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Command List — Skullomania.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 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "ShinSkulloDream" command = c, c, B, z, a time = 40 buffer.time = 5 [Command] name = "ShinSkulloDream" command = c, c, B, z+a time = 40 buffer.time = 5 [Command] name = "SkulloDream" command = x, x, F, a, z time = 40 buffer.time = 5 [Command] name = "SkulloDream" command = x, x, F, a+z time = 40 buffer.time = 5 [Command] name = "SuperSkulloEnergy" command = ~$D, DB, B, $D, DB, B, a+b+c time = 30 buffer.time = 5 [Command] name = "SuperSkulloEnergy_R" command = ~$D, DB, B, $D, DB, B, ~a + ~b + ~c time = 30 buffer.time = 5 [Command] name = "SuperSkulloEnergy" command = ~$D, DB, B, $D, DB, B, s time = 30 buffer.time = 5 [Command] name = "SuperSkulloEnergy_R" command = ~$D, DB, B, $D, DB, B, ~s time = 30 buffer.time = 5 [Command] name = "SuperSkulloCrusher" command = ~$D, DF, F, $D, DF, F, x time = 20 buffer.time = 5 [Command] name = "SuperSkulloCrusher" command = ~$D, DF, F, $D, DF, F, ~x time = 20 buffer.time = 5 [Command] name = "SuperSkulloCrusher" command = ~$D, DF, F, $D, DF, F, y time = 20 buffer.time = 5 [Command] name = "SuperSkulloCrusher" command = ~$D, DF, F, $D, DF, F, ~y time = 20 buffer.time = 5 [Command] name = "SuperSkulloCrusher" command = ~$D, DF, F, $D, DF, F, z time = 20 buffer.time = 5 [Command] name = "SuperSkulloCrusher" command = ~$D, DF, F, $D, DF, F, ~z time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, a time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, ~a time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, b time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, ~b time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, c time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, ~c time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, s time = 20 buffer.time = 5 [Command] name = "SuperSkulloSlider" command = ~$D, DF, F, $D, DF, F, ~s time = 20 buffer.time = 5 [Command] name = "SuperSkulloBall1" command = ~$D, DB, B, $D, DB, B, x time = 20 buffer.time = 5 [Command] name = "SuperSkulloBall1" command = ~$D, DB, B, $D, DB, B, ~x time = 20 buffer.time = 5 [Command] name = "SuperSkulloBall2" command = ~$D, DB, B, $D, DB, B, y time = 20 buffer.time = 5 [Command] name = "SuperSkulloBall2" command = ~$D, DB, B, $D, DB, B, ~y time = 20 buffer.time = 5 [Command] name = "SuperSkulloBall3" command = ~$D, DB, B, $D, DB, B, z time = 20 buffer.time = 5 [Command] name = "SuperSkulloBall3" command = ~$D, DB, B, $D, DB, B, ~z time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, a time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, ~a time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, b time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, ~b time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, c time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, ~c time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, s time = 20 buffer.time = 5 [Command] name = "SkulloEnergy" command = ~$D, DB, B, $D, DB, B, ~s time = 20 buffer.time = 5 ;-| Special Motions |------------------------------------------------------ [Command] name = "SkulloCrusher1" command = ~$D, DF, F, x time = 13 buffer.time = 5 [Command] name = "SkulloCrusher1" command = ~$D, DF, F, ~x time = 13 ;buffer.time = 0 [Command] name = "SkulloCrusher2" command = ~$D, DF, F, y time = 13 buffer.time = 5 [Command] name = "SkulloCrusher2" command = ~$D, DF, F, ~y time = 13 ;buffer.time = 0 [Command] name = "SkulloCrusher3" command = ~$D, DF, F, z time = 13 buffer.time = 5 [Command] name = "SkulloCrusher3" command = ~$D, DF, F, ~z time = 13 ;buffer.time = 0 [Command] name = "SkulloHead1" command = ~F, $D, DF, x time = 13 buffer.time = 5 [Command] name = "SkulloHead1" command = ~F, $D, DF, ~x time = 13 ;buffer.time = 0 [Command] name = "SkulloHead2" command = ~F, $D, DF, y time = 13 buffer.time = 5 [Command] name = "SkulloHead2" command = ~F, $D, DF, ~y time = 13 ;buffer.time = 0 [Command] name = "SkulloHead3" command = ~F, $D, DF, z time = 13 buffer.time = 5 [Command] name = "SkulloHead3" command = ~F, $D, DF, ~z time = 13 ;buffer.time = 0 [Command] name = "SkulloSlider1" command = ~$D, DF, F, a time = 13 buffer.time = 5 [Command] name = "SkulloSlider1" command = ~$D, DF, F, ~a time = 13 ;buffer.time = 0 [Command] name = "SkulloSlider2" command = ~$D, DF, F, b time = 13 buffer.time = 5 [Command] name = "SkulloSlider2" command = ~$D, DF, F, ~b time = 13 ;buffer.time = 0 [Command] name = "SkulloSlider3" command = ~$D, DF, F, c time = 13 buffer.time = 5 [Command] name = "SkulloSlider3" command = ~$D, DF, F, ~c time = 13 ;buffer.time = 0 [Command] name = "SkulloSlider1" command = ~$D, DF, F, s time = 13 buffer.time = 5 [Command] name = "SkulloSlider1" command = ~$D, DF, F, ~s time = 13 ;buffer.time = 0 [Command] name = "SkulloTkatchev1" command = ~B, $D, DB, a time = 13 buffer.time = 5 [Command] name = "SkulloTkatchev1" command = ~B, $D, DB, ~a time = 13 ;buffer.time = 0 [Command] name = "SkulloTkatchev2" command = ~B, $D, DB, b time = 13 buffer.time = 5 [Command] name = "SkulloTkatchev2" command = ~B, $D, DB, ~b time = 13 ;buffer.time = 0 [Command] name = "SkulloTkatchev3" command = ~B, $D, DB, c time = 13 buffer.time = 5 [Command] name = "SkulloTkatchev3" command = ~B, $D, DB, ~c time = 13 ;buffer.time = 0 [Command] name = "SkulloTkatchev1" command = ~B, $D, DB, s time = 13 buffer.time = 5 [Command] name = "SkulloTkatchev1" command = ~B, $D, DB, ~s time = 13 ;buffer.time = 0 [command] name = "SkulloShock" command = ~$F,$D,$B,$U,x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$B,$D,$F,$U,x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$F,$D,$B,x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$B,$D,$F,x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$F,$D,$B,$U,y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$B,$D,$F,$U,y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$F,$D,$B,y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$B,$D,$F,y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$F,$D,$B,$U,z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$B,$D,$F,$U,z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$F,$D,$B,z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = $U,$B,$D,$F,z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$F,$D,$B,$U,~x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = $B,$D,$F,$U,~x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$F,$D,$B,~x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$B,$D,$F,~x time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$F,$D,$B,$U,~y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$B,$D,$F,$U,~y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$F,$D,$B,~y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$B,$D,$F,~y time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$F,$D,$B,$U,~z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$B,$D,$F,$U,~z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$F,$D,$B,~z time = 40 buffer.time = 5 [command] name = "SkulloShock" command = ~$U,$B,$D,$F,~z time = 40 buffer.time = 5 [Command] name = "Excel" command = x+b time = 1 buffer.time = 2 [Command] name = "Excel" command = x+c time = 1 buffer.time = 2 [Command] name = "Excel" command = y+a time = 1 buffer.time = 2 [Command] name = "Excel" command = y+c time = 1 buffer.time = 2 [Command] name = "Excel" command = z+a time = 1 buffer.time = 2 [Command] name = "Excel" command = z+b time = 1 buffer.time = 2 [Command] name = "Excel" command = c+x time = 1 buffer.time = 2 [Command] name = "Excel" command = c+y time = 1 buffer.time = 2 [Command] name = "SkulloG.B." command = x+a time = 1 buffer.time = 5 [Command] name = "SkulloG.B." command = y+b time = 1 buffer.time = 5 [Command] name = "SkulloG.B." command = z+c time = 1 buffer.time = 5 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 13 buffer.time = 5 [Command] name = "BB" ;Required (do not remove) command = B, B time = 13 buffer.time = 5 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, SuperSkulloEnergy] type = ChangeState value = 3000 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = (command = "SuperSkulloEnergy") || ((command = "SuperSkulloEnergy_R") && (Var(34) > 0)) triggerall = statetype != A triggerall = Power >= 3000 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = MoveContact || (HitDefAttr = SC, NA) trigger3 = (StateNo = [1000,1040]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (StateNo = [2000,2001]) trigger4 = MoveContact trigger5 = (StateNo = [2010,2014]) trigger5 = MoveContact trigger6 = NumHelper(2031) > 0 trigger6 = (Helper(2031),MoveContact) trigger7 = (StateNo = 2020) trigger7 = NumHelper(2021) > 0 trigger7 = (Helper(2021),MoveContact) trigger8 = (StateNo = 2020) trigger8 = NumHelper(2022) > 0 trigger8 = (Helper(2022),MoveContact) ignorehitpause= 1 [State -1, SuperSkulloCrusher] type = ChangeState value = 2000 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SuperSkulloCrusher" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = MoveContact || (HitDefAttr = SC, NA) trigger3 = (StateNo = [1000,1041]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = NumHelper(2031) > 0 trigger4 = (Helper(2031),MoveContact) trigger5 = (StateNo = 2010) trigger5 = MoveContact trigger6 = (StateNo = 2020) trigger6 = NumHelper(2021) > 0 trigger6 = (Helper(2021),MoveContact) trigger7 = (StateNo = 2020) trigger7 = NumHelper(2022) > 0 trigger7 = (Helper(2022),MoveContact) ignorehitpause= 1 [State -1, AirSuperSkulloCrusher] type = ChangeState value = 2002 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SuperSkulloCrusher" triggerall = statetype = A triggerall = (Pos Y < -50) || (StateNo = [1000,1009]) triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [600,650] trigger2 = MoveContact || (HitDefAttr = A, NA) trigger3 = (StateNo = [1000,1041]) trigger3 = MoveContact ignorehitpause= 1 [State -1, SuperSkulloSlider] type = ChangeState value = 2010 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SuperSkulloSlider" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = MoveContact || (HitDefAttr = SC, NA) trigger3 = (StateNo = [1000,1041]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (StateNo = [2000,2001]) trigger4 = MoveContact trigger5 = NumHelper(2031) > 0 trigger5 = (Helper(2031),MoveContact) trigger6 = (StateNo = 2020) trigger6 = NumHelper(2021) > 0 trigger6 = (Helper(2021),MoveContact) trigger7 = (StateNo = 2020) trigger7 = NumHelper(2022) > 0 trigger7 = (Helper(2022),MoveContact) ignorehitpause= 1 [State -1, SuperSkulloBall] type = ChangeState value = 2020 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SuperSkulloBall1" || command = "SuperSkulloBall2" || command = "SuperSkulloBall3" triggerall = statetype != A triggerall = Power >= 1000 triggerall = (NumHelper(2021) + NumHelper(2022)) <= 1 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = MoveContact || (HitDefAttr = SC, NA) trigger3 = (StateNo = [1000,1041]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (StateNo = [2000,2010]) trigger4 = MoveContact trigger5 = NumHelper(2031) > 0 trigger5 = (Helper(2031),MoveContact) ignorehitpause= 1 [State -1, SkulloEnergy] type = ChangeState value = 2030 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SkulloEnergy" triggerall = statetype != A triggerall = Power >= 1000 ;triggerall = NumHelper(2031) = 0 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = MoveContact || (HitDefAttr = SC, NA) trigger3 = (StateNo = [1000,1041]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (StateNo = [2000,2010]) trigger4 = MoveContact trigger5 = (StateNo = 2020) trigger5 = NumHelper(2021) > 0 trigger5 = (Helper(2021),MoveContact) trigger6 = (StateNo = 2020) trigger6 = NumHelper(2022) > 0 trigger6 = (Helper(2022),MoveContact) ignorehitpause= 1 [State -1, SkulloDream] type = ChangeState value = 2040 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SkulloDream" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger3 = (StateNo = [1000,1040]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (StateNo = [2000,2001]) trigger4 = MoveContact trigger5 = (StateNo = [2010,2014]) trigger5 = MoveContact trigger6 = NumHelper(2031) > 0 trigger6 = (Helper(2031),MoveContact) trigger7 = (StateNo = 2020) trigger7 = NumHelper(2021) > 0 trigger7 = (Helper(2021),MoveContact) trigger8 = (StateNo = 2020) trigger8 = NumHelper(2022) > 0 trigger8 = (Helper(2022),MoveContact) ignorehitpause= 1 [State -1, ShinSkulloDream] type = ChangeState value = 2043 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "ShinSkulloDream" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger3 = (StateNo = [1000,1040]) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (StateNo = [2000,2001]) trigger4 = MoveContact trigger5 = (StateNo = [2010,2014]) trigger5 = MoveContact trigger6 = NumHelper(2031) > 0 trigger6 = (Helper(2031),MoveContact) trigger7 = (StateNo = 2020) trigger7 = NumHelper(2021) > 0 trigger7 = (Helper(2021),MoveContact) trigger8 = (StateNo = 2020) trigger8 = NumHelper(2022) > 0 trigger8 = (Helper(2022),MoveContact) ignorehitpause= 1 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, SkulloHead] type = ChangeState value = 1010 triggerall = !AILevel triggerall = command = "SkulloHead1" || command = "SkulloHead2" || command = "SkulloHead3" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = ((StateNo != 450)) || Time <= 5 trigger2 = (HitDefAttr = SC, NA) trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = [200,450]) ;ignorehitpause= 1 [State -1, SkulloCrusher] type = ChangeState value = 1000 triggerall = !AILevel triggerall = command = "SkulloCrusher1" || command = "SkulloCrusher2" || command = "SkulloCrusher3" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = ((StateNo != 450)) || Time <= 5 trigger2 = (HitDefAttr = SC, NA) trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = [200,450]) ;ignorehitpause= 1 [State -1, SkulloSlider] type = ChangeState value = 1020 triggerall = !AILevel triggerall = command = "SkulloSlider1" || command = "SkulloSlider2" || command = "SkulloSlider3" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = ((StateNo != 450)) || Time <= 5 trigger2 = (HitDefAttr = SC, NA) trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = [200,450]) ;ignorehitpause= 1 [State -1, SkulloTkatchev] type = ChangeState value = 1030 triggerall = !AILevel triggerall = command = "SkulloTkatchev1" || command = "SkulloTkatchev2" || command = "SkulloTkatchev3" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = ((StateNo != 450)) || Time <= 5 trigger2 = (HitDefAttr = SC, NA) trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = [200,450]) ;ignorehitpause= 1 [State -1, Excel] type = ChangeState value = 2050 triggerall = !AILevel triggerall = command = "Excel" triggerall = statetype != A triggerall = Power >= 1000 triggerall = NumHelper(2051) = 0 triggerall = StateNo != 2050 trigger1 = ctrl trigger2 = StateNo = [200,650] trigger2 = Time <= 1 ignorehitpause= 1 [State -1, AirExcel] type = ChangeState value = 2060 triggerall = !AILevel triggerall = command = "Excel" triggerall = statetype = A triggerall = Power >= 1000 triggerall = NumHelper(2051) = 0 triggerall = StateNo != 2060 trigger1 = ctrl trigger2 = StateNo = [200,650] trigger2 = Time <= 1 ignorehitpause= 1 [State -1, SkulloG.B.] type = ChangeState value = 2070 triggerall = !AILevel triggerall = Var(2) <= 0 triggerall = command = "SkulloG.B." triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,450] trigger2 = Time <= 1 ;trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 ;trigger2 = ((StateNo != 450)) || Time <= 5 ;trigger2 = MoveContact || (HitDefAttr = SC, NA) trigger3 = (StateNo = [1000,1040]) trigger3 = MoveContact trigger4 = (StateNo = [2000,2014]) trigger4 = MoveContact trigger5 = (StateNo = 2020) trigger5 = NumHelper(2021) > 0 trigger5 = (Helper(2021),MoveContact) trigger6 = NumHelper(2031) > 0 trigger6 = (Helper(2031),MoveContact) trigger7 = (StateNo = 2020) trigger7 = NumHelper(2022) > 0 trigger7 = (Helper(2022),MoveContact) ;ignorehitpause= 1 ;=========================================================================== ;--------------------------------------------------------------------------- ; Run fwd [State -1, Run fwd] type = ChangeState value = 100 triggerall = !AILevel trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = !AILevel trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = !AILevel triggerall = command = "SkulloShock" triggerall = ctrl trigger1 = statetype != A trigger2 = StateNo = 40 ;--------------------------------------------------------------------------- ; Standing Strong Punch S [State -1, Standing Strong Punch S] type = ChangeState value = 225 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ; Standing Strong Kick S [State -1, Standing Strong Kick S] type = ChangeState value = 255 triggerall = !AILevel triggerall = command = "b" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !AILevel triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 trigger3 = StateNo = 200 trigger3 = Time >= 7 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = !AILevel triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = !AILevel triggerall = (command = "a") || (command = "s") triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = !AILevel triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = !AILevel triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !AILevel triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 trigger3 = StateNo = 400 trigger3 = Time >= 6 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = !AILevel triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = !AILevel triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = !AILevel triggerall = (command = "a") || (command = "s") triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 trigger3 = StateNo = 430 trigger3 = Anim = 430 trigger3 = Time >= 7 trigger4 = StateNo = 430 trigger4 = Anim = 431 trigger4 = Time >= 5 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = !AILevel triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ;trigger3 = StateNo = 410 ;trigger3 = Time >= 12 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = !AILevel triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = !AILevel triggerall = command = "z" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AILevel triggerall = (command = "a") || (command = "s") triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = !AILevel triggerall = command = "c" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [State -1, SuperSkulloEnergy] type = ChangeState value = 3000 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),22,-22))) = [-90+(40*(stateno=[430,450])),50+(40*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 22)+(0.5*(fvar(3)*22*23))) <= 0) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 22)+(0.5*(fvar(3)*22*23))) >= -150) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 22)+(0.5*(fvar(3)*22*23))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = Power >= 3000 triggerall = (enemynear,AnimTime < -30) || (MoveHit && Numtarget > 0) || (P2statetype = A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2statetype != A) || (enemynear,Ctrl) || (p2Movetype = A)) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((StateNo != 410) && MoveHit && Numtarget > 0) triggerall = (enemynear,Ctrl = 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger1 = var(6) = 2 trigger2 = StateNo = [200,450] trigger2 = ((StateNo = 250) && (MoveContact = 1) && MoveHit) || ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist)) trigger2 = ((MoveContact) || (HitDefAttr = SC, NA)) && ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || MoveHit) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) || MoveHit trigger3 = (StateNo = [1000,1029]) trigger3 = ((StateNo = 1010) && MoveHit) || ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist)) trigger3 = MoveContact && (Time > 1) trigger3 = MoveHit || (enemynear,Ctrl) || (p2Movetype != H) || (p2life < 50) trigger3 = (Var(30) >= (3-var(6))*(8-AILevel)) || MoveHit || (MoveContact && (p2life < 50)) trigger4 = (StateNo = [2000,2019]) trigger4 = ((StateNo = 2010) && MoveHit) || ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist)) trigger4 = MoveContact && (Time > 1) trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || (MoveHit) trigger4 = (Var(30) >= (3-var(6))*(8-AILevel)) || MoveHit trigger5 = NumHelper(2031) > 0 trigger5 = (Helper(2031),MoveContact) trigger5 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger5 = (Var(30) >= (3-var(6))*(8-AILevel)) ;ignorehitpause= 0 [State -1, ShinSkulloDream] type = ChangeState value = (2040+(3*(p2life < 600))) triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (Random = [500,600]) || (StateNo = 2070) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),9,-9))) = [-10,120+(40*(stateno=[430,450])*(stateno=2070))]) || (StateNo = 2070) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) <= 0) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) >= -100) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = ((P2statetype != A) && (p2stateno != var(44)) && (p2stateno != var(45)) && (p2stateno != var(46)) && (p2stateno != var(47))) || (p2stateno = 0) triggerall = Power >= 1000 triggerall = (enemynear,AnimTime < -12) || (StateNo = 2070) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || (StateNo = 2070) triggerall = (enemynear,Ctrl = 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger1 = var(6) = 2 trigger2 = StateNo = [200,450] trigger2 = ((MoveContact) || (HitDefAttr = SC, NA)) && ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist)) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger3 = (StateNo = [1000,1029]) trigger3 = (p2Movetype != H) trigger3 = MoveContact && (Time > 1) trigger3 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger4 = (StateNo = 2001) trigger4 = MoveContact && (Time > 1) trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger4 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger5 = NumHelper(2031) > 0 trigger5 = (Helper(2031),MoveContact) trigger5 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger5 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger6 = (StateNo = 2070) ;trigger6 = Numtarget > 0 ;trigger6 = MoveContact ;trigger6 = (enemynear,Stateno = [2071,2079]) trigger6 = Var(1) = 4 trigger6 = (Time > 50) || (InGuardDist) ;ignorehitpause= 0 [State -1, SuperSkulloCrusher] type = ChangeState value = 2000 triggerall = (Random%9 <= AILevel) || ((StateNo = 2010) && MoveHit) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (Random = [800,900]) || (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((StateNo = 2010) && MoveHit) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),10,-10))) = [0,150+(40*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) <= -60) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) >= -95) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) < 0) || (P2statetype != A) triggerall = ((enemynear,Const(Size.Height)-(P2bodydist Y)) >= 55) triggerall = statetype != A triggerall = P2statetype = S triggerall = Power >= 1000 triggerall = (enemynear,AnimTime < -13) || ((StateNo != 410) && MoveHit && Numtarget > 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) && (!enemynear,HitOver || P2statetype != A) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((StateNo != 410) && MoveHit && Numtarget > 0) triggerall = (enemynear,Ctrl = 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger1 = var(6) = 2 trigger2 = StateNo = [200,450] trigger2 = (StateNo != 450) || (P2statetype != A) trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = ((MoveContact) || (HitDefAttr = SC, NA)) && ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((MoveContact = 1) && MoveHit && (p2life < 200))) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) || MoveHit trigger3 = (StateNo = [1000,1029]) trigger3 = MoveContact && (Time > 1) trigger3 = ((MoveContact = 1) && MoveHit && (p2life < 200)) || (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger3 = (Var(30) >= (3-var(6))*(8-AILevel)) || ((MoveContact = 1) && MoveHit && (p2life < 200)) trigger4 = (StateNo = 2010) trigger4 = MoveContact && (Time > 1) trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((AnimElemTime(52) >= 0) && (MoveContact = 1) && MoveHit && (p2life < 100)) trigger4 = (Var(30) >= (3-var(6))*(8-AILevel)) || ((MoveContact = 1) && MoveHit && (p2life < 100)) trigger5 = NumHelper(2031) > 0 trigger5 = (Helper(2031),MoveContact) trigger5 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger5 = (Var(30) >= (3-var(6))*(8-AILevel)) ;ignorehitpause= 0 [State -1, AirSuperSkulloCrusher] type = ChangeState value = 2002 