1) != 0
trigger4 = P2StateType = A
trigger4 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*4) = [10,60]
trigger4 = (P2Dist Y-(Vel Y-EnemyNear,Vel Y)*4) = [-10,70]
;---------------------------------------------------------------------------
;AI Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Pos Y <= -10
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-20,20]
triggerall = MoveType != H
triggerall = StateNo != 600
triggerall = StateNo != 646
triggerall = NumEnemy
triggerall = EnemyNear,StateType = A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != S
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,MoveType != A
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
trigger1 = Var(59) < (100*(AILevel**2/64.0))
trigger1 = Ctrl
;---------------------------------------------------------------------------
;AI Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = MoveType != H
triggerall = StateNo != 610
triggerall = StateNo != 646
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != A
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = !NumTarget(1400)
trigger1 = Var(59) < (300*(AILevel**2/64.0))
trigger1 = Ctrl && P2StateType != A && (Vel Y > -3 || sysvar(1) < 0)
trigger1 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*4) = [-10-60*(EnemyNear,BackEdgeBodyDist < 10),40]
trigger1 = (P2Dist Y-(Vel Y-Enemynear,Vel Y)*4) = [10,48]
trigger2 = Var(59) < (300*(AILevel**2/64.0))
trigger2 = Ctrl && P2StateType = A
trigger2 = (P2BodyDist X-Facing*(Vel X*Facing-Enemynear,Vel X*Enemynear,Facing)*4) = [-30,40]
trigger2 = (P2Dist Y-(Vel Y-Enemynear,Vel Y)*4) = [-45,54]
;---------------------------------------------------------------------------
;AI Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
;triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = MoveType != H
triggerall = StateNo != 630
triggerall = StateNo != 646
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
trigger1 = Var(59) < (100*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = P2StateType = A && sysvar(1) != 0
trigger1 = (P2BodyDist X-Facing*(Vel X*Facing-EnemyNear,Vel X*EnemyNear,Facing)*2) = [-10,25]
trigger1 = (P2Dist Y-(Vel Y-EnemyNear,Vel Y)*2) = [-25,45]
;---------------------------------------------------------------------------
;AI Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = Var(54) > 0
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Vel Y > 0
triggerall = Pos Y = [-40,-30]
triggerall = P2Dist X = [-50,50]
triggerall = P2BodyDist Y = [0,60]
triggerall = MoveType != H
triggerall = StateNo != 640
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = !NumTarget(1400)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
;---------------------------------------------------------------------------
;AI Tenma Kujinkyaku
[State -1, Tenma Kujinkyaku]
type = ChangeState
value = 645
triggerall = !Var(29)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Vel X >= 0
triggerall = Pos Y <= -50
triggerall = P2BodyDist Y = [0,100]
triggerall = MoveType != H
triggerall = StateNo != [645,646]
triggerall = NumEnemy
triggerall = EnemyNear,Pos Y > Pos Y
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != A
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (100*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = Vel X > 0
trigger1 = P2BodyDist X = [20,100]
trigger2 = Var(59) < (100*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = Vel X = 0
trigger2 = P2BodyDist X = [20,100]
trigger3 = Var(59) < (100*(AILevel**2/64.0))
trigger3 = Var(17) = 3
;---------------------------------------------------------------------------
;AI Tenma Kujinkyaku
[State -1, Tenma Kujinkyaku]
type = ChangeState
value = 645
triggerall = Var(29)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Vel X >= 0
triggerall = Pos Y <= -15
triggerall = P2BodyDist Y = [0,100]
triggerall = MoveType != H
triggerall = StateNo != [645,646]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != A
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (200*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = Vel X > 0
trigger1 = P2BodyDist X = [30,80]
trigger2 = Var(59) < (200*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = Vel X = 0
trigger2 = P2BodyDist X = [30,80]
trigger3 = Var(59) < (200*(AILevel**2/64.0))
trigger3 = Var(17) = 3
;---------------------------------------------------------------------------
;AI Parry Reset 1
[State -1, AI Parry Reset]
type = HitOverride
triggerall = AILevel
trigger1 = (!Ctrl && (StateNo != [700,702]) && StateNo != 5120)
trigger2 = (MoveType != I) || (StateNo = [100,106]) || (StateNo = [120,132])
trigger3 = !AILevel && (Command = "holdback" || Command = "holdup")
trigger4 = (StateType = S || StateType = C) && Var(56) != 1 && Var(56) != 2
trigger5 = StateType = A && Var(56) != 3
trigger6 = MoveType = A
slot = 0
time = 0
;---------------------------------------------------------------------------
;AI Parry Reset 2
[State -1, AI Parry Reset]
type = HitOverride
triggerall = AILevel
trigger1 = (!Ctrl && (StateNo != [700,702]) && StateNo != 5120)
trigger2 = (MoveType != I) || (StateNo = [100,106]) || (StateNo = [120,132])
trigger3 = !AILevel && (Command = "holdback" || Command = "holdup")
trigger4 = (StateType = S || StateType = C) && Var(56) != 1 && Var(56) != 2
trigger5 = StateType = A && Var(56) != 3
trigger6 = MoveType = A
slot = 1
time = 0
;---------------------------------------------------------------------------
;AI Parry Reset 3
[State -1, AI Parry Reset]
type = HitOverride
triggerall = AILevel
trigger1 = (!Ctrl && (StateNo != [700,702]) && StateNo != 5120)
trigger2 = (MoveType != I) || (StateNo = [100,106]) || (StateNo = [120,132])
trigger3 = !AILevel && (Command = "holdback" || Command = "holdup")
trigger4 = (StateType = S || StateType = C) && Var(56) != 1 && Var(56) != 2
trigger5 = StateType = A && Var(56) != 3
trigger6 = MoveType = A
slot = 2
time = 0
;---------------------------------------------------------------------------
;AI Stand Parry
[State -1, Stand Parry]
type = HitOverRide
triggerall = AILevel
triggerall = StateType != A
triggerall = MoveType != A
triggerall = StateNo != [5000,5999]
triggerall = RoundState = 2
triggerall = Var(56) := 1
trigger1 = Ctrl || StateNo = 100 && AnimElemTime(4) > 0 || StateNo = [130,153]
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = [700,701]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl || StateNo = 100 && AnimElemTime(4) > 0 || StateNo = [130,153]
trigger3 = PlayerIdExist(Helper(33333333),Var(23))
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = Ctrl || StateNo = 100 && AnimElemTime(4) > 0 || StateNo = [130,153]
trigger4 = NumEnemy
trigger4 = EnemyNear,NumProj
trigger4 = Var(59) < (700*(AILevel**2/64.0))
attr = SA,AA,AP
stateno = 700
slot = 0
time = 1
;---------------------------------------------------------------------------
;AI Crouch Parry
[State -1, Crouch Parry]
type = HitOverRide
triggerall = AILevel
triggerall = StateType != A
triggerall = MoveType != A
triggerall = StateNo != [5000,5999]
triggerall = RoundState = 2
triggerall = Var(56) := 2
trigger1 = Ctrl || StateNo = 100 && AnimElemTime(4) > 0 || StateNo = [130,153]
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = [700,701]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl || StateNo = 100 && AnimElemTime(4) > 0 || StateNo = [130,153]
trigger3 = PlayerIdExist(Helper(33333333),Var(23))
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = Ctrl || StateNo = 100 && AnimElemTime(4) > 0 || StateNo = [130,153]
trigger4 = NumEnemy
trigger4 = EnemyNear,NumProj
trigger4 = Var(59) < (700*(AILevel**2/64.0))
attr = C,AA,AP
stateno = 701
slot = 1
time = 1
;---------------------------------------------------------------------------
;AI Air Parry
[State -1, Air Parry]
type = HitOverRide
triggerall = AILevel
triggerall = StateType = A
triggerall = MoveType != A
triggerall = StateNo != [5000,5999]
triggerall = RoundState = 2
triggerall = Var(56) := 3
trigger1 = Ctrl
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger2 = StateNo = 702
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = PlayerIdExist(Helper(33333333),Var(23))
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumEnemy
trigger4 = EnemyNear,NumProj
trigger4 = Var(59) < (700*(AILevel**2/64.0))
attr = SCA,AA,AP
stateno = 702
forceair = 1
slot = 2
time = 1
;---------------------------------------------------------------------------
;AI Dodge
[State -1, Dodge]
type = ChangeState
value = 710
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType != A && StateType != L
triggerall = MoveType != A
triggerall = P2Dist X = [0,65]
triggerall = MoveType != H
triggerall = StateNo != [710,725]
triggerall = PrevStateNo != 710
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = A
triggerall = !(EnemyNear,AuthorName = "Burn" && EnemyNear,Name = "Ken" && EnemyNear,Anim = 243 && EnemyNear,Time < 20)
triggerall = !(EnemyNear,AuthorName = "Burn" && EnemyNear,Name = "Guile" && EnemyNear,StateNo = 420)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;AI Roll
[State -1, Roll Forward]
type = ChangeState
value = 720
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [90,120]
triggerall = MoveType != H
triggerall = StateNo != [710,725]
triggerall = PrevStateNo != [710,725]
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear,Vel X >= 0
triggerall = !NumTarget(1411)
trigger1 = Var(59) < (31*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (31*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;AI Roll Back
[State -1, Roll Back]
