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Command List — Ken.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ;-some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ;-command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/)-means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~)-to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($)-Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+)-Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ;-time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward+x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back+a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward+y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward+z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up+c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ; ;-| Button Remapping |------------------------------------------------------------------------------------------------------------------------ ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |-------------------------------------------------------------------------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| 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
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