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),6,-6))) = [0,100+(50*MoveHit)]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= -50) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= -70) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) triggerall = statetype = A triggerall = (Pos Y < -50) || (StateNo = [1000,1009]) triggerall = P2statetype = A triggerall = Power >= 1000 triggerall = (enemynear,AnimTime < -9) || (MoveHit && Numtarget > 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) && (!enemynear,HitOver || P2statetype != A) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((p2life < 200) && MoveHit && Numtarget > 0) triggerall = (enemynear,Ctrl = 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger1 = ctrl || (stateno = [120,140]) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger1 = var(6) = 2 trigger2 = StateNo = [600,650] trigger2 = ((MoveContact) || (HitDefAttr = SC, NA)) && ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || MoveHit) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) || ((MoveContact = 1) && MoveHit) trigger3 = (StateNo = [1000,1029]) trigger3 = MoveContact && (Time > 1) trigger3 = ((MoveContact = 1) && MoveHit && (p2life < 200)) || (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger3 = (Var(30) >= (3-var(6))*(8-AILevel)) || ((MoveContact = 1) && MoveHit && (p2life < 200)) ;ignorehitpause= 0 [State -1, SuperSkulloSlider] type = ChangeState value = 2010 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (Random = [700,800]) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),10,-10))) = [0,120+(40*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) <= 10) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) >= -24) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = ((P2statetype != A) && (p2stateno != var(44)) && (p2stateno != var(45)) && (p2stateno != var(46)) && (p2stateno != var(47))) || (p2stateno = 0) triggerall = Power >= 1000 triggerall = (enemynear,AnimTime < -13) || ((StateNo != 410) && MoveHit && Numtarget > 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) && (!enemynear,HitOver || P2statetype != A) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((StateNo != 410) && MoveHit && Numtarget > 0) triggerall = (enemynear,Ctrl = 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger1 = var(6) = 2 trigger2 = StateNo = [200,450] trigger2 = (StateNo != 450) || (P2statetype != A) trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = ((MoveContact) || (HitDefAttr = SC, NA)) && ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || (MoveHit && (Power >= 1000))) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) || MoveHit trigger3 = (StateNo = [1000,1029]) trigger3 = MoveContact && (Time > 1) trigger3 = ((MoveContact = 1) && MoveHit) || (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger3 = (Var(30) >= (3-var(6))*(8-AILevel)) || ((MoveContact = 1) && MoveHit) trigger4 = (StateNo = 2001) trigger4 = MoveContact && (Time > 1) trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger4 = (Var(30) >= (3-var(6))*(8-AILevel)) trigger5 = NumHelper(2031) > 0 trigger5 = (Helper(2031),MoveContact) trigger5 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger5 = (Var(30) >= (3-var(6))*(8-AILevel)) ;ignorehitpause= 0 [State -1, SuperSkulloBall] type = ChangeState value = 2020 triggerall = (Random%9 <= AILevel) triggerall = (Random = [0,80]) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = statetype != A triggerall = Power >= 3000 triggerall = (NumHelper(2021) + NumHelper(2022)) <= 1 trigger1 = (!InGuardDist) trigger1 = (StateNo = 1020) trigger1 = Time > 1 trigger1 = MoveHit ;ignorehitpause= 0 [State -1, SkulloEnergy] type = ChangeState value = 2030 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (Random = [600,900]) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),10,-10))) = [-80+(40*(stateno=[430,450])),40+(20*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) <= 0) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) >= -150) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = Power >= 1000 triggerall = (enemynear,AnimTime < -13) || ((StateNo != 410) && MoveHit && Numtarget > 0) || (P2statetype = A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) && (!enemynear,HitOver || P2statetype != A) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((StateNo != 410) && MoveHit && Numtarget > 0) triggerall = (enemynear,Ctrl = 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger1 = var(6) = 2 trigger2 = StateNo = [200,450] trigger2 = (StateNo != 450) || (P2statetype != A) trigger2 = ((StateNo != 225) && (StateNo != 255)) || Time <= 3 trigger2 = ((MoveContact) || (HitDefAttr = SC, NA)) && ((enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) || ((MoveContact = 1) && MoveHit && (p2life < 150))) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) || MoveHit trigger3 = (StateNo = [1000,1029]) trigger3 = MoveContact && (Time > 1) trigger3 = ((MoveContact = 1) && MoveHit && (p2life < 150)) || (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger3 = (Var(30) >= (3-var(6))*(8-AILevel)) || ((MoveContact = 1) && MoveHit && (p2life < 150)) trigger4 = (StateNo = [2000,2019]) trigger4 = MoveContact && (Time > 1) trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (InGuardDist) trigger4 = (Var(30) >= (3-var(6))*(8-AILevel)) ;ignorehitpause= 0 [State -1, Excel] type = ChangeState value = 2050 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = enemynear,Alive triggerall = Var(2) <= 0 triggerall = var(6) != 0 triggerall = Random = [0,100] triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != [5020,5040]) || ((enemynear,Hitfall = 1) && (!CanRecover))) triggerall = (enemynear,Ctrl = 0) triggerall = (NumHelper(2022) <= 0) || (enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = (p2Movetype = A) || (P2statetype = A) triggerall = (P2Stateno != 40) triggerall = statetype != A ;triggerall = P2statetype != A triggerall = Power >= 1000 triggerall = NumHelper(2051) = 0 triggerall = StateNo != 2050 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (Var(30) >= (3-var(6))*(8-AILevel)) triggerall = ctrl || (stateno = [120,140]) || (stateno = 21) || ((StateNo = [200,450]) && (Time <= 1)) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),3,-3))) = [(-20*(P2statetype != A)),30]) triggerall = (enemynear,Const(Size.Mid.Pos.y) > 50) || (P2statetype = A) trigger1 = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),6,-6))) = [(-20*(P2statetype != A)),44]) trigger1 = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= -80) trigger1 = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= -95) trigger1 = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) trigger1 = ((enemynear,AnimTime < -9) && (enemynear,Const(Size.Mid.Pos.y) >= 70)) || (P2statetype = A) trigger2 = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),9,-9))) = [(-20*(P2statetype != A)),60]) trigger2 = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) <= -70) trigger2 = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) >= ifelse((enemynear,Hitfall = 1),-115,-95)) trigger2 = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) < 0) || (P2statetype != A) trigger2 = (enemynear,AnimTime < -12) || (P2statetype = A) trigger3 = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),9,-9))) = [(-20*(P2statetype != A)),60]) trigger3 = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) <= -55) trigger3 = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) >= -80) trigger3 = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) < 0) || (P2statetype != A) trigger3 = (enemynear,AnimTime < -12) || (P2statetype = A) ;ignorehitpause= 0 [State -1, AirExcel] type = ChangeState value = 2060 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = enemynear,Alive triggerall = Random = [0,300] triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != [5020,5040]) || ((enemynear,Hitfall = 1) && (!CanRecover))) triggerall = (enemynear,Ctrl = 0) triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (P2statetype = A) || (enemynear,Hitfall = 1) triggerall = statetype = A triggerall = (NumHelper(2022) <= 0) || (enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = Power >= 1000 triggerall = NumHelper(2051) = 0 triggerall = StateNo != 2060 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (Var(30) >= (3-var(6))*(8-AILevel)) triggerall = ctrl || (stateno = [120,140]) || (stateno = 21) || ((StateNo = [600,650]) && (Time <= 1)) || ((StateNo = 255) && (Time <= 1)) triggerall = (Vel Y > 1) || ((p2statetype = A) && (enemynear,Hitfall = 1)) trigger1 = (((p2bodydist X) - ((enemynear,Vel X * ifelse((Facing != enemynear,Facing),8,-8))+(Vel X * 8))) = [ifelse((Facing != enemynear,Facing),-10-(enemynear,Const(Size.ground.front)),-10),20]) trigger1 = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y *8 +(0.5*(fvar(3)*8*9)))-(Vel Y *8 +(0.5*(Const(movement.yaccel)*8*9))))) <= -25) trigger1 = (((p2bodydist Y) + (ifelse((P2statetype = A),(enemynear,Const(Size.Mid.Pos.y)),0)) + ((enemynear,Vel Y *8 +(0.5*(fvar(3)*8*9)))-(Vel Y *8 +(0.5*(Const(movement.yaccel)*8*9))))) >= -90) trigger1 = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 8)+(0.5*(fvar(3)*8*9))) < 0) || (P2statetype != A) trigger1 = (((Pos Y) + ((Vel Y) * 8)+(0.5*(Const(movement.yaccel)*8*9))) < -10) trigger2 = (((p2bodydist X) - ((enemynear,Vel X * ifelse((Facing != enemynear,Facing),10,-10))+(Vel X * 10))) = [ifelse((Facing != enemynear,Facing),-45-(enemynear,Const(Size.ground.front)),-45),60]) trigger2 = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y *10 +(0.5*(fvar(3)*10*11)))-(Vel Y *10 +(0.5*(Const(movement.yaccel)*10*11))))) <= -45) trigger2 = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y *10 +(0.5*(fvar(3)*10*11)))-(Vel Y *10 +(0.5*(Const(movement.yaccel)*10*11))))) >= -65) trigger2 = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) < 0) || (P2statetype != A) trigger2 = (((Pos Y) + ((Vel Y) * 10)+(0.5*(Const(movement.yaccel)*10*11))) < -10) ;ignorehitpause= 