type = ChangeState
value = 725
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = MoveType != A
triggerall = P2BodyDist X = [80,120]
triggerall = MoveType != H
triggerall = StateNo != [710,725]
triggerall = PrevStateNo != [710,725]
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = A
triggerall = EnemyNear,Vel X = 0
triggerall = !NumTarget(1411)
trigger1 = Var(59) < (32*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (32*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;AI Power Charge
[State -1, Power Charge]
type = changestate
value = 740
trigger1 = AILevel
trigger1 = P2Life > 0
trigger1 = !Var(29)
trigger1 = NumEnemy
trigger1 = EnemyNear,Life >= 100
trigger1 = P2BodyDist X >= 120
trigger1 = !PlayerIdExist(Helper(33333333),Var(23))
trigger1 = !EnemyNear,NumProj
trigger1 = EnemyNear,StateNo != [1000,4999]
trigger1 = RoundState = 2 && StateType != A && Ctrl
trigger1 = StateNo != 740
trigger1 = PrevStateNo != 740
trigger1 = StateNo != 741
trigger1 = PrevStateNo != 741
trigger1 = Power < Const(Data.Power) && Power < PowerMax
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
;---------------------------------------------------------------------------
;AI Power Charge End
[State -1, Power Charge End]
type = changestate
value = 741
triggerall = AILevel
triggerall = !Var(29)
triggerall = NumEnemy
triggerall = RoundState = 2
triggerall = StateNo = 740
triggerall = StateNo != 741
triggerall = PrevStateNo != 741
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = PlayerIdExist(Helper(33333333),Var(23))
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = EnemyNear,NumProj
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = EnemyNear,Vel X > 0
trigger3 = EnemyNear,MoveType = A
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = EnemyNear,MoveType != H
trigger4 = EnemyNear,StateNo = [1000,4999]
;---------------------------------------------------------------------------
;AI Zero Counter
[State -1, Zero Counter]
type = ChangeState
value = Cond((NumEnemy && EnemyNear,Pos Y < 0),750,751)
triggerall = AILevel
triggerall = Life <= 600
triggerall = Power >= 500
triggerall = MoveType = H
triggerall = StateNo != [700,702]
triggerall = PrevStateNo != [700,702]
triggerall = NumEnemy
triggerall = EnemyNear,HitDefAttr != SCA,SA,ST,SP
triggerall = (EnemyNear,Pos Y >= 0 && (P2BodyDist X = [0,80])) || (EnemyNear,Pos Y < 0 && (P2BodyDist X = [0,40]))
triggerall = RoundState = 2 && StateType != A
trigger1 = Var(59) < (20*(AILevel**2/64.0))
trigger1 = StateNo = [120,155]
ignorehitpause = 1
;---------------------------------------------------------------------------
;AI Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(41) != 800
triggerall = !Var(57)
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = P2BodyDist X = [0,28]
triggerall = MoveType != H
triggerall = StateNo != 800
triggerall = PrevStateNo != 800
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,MoveType != H
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [4108,4109]
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = StateNo = 100 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
;AI Taunt
[State -1, Taunt]
type = ChangeState
value = 900
triggerall = AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = StateType != A
triggerall = MoveType = A
triggerall = StateNo != 900
triggerall = PrevStateNo != 900
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,Pos Y <= -5
triggerall = EnemyNear,MoveType = H
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = StateNo = 420 && AnimElemTime(4) < 0
trigger1 = NumTarget(420)
;---------------------------------------------------------------------------
;AI Hadouken
[State -1, Hadouken]
type = ChangeState
value = 1000
triggerall = !Var(29)
;triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(1000100) && !NumHelper(1000101)
triggerall = !NumHelper(6000100) && !NumHelper(6000101)
triggerall = (P2BodyDist X >= 30 && EnemyNear,StateType != A) || (P2BodyDist X >= 10 && EnemyNear,StateType = A)
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 211
triggerall = Anim != 220
triggerall = StateNo != [1000,4999]
triggerall = !NumTarget(1200)
triggerall = NumEnemy
triggerall = EnemyNear,MoveType != A
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = !(EnemyNear,NumProj)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !(EnemyNear,AuthorName = "Burn" && EnemyNear,Name = "Ryu" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,AuthorName = "Burn" && EnemyNear,Name = "Ryu" && EnemyNear,NumHelper(6610))
triggerall = StateNo != 200
triggerall = !(StateNo = 225 && FrontEdgeDist <= 50)
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(800)
triggerall = !NumTarget(1611)
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = (Ctrl) || (StateNo = 100)
trigger1 = P2BodyDist X = [150,1000]
trigger1 = EnemyNear,Power < 1000
trigger1 = !(EnemyNear,StateType = A && StateNo < 410)
trigger1 = !(EnemyNear,StateType = A && StateNo > 420)
trigger2 = Var(59) < (500*(AILevel**2/64.0))
trigger2 = Var(17) = 1
trigger2 = EnemyNear,StateNo != [120,155]
trigger2 = Power >= 1000
trigger2 = !(EnemyNear,StateType = A && StateNo < 410)
trigger2 = !(EnemyNear,StateType = A && StateNo > 420)
trigger3 = Var(59) < (700*(AILevel**2/64.0))
trigger3 = Var(17) = 1
trigger3 = EnemyNear,StateNo = [120,155]
trigger3 = !(EnemyNear,StateType = A && StateNo < 410)
trigger3 = !(EnemyNear,StateType = A && StateNo > 420)
trigger4 = Var(59) < (5*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumTarget(1611)
trigger4 = !(EnemyNear,StateType = A && StateNo < 410)
trigger4 = !(EnemyNear,StateType = A && StateNo > 420)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = NumHelper(6510)
trigger5 = Helper(6510),Var(16)
trigger5 = EnemyNear,StateType = A
trigger5 = P2BodyDist X = [100,5000]
trigger5 = P2BodyDist Y = [-50,-30]
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl
trigger6 = NumHelper(6530)
trigger6 = Helper(6530),Var(16)
trigger6 = EnemyNear,StateType = A
trigger6 = P2BodyDist X = [100,5000]
trigger6 = P2BodyDist Y = [-50,-30]
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl
trigger7 = NumHelper(6540)
trigger7 = Helper(6540),Var(17)
trigger7 = EnemyNear,StateType = A
trigger7 = P2BodyDist X = [100,5000]
trigger7 = P2BodyDist Y = [-50,-30]
;---------------------------------------------------------------------------
;AI Hadouken
[State -1, Hadouken]
type = ChangeState
value = 1000
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(1000100) && !NumHelper(1000101)
triggerall = !NumHelper(6000100) && !NumHelper(6000101)
triggerall = P2Life > 0
triggerall = P2BodyDist X = [70,150]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 211
triggerall = Anim != 220
triggerall = StateNo != [1000,4999]
triggerall = !NumTarget(1200)
triggerall = NumEnemy
triggerall = EnemyNear,MoveType != A
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,Pos Y >= -30
triggerall = !(EnemyNear,NumProj)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = StateNo != 200
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(800)
triggerall = !NumTarget(1611)
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
trigger1 = Var(59) < (70*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (600*(AILevel**2/64.0))
trigger2 = Var(17) = 1
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = Var(46)
;---------------------------------------------------------------------------
;AI EX Hadouken
[State -1, EX Hadouken]
type = ChangeState
value = 1010
triggerall = !Var(57)
triggerall = AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = NumTarget
triggerall = !InGuardDist
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = P2BodyDist X = [30,200]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
triggerall = StateNo != [1000,4999]
triggerall = Target,StateType != L
triggerall = Target,StateType != A
triggerall = Target,StateNo != [700,702]
triggerall = Target,StateNo != 1501
triggerall = Target,StateNo != 1511
triggerall = Target,StateNo != [1621,1622]
triggerall = Target,StateNo != [1631,1632]
triggerall = Target,StateNo != [1773,1774]
triggerall = Target,StateNo != [3208,3209]
triggerall = Target,StateNo != [3611,3615]
triggerall = Target,StateNo != [4108,4109]
triggerall = Target,StateNo != [4115,4116]
triggerall = !(Target,NumProj)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = StateNo != 200
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(800)
triggerall = !NumTarget(1611)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6060)
trigger1 = Var(59) < (200*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = EnemyNear,Power < 1000
trigger2 = Var(59) < (200*(AILevel**2/64.0))
trigger2 = Var(17) = 1
trigger2 = Power >= 2000
trigger2 = Target,StateNo != [120,155]
trigger3 = Var(17) = 1
trigger3 = Target,StateNo = [120,155]
trigger4 = Var(59) < (200*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumTarget(1611)
;---------------------------------------------------------------------------
;AI Senkugoshouha
[State -1, Senkugoshouha]
type = ChangeState
value = 1600
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(52)
triggerall = !Var(55)
triggerall = Var(54) > 0
triggerall = !NumHelper(1600100) && !NumHelper(1600101)
triggerall = !NumHelper(1601100) && !NumHelper(1601101)
triggerall = P2Life > 0
triggerall = NumTarget
triggerall = P2BodyDist X = [0,100]
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1601
triggerall = Anim != 211
triggerall = StateNo != 215
triggerall = Anim != 220
triggerall = StateNo != 225
triggerall = Anim != 251
triggerall = StateNo != 430
triggerall = !NumTarget(800)
triggerall = !NumTarget(1200)
triggerall = Target,StateType != A
triggerall = Target,StateType != L
triggerall = Target,MoveType != A
triggerall = Target,StateNo != [1312,1313]
triggerall = Target,StateNo != 1501
triggerall = Target,StateNo != 1511
triggerall = Target,StateNo != [1621,1622]
triggerall = Target,StateNo != [1631,1632]
triggerall = Target,StateNo != [1773,1774]
triggerall = Target,StateNo != [3208,3209]
triggerall = Target,StateNo != [3611,3615]
triggerall = Target,StateNo != [4108,4109]
triggerall = Target,StateNo != [4115,4116]
trigger1 = Var(59) < (900*(AILevel**2/64.0))
trigger1 = Var(18) = 1
;---------------------------------------------------------------------------
;AI Zankuu Hadouken
[State -1, Zankuu Hadouken]
type = ChangeState
value = 1050
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Pos Y <= -35
triggerall = Vel Y >= -4
triggerall = MoveType != H
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = NumEnemy
triggerall = EnemyNear,Pos Y >= Pos Y
triggerall = !((P2BodyDist X = [0,25]) && (P2BodyDist Y >= 10))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = !(EnemyNear,NumHelper(6000))
triggerall = !(EnemyNear,NumHelper(6050))
triggerall = !NumTarget(3602)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = Vel X > 0
trigger1 = P2BodyDist X = [80,160]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = Vel X = 0
trigger2 = P2BodyDist X = [60,160]
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = Vel X < 0
trigger3 = P2BodyDist X = [10,200]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Var(17) = 2
trigger4 = Vel X > 0
trigger4 = P2BodyDist X = [30,100]
trigger4 = P2BodyDist Y = [-10,10]
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Var(17) = 2
trigger5 = Vel X = 0
trigger5 = P2BodyDist X = [30,100]
trigger5 = P2BodyDist Y = [-10,10]
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Var(17) = 2
trigger6 = Vel X < 0
trigger6 = P2BodyDist X = [30,200]
trigger6 = P2BodyDist Y = [-10,10]
;---------------------------------------------------------------------------
;AI Bakuretsuken
[State -1, Bakuretsuken]
type = ChangeState
value = 1070
triggerall = AILevel
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = P2BodyDist X = [0,120]
triggerall = P2BodyDist Y = [-50,50];P2BodyDist Y = [-40,0]
triggerall = !(EnemyNear,Vel Y > 0 && (P2BodyDist Y = [-20,0]))
triggerall = Pos Y <= -30;-80
triggerall = MoveType != H
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = StateNo != 1070
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = StateNo != 646
triggerall = PrevStateNo != 646
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Var(17) = 2
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && StateNo = 1220
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && StateNo = 1230
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = NumHelper(6020) && Ctrl
trigger5 = Helper(6020),NumTarget(6024)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = NumHelper(6070) && Ctrl
trigger6 = Helper(6070),NumTarget(6074)
;---------------------------------------------------------------------------
;AI EX Bakuretsuken
[State -1, EX Bakuretsuken]
type = ChangeState
value = 1080
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = StateType = A
triggerall = P2BodyDist X = [0,200]
triggerall = P2BodyDist Y = [-50,50];-30,5
triggerall = !(EnemyNear,Vel Y > 0 && (P2BodyDist Y = [-20,0]))
triggerall = Pos Y <= -30;-80
triggerall = MoveType != H
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = StateNo != 1070
triggerall = StateNo != 1080
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = StateNo != 646
triggerall = PrevStateNo != 646
trigger1 = Var(59) < (899*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (899*(AILevel**2/64.0))
trigger2 = Var(17) = 2
trigger3 = Var(59) < (899*(AILevel**2/64.0))
trigger3 = Ctrl && StateNo = 1220
trigger4 = Var(59) < (899*(AILevel**2/64.0))
trigger4 = Ctrl && StateNo = 1230
trigger5 = Var(59) < (899*(AILevel**2/64.0))
trigger5 = NumHelper(6020) && Ctrl
trigger5 = Helper(6020),NumTarget(6024)
trigger6 = Var(59) < (899*(AILevel**2/64.0))
trigger6 = NumHelper(6070) && Ctrl
trigger6 = Helper(6070),NumTarget(6074)
;---------------------------------------------------------------------------
;AI Shouryuken
[State -1, Shouryuken]
type = ChangeState
value = 1100
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !NumHelper(1100100) && !NumHelper(1100101)
triggerall = NumEnemy
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,31]
triggerall = EnemyNear,Pos Y = [-70,0]
triggerall = !(EnemyNear,StateType = A && P2BodyDist X > 20)
triggerall = !(EnemyNear,StateType = A && EnemyNear,MoveType = I && P2BodyDist X < 5)
triggerall = !(EnemyNear,StateType = A && EnemyNear,MoveType = A && P2BodyDist X < 5)
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
triggerall = Anim != 400
triggerall = Anim != 430
triggerall = StateNo != 210
triggerall = StateNo != 215
triggerall = StateNo != 225
triggerall = Anim != 251
triggerall = !NumTarget(645)
triggerall = !NumTarget(646)
triggerall = !NumTarget(647)
triggerall = !NumTarget(800)
triggerall = !NumTarget(1126)
triggerall = !NumTarget(3016)
triggerall = StateNo != [1000,4999]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != L
triggerall = !(TeamMode = Simul && EnemyNear,MoveType != H)
triggerall = !(Enemy,TeamMode = Simul && EnemyNear,MoveType != H)
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !MoveGuarded
triggerall = !NumHelper(6540)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,Pos Y = [-60,-30]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Var(17) = 1
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(1100)
trigger3 = Target(1100),StateType = A
trigger3 = P2BodyDist X = [0,10]
trigger3 = EnemyNear,Pos Y = [-60,-30]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1201)
trigger4 = Target(1201),StateType = A
trigger4 = EnemyNear,Pos Y = [-60,-30]
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = NumHelper(6010) && Ctrl
trigger5 = Helper(6010),NumTarget(6012)
trigger5 = EnemyNear,Pos Y = [-60,-30]
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = NumHelper(6020) && Ctrl
trigger6 = Helper(6020),NumTarget(6024)
trigger6 = EnemyNear,Pos Y = [-60,-30]
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = NumHelper(6090) && Ctrl
trigger7 = Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091)
trigger7 = EnemyNear,Pos Y = [-60,-30]
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = Ctrl
trigger8 = NumTarget(1411)
trigger8 = EnemyNear,Pos Y = [-60,-30]
;---------------------------------------------------------------------------
;AI EX Shouryuken
[State -1, EX Shouryuken]
type = ChangeState
value = 1110
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,45]
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != 210
triggerall = Anim != 220
triggerall = Anim != 400
triggerall = Anim != 430
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != L
triggerall = !(TeamMode = Simul && EnemyNear,MoveType != H)
triggerall = !(Enemy,TeamMode = Simul && EnemyNear,MoveType != H)
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = StateNo != 225
triggerall = Anim != 251
triggerall = !NumTarget(800)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1126)
triggerall = !MoveGuarded
triggerall = !NumHelper(6540)
trigger1 = Var(59) < (899*(AILevel**2/64.0))
trigger1 = EnemyNear,StateType = A
trigger1 = EnemyNear,Pos Y > -20 && EnemyNear,Pos Y <= -15
trigger1 = Ctrl
trigger2 = Var(59) < (899*(AILevel**2/64.0))
trigger2 = Var(17) = 1
trigger2 = !(StateNo = 100 && EnemyNear,Pos Y <= -20)
trigger3 = Var(59) < (899*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(1100)
trigger3 = Target(1100),StateType = A
trigger3 = EnemyNear,Pos Y = [-20,-10]
trigger4 = Var(59) < (400*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1201)
trigger4 = Target(1201),StateType = A
trigger4 = EnemyNear,Pos Y = [-20,-10]
trigger5 = Var(59) < (899*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(1206)
trigger5 = Target(1206),StateType = A
trigger5 = EnemyNear,Pos Y = [-20,-10]
trigger6 = Var(59) < (899*(AILevel**2/64.0))
trigger6 = NumHelper(6010) && Ctrl
trigger6 = Helper(6010),NumTarget(6012)
trigger7 = Var(59) < (899*(AILevel**2/64.0))
trigger7 = NumHelper(6020) && Ctrl
trigger7 = Helper(6020),NumTarget(6024)
trigger8 = Var(59) < (899*(AILevel**2/64.0))
trigger8 = NumHelper(6090) && Ctrl
trigger8 = Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091)
;---------------------------------------------------------------------------
;AI Tatsumaki Kaenkyaku
[State -1, Tatsumaki Kaenkyaku]
type = ChangeState
value = 1210
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(51)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,85]
triggerall = EnemyNear,Pos Y > -70
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 211
triggerall = Anim != 220
triggerall = StateNo != [1000,4999]
triggerall = StateNo != 225
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = !NumTarget(800)
triggerall = !NumTarget(1126)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,StateType = A && EnemyNear,Pos Y > -60)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(800)
triggerall = !MoveGuarded
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(17) = 1
trigger1 = Power >= 2000
trigger2 = Var(59) < (500*(AILevel**2/64.0))
trigger2 = Var(17) = 1
trigger2 = Power < 2000
trigger3 = Var(59) < (200*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = EnemyNear,MoveType = H
trigger3 = EnemyNear,StateType = A
trigger3 = EnemyNear,Vel Y < 0
trigger3 = P2BodyDist X <= 50
trigger3 = EnemyNear,Pos Y > -40
trigger4 = Var(59) < (200*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = EnemyNear,MoveType = H
trigger4 = EnemyNear,StateType = A
trigger4 = EnemyNear,Vel Y >= 0
trigger4 = P2BodyDist X <= 50
trigger4 = EnemyNear,Pos Y <= -40
;---------------------------------------------------------------------------
;AI Tatsumaki Senpuukyaku
[State -1, Tatsumaki Senpuukyaku]
type = ChangeState
value = 1200
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !NumHelper(1200100) && !NumHelper(1200101)
triggerall = !NumHelper(1700100)
triggerall = NumEnemy
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,120]
triggerall = RoundState = 2 && StateType != A
triggerall = !(Anim = 211 && (EnemyNear,StateNo = [5000,5099]))
triggerall = Anim != 220
triggerall = StateNo != [1000,4999]
triggerall = StateNo != 225
triggerall = !(StateNo = 420 && EnemyNear,StateType = A)
triggerall = !(Anim - 430 && P2BodyDist X < 43)
triggerall = !(Anim - 430 && P2BodyDist X < 43)
triggerall = !NumTarget(1201)
triggerall = !NumTarget(1206)
triggerall = !NumTarget(1303)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(EnemyNear,StateType = A && EnemyNear,Pos Y <= -3)
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,StateNo != 5120
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
triggerall = !MoveGuarded
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(17) = 1
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = (NumTarget(1400)) || (NumTarget(1401)) || (NumTarget(1402)) || (NumTarget(1403)) || (NumTarget(1404))
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumTarget(1611)
trigger4 = Var(59) < (500*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = EnemyNear,MoveType = H
trigger4 = EnemyNear,StateNo = [5100,5101]
trigger4 = EnemyNear,Time <= 2
trigger5 = NumTarget(250)
trigger5 = Ctrl
trigger6 = NumTarget(800)
trigger6 = Time < 1
trigger6 = Ctrl
;---------------------------------------------------------------------------
;AI Tatsumaki Senpuukyaku
[State -1, Tatsumaki Senpuukyaku]
type = ChangeState
value = 1200
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !NumHelper(1200100) && !NumHelper(1200101)
triggerall = !NumHelper(1700100)
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,90]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 211
triggerall = Anim != 220
triggerall = StateNo != 100
triggerall = StateNo != [1000,4999]
triggerall = StateNo != 225
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1206)
triggerall = !NumTarget(1303)
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,BackEdgeBodyDist > 3
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,StateNo != 5120
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
triggerall = !MoveGuarded
trigger1 = Var(59) < (600*(AILevel**2/64.0))
trigger1 = Var(17) = 1
trigger2 = Var(59) < (600*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = NumTarget(1611)
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = Var(46) = 1
trigger3 = P2BodyDist X = [80,90]
trigger4 = Var(59) < (500*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = EnemyNear,MoveType = H
trigger4 = EnemyNear,StateNo = [5100,5101]
trigger4 = EnemyNear,Time <= 2
;---------------------------------------------------------------------------
;AI Kuuchuu Tatsumaki Senpuukyaku
[State -1, Kuuchuu Tatsumaki Senpuukyaku]
type = ChangeState
value = 1220
triggerall = AILevel
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Pos Y <= -35
triggerall = P2BodyDist X = [0,80]
triggerall = P2BodyDist Y = [-30,20]
triggerall = !(EnemyNear,Vel Y > 0)
triggerall = MoveType != H
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = StateNo != 1070
triggerall = StateNo != 1220
triggerall = NumEnemy
triggerall = EnemyNear,StateType = A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = !NumTarget(800)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1201)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Var(17) = 3
;---------------------------------------------------------------------------
;AI Kuuchuu Tatsumaki Kaenkyaku
[State -1, Kuuchuu Tatsumaki Kaenkyaku]
type = ChangeState
value = 1230
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = StateType = A
triggerall = Pos Y <= -45
triggerall = P2BodyDist X = [0,60]
triggerall = P2BodyDist Y = [-5,10]
triggerall = !(Pos Y >= -70 && EnemyNear,StateType = A)
triggerall = !(EnemyNear,Pos Y >= -60 && EnemyNear,StateType = A)
triggerall = MoveType != H
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = StateNo != 1070
triggerall = StateNo != 1230
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = !NumTarget(800)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1201)
trigger1 = Var(59) < (500*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Var(17) = 3
;---------------------------------------------------------------------------
;AI Ryusenkyaku
[State -1, Ryusenkyaku]
type = ChangeState
value = 1300
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !NumHelper(1300100) && !NumHelper(1300101)
triggerall = !InGuardDist
triggerall = P2BodyDist X = [0,125]
triggerall = P2BodyDist Y = [-90,0]
triggerall = P2Life > 0
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = PrevStateNo != 1303
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = Anim != 211
triggerall = StateNo != 215
triggerall = StateNo != 200
triggerall = Anim != 220
triggerall = Anim != 222
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = EnemyNear,StateNo != [811,813]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,StateNo != [5110,5120]
triggerall = !((Ctrl || StateNo = 100) && (!NumTarget(800)) && (P2BodyDist X = [60,120]))
triggerall = !NumHelper(6519)
trigger1 = Var(59) < (300*(AILevel**2/64.0))
trigger1 = Var(18) = 1
trigger1 = P2BodyDist X = [0,120]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(800)
trigger2 = Time <= 1
;---------------------------------------------------------------------------
;AI EX Ryusenkyaku
[State -1, EX Ryusenkyaku]
type = ChangeState
value = 1310
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = P2BodyDist X = [30,5000]
triggerall = Power >= 1000
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = PrevStateNo != 1303
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType != I
triggerall = !(EnemyNear,Ctrl)
triggerall = EnemyNear,Vel X <= 2
triggerall = Anim != 211
triggerall = StateNo != 215
triggerall = Anim != 220
triggerall = Anim != 222
triggerall = Anim != 430
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = EnemyNear,StateNo != [5110,5120]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
triggerall = !NumTarget(1206)
triggerall = !NumTarget(1311)
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6515)
triggerall = !NumHelper(6517)
triggerall = !NumHelper(6519)
trigger1 = Var(59) < (200*(AILevel**2/64.0))
trigger1 = Var(18) = 1
trigger2 = Var(59) < (900*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(800)
trigger2 = Target(800),StateType = A
trigger3 = Var(59) < (809*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(1206)
trigger4 = Var(59) < (20*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1411)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = Power >= 500
trigger5 = P2BodyDist X = [100,5000]
trigger5 = PlayerIdExist(Helper(33333333),Var(23))
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl
trigger6 = Power >= 500
trigger6 = P2BodyDist X = [100,5000]
trigger6 = NumEnemy
trigger6 = EnemyNear,NumProj
;---------------------------------------------------------------------------
;AI Nata Otoshi Geri/Kama Harai Geri/Ousoto Mawashi Geri
[State -1, Nata Otoshi Geri/Kama Harai Geri/Ousoto Mawashi Geri]
type = ChangeState
value = 1400
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(52)
triggerall = Var(54) > 0
triggerall = !NumHelper(1400100) && !NumHelper(1400101)
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,40]
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1400
triggerall = Anim != 211
triggerall = StateNo != 215
triggerall = Anim != 430
triggerall = !(StateNo = 210 && EnemyNear,StateType = A)
triggerall = !(StateNo = 220 && EnemyNear,StateType = A)
triggerall = !(StateNo = 420 && EnemyNear,StateType = A)
triggerall = !(StateNo = 440 && EnemyNear,StateType = A)
triggerall = StateNo != 225
triggerall = !NumTarget(1126)
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1201)
triggerall = !NumTarget(1206)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (300*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = EnemyNear,StateType = A
trigger1 = P2Dist Y >= -70 && P2Dist Y <= -50
trigger2 = Var(59) < (900*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = EnemyNear,StateType != A
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Var(18) = 1
trigger3 = StateNo != 100
trigger3 = EnemyNear,StateNo = [120,155]
trigger4 = Var(59) < (900*(AILevel**2/64.0))
trigger4 = Var(18) = 1
trigger4 = StateNo != 100
trigger4 = EnemyNear,StateNo != [120,155]
trigger5 = Var(59) < (900*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(241)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = StateNo = 100
;---------------------------------------------------------------------------
;AI Joudan Sokutou Geri
[State -1, Joudan Sokutou Geri]
type = ChangeState
value = 1410
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = P2BodyDist X = [0,110]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1410
triggerall = Anim != 211
triggerall = StateNo != 215
triggerall = StateNo != 225
triggerall = Anim != 400
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = !NumTarget(1126)
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1411)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,MoveType = H
triggerall = !MoveGuarded
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Var(18) = 1
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumTarget
trigger3 = Target,MoveType = H
trigger3 = Target,StateNo = [5100,5101]
;---------------------------------------------------------------------------
;AI Rasetsu
[State -1, Rasetsu]
type = ChangeState
value = 1500
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(52)
triggerall = !Var(55)
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,130]
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = StateNo != 215
triggerall = StateNo != 221
triggerall = !NumTarget(220)
triggerall = !NumTarget(242)
triggerall = !NumTarget(243)
triggerall = !NumTarget(244)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1411)
triggerall = !NumTarget(1611)
triggerall = !NumTarget(3602)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,Facing = -Facing
triggerall = !(EnemyNear,MoveType != H && P2BodyDist X <= 80)
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6020)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
triggerall = !NumHelper(6510)
triggerall = !NumHelper(6515)
triggerall = !NumHelper(6517)
triggerall = !NumHelper(6519)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = (Ctrl) || (StateNo = 100)
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Var(18) = 1
trigger2 = (MoveGuarded) || (EnemyNear,StateNo = [120,155]) || (EnemyNear,StateNo = [700,702])
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = PlayerIdExist(Helper(33333333),Var(23))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = EnemyNear,NumProj
;---------------------------------------------------------------------------
;AI EX Rasetsu
[State -1, EX Rasetsu]
type = ChangeState
value = 1510
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(52)
triggerall = !Var(55)
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = P2BodyDist X = [0,130]
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = StateNo != 215
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = !NumTarget(1100)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1411)
triggerall = !NumTarget(1611)
triggerall = !NumTarget(3602)
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,Facing = -Facing
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6020)
triggerall = !NumHelper(6510)
triggerall = !NumHelper(6515)
triggerall = !NumHelper(6517)
triggerall = !NumHelper(6519)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6600))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,NumHelper(6610))
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = (Ctrl) || (StateNo = 100)
trigger1 = EnemyNear,MoveType = H
trigger2 = Var(59) < (500*(AILevel**2/64.0))
trigger2 = Var(18) = 1
trigger2 = EnemyNear,MoveType = H
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = PlayerIdExist(Helper(33333333),Var(23))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = NumEnemy
trigger4 = EnemyNear,NumProj
;---------------------------------------------------------------------------
;AI Senkugoshouha
[State -1, Senkugoshouha]
type = ChangeState
value = 1600
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(52)
triggerall = !Var(55)
triggerall = !(StateNo = 220 && Var(55) > 0)
triggerall = !NumHelper(1600100) && !NumHelper(1600101)
triggerall = !NumHelper(1601100) && !NumHelper(1601101)
triggerall = P2Life > 0
triggerall = Power >= 200
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = P2BodyDist X = [100,150]
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1601
triggerall = StateNo != 100
triggerall = Anim != 211
triggerall = StateNo != 215
triggerall = Anim != 220
triggerall = StateNo != 225
triggerall = !NumTarget(800)
triggerall = !NumTarget(1200)
triggerall = EnemyNear,Pos Y >= -40
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType != A
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(59) < (890*(AILevel**2/64.0))
trigger1 = Var(18) = 1
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = Var(46)
;---------------------------------------------------------------------------
;AI EX Senkugoshoha
[State -1, EX Senkugoshoha]
type = ChangeState
value = 1610
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(52)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = NumTarget
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1601
triggerall = Anim != 211
triggerall = Anim != 220
triggerall = StateNo != 225
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = !NumTarget(800)
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1602)
triggerall = Target,Pos Y >= 0
triggerall = Target,Vel Y = 0
triggerall = Target,StateNo != [120,155]
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(18) = 1
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = PlayerIdExist(Helper(33333333),Var(23))
trigger2 = P2BodyDist X = [0,100]
trigger2 = Var(59) < (850*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumEnemy
trigger3 = EnemyNear,NumProj
trigger3 = P2BodyDist X = [0,100]
trigger3 = Var(59) < (849*(AILevel**2/64.0))
;---------------------------------------------------------------------------
;AI EX Senkugoshoha
[State -1, EX Senkugoshoha]
type = ChangeState
value = 1610
triggerall = AILevel
triggerall = Var(29)
triggerall = !Var(52)
triggerall = !Var(55)
triggerall = !(StateNo = 220 && Var(55) > 0)
triggerall = P2Life > 0
triggerall = Power >= 500 && Power < 4000
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1601
triggerall = StateNo != 100
triggerall = Anim != 211
triggerall = Anim != 220
triggerall = StateNo != 225
triggerall = !NumTarget(800)
triggerall = !NumTarget(1200)
triggerall = !NumTarget(1602)
triggerall = EnemyNear,Life >= 200
triggerall = EnemyNear,Pos Y = 0
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
trigger1 = Var(18) = 1
trigger1 = Var(59) < (895*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = PlayerIdExist(Helper(33333333),Var(23))
trigger2 = P2BodyDist X = [0,100]
trigger2 = Var(59) < (850*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumEnemy
trigger3 = EnemyNear,NumProj
trigger3 = P2BodyDist X = [0,100]
trigger3 = Var(59) < (849*(AILevel**2/64.0))
trigger4 = Var(59) < (700*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = Var(46)
trigger4 = P2BodyDist X = [0,100]
;---------------------------------------------------------------------------
;AI EX Machine Gun Blow
[State -1, EX Machine Gun Blow]
type = ChangeState
value = 1710
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = P2Life > 0
triggerall = Power >= 500
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = P2BodyDist X = [0,70]
triggerall = P2BodyDist Y = [-30,0]
triggerall = RoundState = 2 && StateType != A
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = Anim != 211
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1700
triggerall = PrevStateNo != 1704
triggerall = PrevStateNo != 1705
triggerall = PrevStateNo != 1706
triggerall = PrevStateNo != 1710
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1770,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(220)
triggerall = StateNo != 225
triggerall = !NumTarget(800)
triggerall = !NumTarget(1712)
trigger1 = Var(59) < (990*(AILevel**2/64.0))
trigger1 = Var(17) = 1
trigger1 = EnemyNear,MoveType = H
trigger2 = Var(59) < (990*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(253)
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget
trigger3 = Target,StateNo = [120,155]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1217)
trigger5 = Var(59) < (900*(AILevel**2/64.0))
trigger5 = Ctrl
trigger5 = NumHelper(6020)
trigger5 = Helper(6020),NumTarget(6024)
trigger6 = Var(59) < (100*(AILevel**2/64.0))
trigger6 = (Ctrl) || (StateNo = 100)
trigger6 = EnemyNear,StateNo = 1620
trigger7 = Var(59) < (100*(AILevel**2/64.0))
trigger7 = (Ctrl) || (StateNo = 100)
trigger7 = EnemyNear,StateNo = 1630
;---------------------------------------------------------------------------
;AI Machine Gun Blow
[State -1, Machine Gun Blow]
type = ChangeState
value = 1700
triggerall = AILevel
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !NumHelper(1700100) && !NumHelper(1700101)
triggerall = P2Life > 0
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = P2BodyDist X = [0,80]
triggerall = P2BodyDist Y = [-30,0]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 211
triggerall = StateNo != 225
triggerall = !(StateNo = 400 && EnemyNear,MoveType != H && HitCount < 2)
triggerall = StateNo != 430
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1700
triggerall = PrevStateNo != 1704
triggerall = PrevStateNo != 1705
triggerall = PrevStateNo != 1706
triggerall = PrevStateNo != 1710
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1770,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(220)
triggerall = !NumTarget(800)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(17) = 1
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(241)
trigger3 = Var(59) < (910*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(253)
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget
trigger4 = Target,StateNo = [120,155]
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(1114)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(1217)
trigger7 = Var(59) < (910*(AILevel**2/64.0))
trigger7 = Ctrl
trigger7 = NumHelper(6020)
trigger7 = Helper(6020),NumTarget(6024)
;---------------------------------------------------------------------------
;AI Machine Gun Blow
[State -1, Machine Gun Blow]
type = ChangeState
value = 1700
triggerall = AILevel
triggerall = Var(29)
triggerall = !NumHelper(1700100) && !NumHelper(1700101)
triggerall = P2Life > 0
triggerall = StateType = S
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-100,0]
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != 225
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1700
triggerall = PrevStateNo != 1704
triggerall = PrevStateNo != 1705
triggerall = PrevStateNo != 1706
triggerall = PrevStateNo != 1710
triggerall = NumEnemy
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1770,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(220)
triggerall = !NumTarget(800)
trigger1 = Var(59) < (910*(AILevel**2/64.0))
trigger1 = Var(17) = 1
trigger2 = Var(59) < (910*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(253)
trigger3 = Var(59) < (910*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = NumHelper(6020)
trigger3 = Helper(6020),NumTarget(6024)
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl
trigger4 = Var(46)
;---------------------------------------------------------------------------
;AI Pyrokinesis
[State -1, Pyrokinesis]
type = ChangeState
value = 1800
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(4000100) && !NumHelper(4000101)
triggerall = !NumHelper(4300100) && !NumHelper(4300101)
triggerall = !NumHelper(6510100) && !NumHelper(6510101)
triggerall = !NumHelper(6515100) && !NumHelper(6515101)
triggerall = !NumHelper(6517100) && !NumHelper(6517101)
triggerall = !NumHelper(6519100) && !NumHelper(6519101)
triggerall = P2Life > 0
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
triggerall = StateNo != 221
triggerall = Anim != 400
triggerall = Anim != 430
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [5100,5110]
triggerall = !(EnemyNear,NumProj)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !NumTarget(800)
triggerall = !NumTarget(1201)
triggerall = !NumTarget(1411)
triggerall = !NumTarget(1611)
triggerall = !NumHelper(6510)
trigger1 = Var(59) < (800*(AILevel**2/64.0))
trigger1 = (Ctrl) || (StateNo = 100)
trigger1 = EnemyNear,StateType = A
trigger1 = P2BodyDist X = [10,40]
trigger1 = P2BodyDist Y = [-120,-90]
trigger2 = Var(59) < (400*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = EnemyNear,StateType != A
trigger2 = P2BodyDist X = [120,180]
trigger3 = Var(59) < (120*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = EnemyNear,StateType != A
trigger3 = P2BodyDist X = [120,180]
trigger4 = Var(59) < (400*(AILevel**2/64.0))
trigger4 = Var(18) = 1
trigger4 = EnemyNear,StateNo != [120,155]
trigger4 = P2BodyDist X = [10,60]
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Var(18) = 1
trigger5 = EnemyNear,StateNo = [120,155]
trigger5 = P2BodyDist X = [10,60]
trigger6 = Var(59) < (800*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(1708)
trigger7 = Var(59) < (800*(AILevel**2/64.0))
trigger7 = Ctrl
trigger7 = EnemyNear,StateNo = [5111,5120]
trigger7 = P2BodyDist X = [10,60]
;---------------------------------------------------------------------------
;AI Pyrokinesis
[State -1, Pyrokinesis]
type = ChangeState
value = 1800
triggerall = Var(29)
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(4000100) && !NumHelper(4000101)
triggerall = !NumHelper(4300100) && !NumHelper(4300101)
triggerall = !NumHelper(6510100) && !NumHelper(6510101)
triggerall = !NumHelper(6515100) && !NumHelper(6515101)
triggerall = !NumHelper(6517100) && !NumHelper(6517101)
triggerall = !NumHelper(6519100) && !NumHelper(6519101)
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,20]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
triggerall = StateNo != 221
triggerall = StateNo != [1000,4999]
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [5100,5110]
triggerall = !(EnemyNear,NumProj)
triggerall = !(PlayerIdExist(Helper(33333333),Var(23)))
triggerall = !NumTarget(800)
triggerall = !NumTarget(1201)
triggerall = !NumTarget(1411)
triggerall = !NumTarget(1611)
triggerall = !NumHelper(6510)
trigger1 = Var(59) < (800*(AILevel**2/64.0))
trigger1 = (Ctrl) || (StateNo = 100)
trigger1 = EnemyNear,StateType = A
trigger1 = P2BodyDist X = [0,20]
trigger1 = P2BodyDist Y = [-120,-90]
trigger2 = Var(59) < (800*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = EnemyNear,StateType != A
trigger2 = P2BodyDist X = [0,65]
trigger3 = Var(59) < (400*(AILevel**2/64.0))
trigger3 = Var(18) = 1
trigger3 = EnemyNear,StateNo != [120,155]
trigger3 = P2BodyDist X = [0,80]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Var(18) = 1
trigger4 = EnemyNear,StateNo = [120,155]
trigger4 = P2BodyDist X = [0,80]
trigger5 = Var(59) < (800*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(1708)
;---------------------------------------------------------------------------
;AI EX Pyrokinesis
[State -1, EX Pyrokinesis]
type = ChangeState
value = 1810
triggerall = !Var(29)
triggerall = Var(54) > 0
triggerall = !Var(55)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = !NumHelper(4000100) && !NumHelper(4000101)
triggerall = !NumHelper(4300100) && !NumHelper(4300101)
triggerall = Power >= 500
triggerall = P2Life > 0
triggerall = P2BodyDist X = [0,1000]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 220
triggerall = StateNo != 225
triggerall = Anim != 400
triggerall = Anim != 430
triggerall = StateNo != [1000,4999]
triggerall = PrevStateNo != 1800
triggerall = PrevStateNo != 1810
triggerall = NumEnemy
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && EnemyNear,StateNo = 210)
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1600,1603]))
triggerall = !(EnemyNear,Name = "Ryu" && EnemyNear,AuthorName = "Burn" && (EnemyNear,StateNo = [1610,1611]))
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [5100,5110]
triggerall = EnemyNear,Vel X <= 0
triggerall = !EnemyNear,NumProj
triggerall = !PlayerIdExist(Helper(33333333),Var(23))
triggerall = !NumTarget(800)
triggerall = !NumTarget(1201)
triggerall = !NumTarget(1611)
triggerall = !NumHelper(6510)
triggerall = !NumHelper(6530)
triggerall = !NumHelper(6540)
trigger1 = Var(59) < (800*(AILevel**2/64.0))
trigger1 = (Ctrl) || (StateNo = 100)
trigger1 = EnemyNear,StateType = A
trigger1 = P2BodyDist X = [10,85]
trigger1 = P2BodyDist Y = [-120,-90]
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = EnemyNear,StateType != A
trigger2 = P2BodyDist X = [120,1000]
trigger2 = (EnemyNear,NumProj) || (PlayerIdExist(Helper(33333333),Var(23)))
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Var(18) = 1
trigger3 = EnemyNear,StateNo != [120,155]
trigger3 = P2BodyDist X = [0,100]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Var(18) = 1
trigger4 = EnemyNear,StateNo = [120,155]
trigger4 = P2BodyDist X = [10,80]
trigger5 = Var(59) < (500*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(1114)
trigger5 = EnemyNear,BackEdgeDist <= 0
trigger6 = Var(59) < (500*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(1411)
trigger6 = P2BodyDist X = [10,80]
trigger7 = Var(59) < (500*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(1600)
trigger8 = Var(59) < (400*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(1611)
trigger9 = Var(59) < (1000*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(1708)
trigger10 = Var(59) < (500*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(1712)
trigger11 = Var(59) < (700*(AILevel**2/64.0))
trigger11 = Ctrl
trigger11 = EnemyNear,StateNo = [5111,5120]
trigger11 = P2BodyDist X = [10,90]
;---------------------------------------------------------------------------
;AI EX Zankuu Hadouken
[State -1, EX Zankuu Hadouken]
type = ChangeState
value = 1060
triggerall = !Var(29)
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = StateType = A
triggerall = Power >= 500
triggerall = Pos Y <= -20
triggerall = MoveType != H
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = NumEnemy
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,Pos Y > Pos Y
triggerall = EnemyNear,StateNo != 1501
triggerall = EnemyNear,StateNo != 1511
triggerall = !NumTarget(3602)
triggerall = !(EnemyNear,NumHelper(6000))
triggerall = !(EnemyNear,NumHelper(6050))
trigger1 = Var(59) < (200*(AILevel**2/64.0))
trigger1 = Ctrl
trigger1 = Vel X > 0
trigger1 = P2BodyDist X = [90,160]
trigger2 = Var(59) < (200*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = Vel X = 0
trigger2 = P2BodyDist X = [70,160]
trigger3 = Var(59) < (200*(AILevel**2/64.0))
trigger3 = Ctrl
trigger3 = Vel X < 0
trigger3 = P2BodyDist X = [30,160]
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Var(17) = 2
trigger4 = Vel X > 0
trigger4 = P2BodyDist X = [30,100]
trigger4 = P2BodyDist Y = [-10,10]
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Var(17) = 2
trigger5 = Vel X = 0
trigger5 = P2BodyDist X = [30,100]
trigger5 = P2BodyDist Y = [-10,10]
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Var(17) = 2
trigger6 = Vel X < 0
trigger6 = P2BodyDist X = [30,100]
trigger6 = P2BodyDist Y = [-10,10]
;---------------------------------------------------------------------------
;AI Shinryuken
[State -1, Shinryuken]
type = ChangeState
value = 3100
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 2000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,40]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
triggerall = !(Power >= 3000 && EnemyNear,Pos Y <= -40)
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 215
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = !(StateNo = 1200 && Var(5) < 2)
triggerall = StateNo != 1311
triggerall = !(StateNo = 1601 && Power >= 4000)
triggerall = !(NumTarget(1600) && Var(52))
triggerall = !NumTarget(1610)
triggerall = Anim != 1707
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != 1810
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(1100)
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(1201) || NumTarget(1202))
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1206)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = NumHelper(6010)
trigger5 = Ctrl && (Helper(6010),NumTarget(6012))
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = NumHelper(6020)
trigger6 = Ctrl && (Helper(6020),NumTarget(6024))
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = NumHelper(6070)
trigger7 = Ctrl && (Helper(6070),NumTarget(6074))
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = NumHelper(6090)
trigger8 = Ctrl && (Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091))
;---------------------------------------------------------------------------
;AI Shinryuken
[State -1, Shinryuken]
type = ChangeState
value = 3100
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 2000 && Power < 3000
triggerall = Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,40]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
triggerall = !(Power >= 3000 && EnemyNear,Pos Y <= -40)
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 215
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1200
triggerall = StateNo != 1311
triggerall = !(StateNo = 1601 && Power >= 4000)
triggerall = !(NumTarget(1600) && Var(52))
triggerall = !NumTarget(1610)
triggerall = Anim != 1707
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != 1810
trigger1 = Var(59) < (50*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (449*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(1100)
trigger3 = Var(59) < (449*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(1201) || NumTarget(1202))
trigger4 = Var(59) < (449*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(1206)
trigger5 = Var(59) < (449*(AILevel**2/64.0))
trigger5 = NumHelper(6010)
trigger5 = Ctrl && (Helper(6010),NumTarget(6012))
trigger6 = Var(59) < (449*(AILevel**2/64.0))
trigger6 = NumHelper(6020)
trigger6 = Ctrl && (Helper(6020),NumTarget(6024))
trigger7 = Var(59) < (449*(AILevel**2/64.0))
trigger7 = NumHelper(6070)
trigger7 = Ctrl && (Helper(6070),NumTarget(6074))
trigger8 = Var(59) < (449*(AILevel**2/64.0))
trigger8 = NumHelper(6090)
trigger8 = Ctrl && (Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091))
;---------------------------------------------------------------------------
;AI Shippu Jinraikyaku
[State -1, Shippu Jinraikyaku]
type = ChangeState
value = 3200
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 1000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,220]
triggerall = RoundState = 2 && StateType != A
triggerall = StateNo != 100
triggerall = Anim != 1100
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1311
triggerall = !NumTarget(1600)
triggerall = !NumTarget(1610)
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != 1810
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6010)
trigger1 = Var(59) < (700*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (900*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(210)
trigger3 = Var(59) < (900*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(230)
trigger4 = Var(59) < (900*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (900*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (900*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(410)
trigger7 = Var(59) < (900*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(251)
trigger8 = Var(59) < (900*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(252)
trigger9 = Var(59) < (900*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(253)
;---------------------------------------------------------------------------
;AI Shippu Jinraikyaku
[State -1, Shippu Jinraikyaku]
type = ChangeState
value = 3200
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 2000 && Power < 3000
triggerall = Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,220]
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 1100
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1311
triggerall = !NumTarget(1600)
triggerall = !NumTarget(1610)
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != 1810
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6010)
trigger1 = Var(59) < (50*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (450*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(210)
trigger3 = Var(59) < (450*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(230)
trigger4 = Var(59) < (450*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (450*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (450*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(410)
trigger7 = Var(59) < (450*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(251)
trigger8 = Var(59) < (450*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(252)
trigger9 = Var(59) < (450*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(253)
;---------------------------------------------------------------------------
;AI Shakunetsu Hadouken
[State -1, Shakunetsu Hadouken]
type = ChangeState
value = 3300
triggerall = AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = Power >= 1000
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,500]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,Pos Y >= -20
triggerall = !(EnemyNear,Pos Y < -10 && Power >= 3000)
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 211
triggerall = StateNo != 200
triggerall = StateNo != 225
triggerall = StateNo != 400
triggerall = StateNo != 430
triggerall = StateNo != 1011
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = !NumTarget(1600)
triggerall = !NumTarget(1610)
triggerall = StateNo != 1311
triggerall = StateNo != [1708,1709]
triggerall = StateNo != 1810
trigger1 = Var(59) < (200*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (890*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(210)
trigger3 = Var(59) < (890*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(230)
trigger4 = Var(59) < (890*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (890*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (890*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(410)
trigger7 = Var(59) < (890*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(251)
trigger8 = Var(59) < (890*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(252)
trigger9 = Var(59) < (890*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(253)
trigger10 = Var(59) < (890*(AILevel**2/64.0))
trigger10 = Ctrl && NumTarget(1100)
trigger11 = Var(59) < (890*(AILevel**2/64.0))
trigger11 = Ctrl && (NumTarget(1201) || NumTarget(1202))
trigger12 = Var(59) < (890*(AILevel**2/64.0))
trigger12 = Ctrl && NumTarget(1206)
trigger13 = Var(59) < (890*(AILevel**2/64.0))
trigger13 = Ctrl
trigger13 = NumTarget(1611)
trigger14 = Var(59) < (890*(AILevel**2/64.0))
trigger14 = NumHelper(6010)
trigger14 = Ctrl && (Helper(6010),NumTarget(6012))
trigger15 = Var(59) < (890*(AILevel**2/64.0))
trigger15 = NumHelper(6020)
trigger15 = Ctrl && (Helper(6020),NumTarget(6024))
trigger16 = Var(59) < (890*(AILevel**2/64.0))
trigger16 = NumHelper(6070)
trigger16 = Ctrl && (Helper(6070),NumTarget(6074))
trigger17 = Var(59) < (890*(AILevel**2/64.0))
trigger17 = NumHelper(6090)
trigger17 = Ctrl && (Helper(6090),NumTarget(6090) || Helper(6090),NumTarget(6091))
;---------------------------------------------------------------------------
;AI Psycho Shinryuken
[State -1, Psycho Shinryuken]
type = ChangeState
value = 3700
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 3000
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType = A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,Pos Y <= -10
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = StateNo != [600,620]
triggerall = Anim != 631
triggerall = StateNo != [640,999]
triggerall = StateNo != [1210,1230]
triggerall = !NumTarget(1102)
triggerall = !NumTarget(1211)
triggerall = !NumTarget(1212)
triggerall = !NumTarget(1213)
triggerall = !NumTarget(1214)
triggerall = !NumTarget(1215)
triggerall = !NumTarget(1216)
triggerall = !NumHelper(6050)
triggerall = !NumHelper(6051)
triggerall = !NumHelper(6052)
triggerall = !NumHelper(6060)
triggerall = !NumHelper(1100100)
triggerall = !NumHelper(1100101)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(19) = 2
;---------------------------------------------------------------------------
;AI Hishoukyaku
[State -1, Hishoukyaku]
type = ChangeState
value = 3600
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 1000
triggerall = !MoveGuarded
triggerall = (Pos Y <= -30) || (EnemyNear,StateType = S)
triggerall = !(Pos Y >= -60 && EnemyNear,StateType = A)
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y >= -45
triggerall = RoundState = 2 && StateType = A
triggerall = StateNo != 610
triggerall = StateNo != 620
triggerall = StateNo != [1050,1060]
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 1100
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(19) = 2
;---------------------------------------------------------------------------
;AI Metsu Hadouken
[State -1, Metsu Hadouken]
type = ChangeState
value = 3500
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 1000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,120]
triggerall = P2Dist Y = [-30,-5]
triggerall = EnemyNear,Vel Y <= 0
triggerall = RoundState = 2 && StateType = A
triggerall = StateNo != 1050
triggerall = StateNo != 1060
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateType != C
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = StateNo != 600
triggerall = StateNo != 610
triggerall = Anim != 621
triggerall = Anim != 631
triggerall = StateNo != 640
triggerall = StateNo != 645
triggerall = StateNo != 650
triggerall = StateNo != 1210
triggerall = !NumTarget(1211)
triggerall = !NumTarget(1212)
triggerall = !NumTarget(1213)
triggerall = !NumTarget(1214)
triggerall = !NumTarget(1215)
triggerall = !NumTarget(1216)
triggerall = !NumTarget(1230)
triggerall = !NumTarget(1231)
triggerall = !NumTarget(1232)
triggerall = !NumTarget(1233)
triggerall = !NumTarget(1234)
triggerall = !NumTarget(1235)
triggerall = Anim != 1100
trigger1 = Var(59) < (900*(AILevel**2/64.0))
trigger1 = Ctrl
trigger2 = Var(59) < (900*(AILevel**2/64.0))
trigger2 = NumTarget
trigger2 = Var(19) = 2
trigger2 = StateNo != 1201
trigger3 = Var(59) < (900*(AILevel**2/64.0))
trigger3 = NumTarget
trigger3 = Var(19) = 2
trigger3 = StateNo = 1201
trigger3 = Power < 2000
;---------------------------------------------------------------------------
;AI Shakunetsu Gou Zankuu
[State -1, Shakunetsu Gou Zankuu]
type = ChangeState
value = 3400
triggerall = !Var(57)
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 1000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [40,90]
triggerall = RoundState = 2 && StateType = A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,Pos Y > Pos Y
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = !NumTarget(1210)
triggerall = !NumTarget(1211)
triggerall = !NumTarget(1212)
triggerall = !NumTarget(1213)
triggerall = !NumTarget(1214)
triggerall = !NumTarget(1230)
triggerall = !NumTarget(1231)
triggerall = !NumTarget(1232)
triggerall = !NumTarget(1233)
triggerall = Anim != 1100
triggerall = Anim != 1202
triggerall = !NumHelper(6090)
trigger1 = Var(59) < (400*(AILevel**2/64.0))
trigger1 = Var(19) = 2
;---------------------------------------------------------------------------
;AI Gouka
[State -1, Gouka]
type = ChangeState
value = 4100
triggerall = AILevel
triggerall = !Var(29)
triggerall = !Var(55)
triggerall = P2Life > 0
triggerall = Power >= 2000
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = Anim != 1100
triggerall = StateNo != 1010
triggerall = Anim != 1202
triggerall = StateNo != 1810
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = P2BodyDist X = [0,150]
triggerall = Anim != 211
triggerall = Anim != 225
triggerall = Anim != 1708
triggerall = Anim != 1709
triggerall = StateNo != [1110,1113]
triggerall = StateNo != 1311
triggerall = !NumTarget(200)
triggerall = !NumTarget(201)
triggerall = !NumTarget(400)
triggerall = !NumTarget(430)
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1126)
triggerall = !(NumTarget(1600) && Power < 3000)
triggerall = !NumTarget(1610)
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6010)
trigger1 = Var(59) < (450*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger1 = MoveType = A
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl
trigger2 = NumTarget(1611)
;---------------------------------------------------------------------------
;AI Kuzuryureppa
[State -1, Kuzuryureppa]
type = ChangeState
value = 4000
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 4000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = Anim != 1100
triggerall = Anim != 1202
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = P2BodyDist X = [0,130]
triggerall = Anim != 211
triggerall = Anim != 225
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1311
triggerall = Anim != 1708
triggerall = Anim != 1709
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (1000*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(210)
trigger3 = Var(59) < (1000*(AILevel**2/64.0))
trigger3 = Ctrl && NumTarget(230)
trigger4 = Var(59) < (1000*(AILevel**2/64.0))
trigger4 = Ctrl && NumTarget(243)
trigger5 = Var(59) < (1000*(AILevel**2/64.0))
trigger5 = Ctrl && NumTarget(244)
trigger6 = Var(59) < (1000*(AILevel**2/64.0))
trigger6 = Ctrl && NumTarget(410)
trigger7 = Var(59) < (1000*(AILevel**2/64.0))
trigger7 = Ctrl && NumTarget(251)
trigger8 = Var(59) < (1000*(AILevel**2/64.0))
trigger8 = Ctrl && NumTarget(252)
trigger9 = Var(59) < (1000*(AILevel**2/64.0))
trigger9 = Ctrl && NumTarget(253)
;---------------------------------------------------------------------------
;AI Kongou Kokuretsu Zan
[State -1, Kongou Kokuretsu Zan]
type = ChangeState
value = 3800
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 2000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,55]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 1101
triggerall = StateNo != [200,999]
triggerall = !(StateNo = 1708 && FrontEdgeDist <= 100)
triggerall = StateNo != [1711,1712]
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1311
triggerall = !NumTarget(1600)
triggerall = !NumTarget(1610)
triggerall = !NumTarget(1720)
triggerall = StateNo != 1810
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6800)
trigger1 = Var(59) < (961*(AILevel**2/64.0))
trigger1 = Var(19) = 1
;---------------------------------------------------------------------------
;AI Kongou Kokuretsu Zan
[State -1, Kongou Kokuretsu Zan]
type = ChangeState
value = 3800
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 2000 && Power < 4000
triggerall = Var(29)
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,50]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 1101
triggerall = StateNo != [200,999]
triggerall = !(StateNo = 1708 && FrontEdgeDist <= 100)
triggerall = StateNo != [1711,1712]
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1110)
triggerall = !NumTarget(1126)
triggerall = StateNo != 1311
triggerall = !NumTarget(1610)
triggerall = !NumTarget(1720)
triggerall = StateNo != 1810
triggerall = !NumHelper(6000)
triggerall = !NumHelper(6010)
triggerall = !NumHelper(6800)
trigger1 = Var(59) < (50*(AILevel**2/64.0))
trigger1 = Var(19) = 1
;---------------------------------------------------------------------------
;AI Shinbu Messatsu
[State -1, Shinbu Messatsu]
type = ChangeState
value = 3900
triggerall = AILevel
triggerall = P2Life > 0
triggerall = Power >= 4000
triggerall = !Var(29)
triggerall = !MoveGuarded
triggerall = RoundState = 2 && StateType != A
triggerall = P2BodyDist X = [0,100]
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = !(MoveType = A && EnemyNear,Pos Y <= -40)
triggerall = EnemyNear,StateType != L
triggerall = !(StateNo = 100 && EnemyNear,Pos Y >= -5)
triggerall = EnemyNear,StateNo != [120,155]
triggerall = EnemyNear,StateNo != [700,702]
triggerall = EnemyNear,StateNo != [1312,1313]
triggerall = EnemyNear,StateNo != [1621,1622]
triggerall = EnemyNear,StateNo != [1631,1632]
triggerall = EnemyNear,StateNo != [1773,1774]
triggerall = EnemyNear,StateNo != [2000,2003]
triggerall = EnemyNear,StateNo != [3208,3209]
triggerall = EnemyNear,StateNo != [3611,3615]
triggerall = EnemyNear,StateNo != [4108,4109]
triggerall = EnemyNear,StateNo != [4115,4116]
triggerall = Anim != 211
triggerall = Anim != 225
triggerall = !NumTarget(1103)
triggerall = !NumTarget(1126)
triggerall = !NumTarget(1600)
triggerall = Anim != 1202
triggerall = StateNo != 1311
triggerall = StateNo != 1708
triggerall = PrevStateNo != 1810
triggerall = !NumHelper(6530)
triggerall = !NumHelper(6540)
trigger1 = Var(59) < (960*(AILevel**2/64.0))
trigger1 = Var(19) = 1
trigger2 = Var(59) < (960*(AILevel**2/64.0))
trigger2 = Ctrl && NumTarget(1100)
trigger2 = P2BodyDist Y = [-90,-50]
trigger3 = Var(59) < (960*(AILevel**2/64.0))
trigger3 = Ctrl && (NumTarget(1201) || NumTarget(1206))
;---------------------------------------------------------------------------
;AI Seiei-Enbu (Standing)
[State -1, Seiei-Enbu (Standing)]
type = ChangeState
value = 4200
triggerall = AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = Power >= 1100
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,70]
triggerall = RoundState = 2 && StateType != A
triggerall = MoveType = A
;triggerall = StateNo != 200
;triggerall = StateNo != 400
triggerall = !(StateNo = 430 && HitCount < 2)
triggerall = Anim != 1100
triggerall = StateNo != 1010
triggerall = StateNo != 1110
triggerall = StateNo != 1311
triggerall = StateNo != [1610,1612]
triggerall = StateNo != 1810
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,StateType != A
triggerall = Anim != 211
triggerall = !NumTarget(1114)
triggerall = !NumTarget(1126)
triggerall = !NumTarget(1712)
triggerall = !NumHelper(6010)
triggerall = !(StateNo = 1601 && Var(5) = 1)
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(19) = 1
;---------------------------------------------------------------------------
;AI Seiei-Enbu (Air)
[State -1, Seiei-Enbu (Air)]
type = ChangeState
value = 4201
triggerall = AILevel
triggerall = !Var(29)
triggerall = P2Life > 0
triggerall = Power >= 1100
triggerall = !MoveGuarded
triggerall = P2BodyDist X = [0,15]
triggerall = P2BodyDist Y = [-10,10]
triggerall = RoundState = 2 && StateType = A
triggerall = MoveType = A
triggerall = StateNo != 1081
triggerall = StateNo != 1230
triggerall = StateNo != 1311
triggerall = StateNo != [3000,4999]
triggerall = NumEnemy
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
triggerall = EnemyNear,MoveType = H
triggerall = EnemyNear,Vel X >= 0
trigger1 = Var(59) < (1000*(AILevel**2/64.0))
trigger1 = Var(19) = 2