0 [State -1, G.B.Saiga] type = ChangeState value = 2070 triggerall = (Random%9 <= AILevel) ;|| (prevstateno = [200,3000]) triggerall = AILevel triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = statetype != A triggerall = Power >= 1000 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),10,-10))) = [(-20*(P2statetype != A)),120+(50*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 27)+(0.5*(fvar(3)*27*28))) <= -55) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 27)+(0.5*(fvar(3)*27*28))) >= -90) ;triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 27)+(0.5*(fvar(3)*27*28))) < 0) || (P2statetype != A) triggerall = P2statetype != A trigger1 = (StateNo = 1010) || (StateNo = 1020) trigger1 = MoveContact = 2 trigger1 = MoveGuarded && (Time > 1) ;ignorehitpause= 0 ;--------------------------------------------------------------------------- [State -1, SkulloHead] type = ChangeState value = 1010 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = (Var(2) < 143) triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),6,-6))) = [(-20*(P2statetype != A)),60+(40*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= -50) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= -95) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != [5020,5040]) || ((enemynear,Hitfall = 1) && (!CanRecover))) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) ;|| (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),6,-6))) >= [(-20*(P2statetype != A)),40+(50*(stateno=[430,450]))]) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = var(6) = 2 trigger1 = (Random = [300,500]) trigger1 = (Var(30) >= (5-var(6))*(8-AILevel)) trigger2 = (enemynear,HitDefAttr = SCA, AT,AP,AA) || (((StateNo != 410) || (P2statetype = A)) && MoveHit && (Numtarget > 0)) || (InGuardDist) || MoveHit trigger2 = (StateNo = [200,450]) trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || (Time <= 1) || (Var(2) > 0) trigger2 = (StateNo != 450) || (Time <= 5) || (Var(2) > 0) trigger2 = (StateNo != 420) || !MoveContact || (P2statetype = A) || (Var(2) > 0) trigger2 = (HitDefAttr = SC, NA) || ((Var(2) > 0) && (MoveContact)) trigger2 = (Var(30) >= (5-var(6))*(8-AILevel)) || MoveHit trigger2 = (Var(2) = 0) || ((Var(2) > 0) && (StateNo = 450)) || (InGuardDist) trigger3 = (Var(2) > 0) trigger3 = (Power < 1000) || (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger3 = MoveContact trigger3 = Time > 1 trigger3 = (StateNo = [1000,1029]) ignorehitpause= 0 ;--------------------------------------------------------------------------- [State -1, SkulloHead] type = ChangeState value = 1010 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = (Var(2) < 143) triggerall = roundstate <= 2 triggerall = ((p2bodydist X) = [(-20*(P2statetype != A)),60+(40*(stateno=[430,450]))]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= -50) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= -95) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != [5020,5040]) || ((enemynear,Hitfall = 1) && (!CanRecover))) trigger1 = MoveHit && (Time > 1) trigger1 = (StateNo = [200,450]) trigger1 = (Var(2) = [1,25]) ignorehitpause= 0 ;--------------------------------------------------------------------------- [State -1, SkulloCrusher] type = ChangeState value = 1000 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),16,-16))) = [(40*(!MoveHit && (P2statetype = A))),300]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 16)+(0.5*(fvar(3)*16*17))) <= -50) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 16)+(0.5*(fvar(3)*16*17))) >= -95) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 16)+(0.5*(fvar(3)*16*17))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5119]) && ((P2StateNo != [5020,5040]) || ((enemynear,Hitfall = 1) && (!CanRecover))) || (MoveContact=1) triggerall = (!InGuardDist) && (p2Movetype != A) trigger1 = ctrl || (stateno = [120,140]) ;|| (stateno = 21) trigger1 = (Random%9 >= AILevel) trigger1 = Time < 2 trigger1 = var(6) != 0 trigger1 = (StateNo != 52) && (prevstateno != 52) trigger1 = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),16,-16))) = [100,250]) trigger2 = StateNo = [200,450] trigger2 = (StateNo != 200) && (StateNo != 230) && (StateNo != 400) && (StateNo != 430) trigger2 = ((StateNo != 410) || (P2statetype = A)) || (Var(2) > 0) trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || (Time <= 1) || (Var(2) > 0) trigger2 = (StateNo != 450) || (Time <= 5) || (Var(2) > 0) trigger2 = (MoveGuarded && (Random%10 = 1)) || (MoveHit) trigger2 = (HitDefAttr = SC, NA) || ((Var(2) > 0) && (MoveContact)) trigger2 = (Random%3 != 0) ;|| (MoveHit && P2statetype = A) trigger2 = (Var(2) <= 14) trigger3 = (Var(2) = [1,14]) || ((Var(2) > 0) && (StateNo = 1010)) ;trigger3 = Power < 1000 trigger3 = MoveContact trigger3 = Time > 1 trigger3 = (StateNo = [1000,1029]) ignorehitpause= 1 ;--------------------------------------------------------------------------- [State -1, SkulloSlider] type = ChangeState value = 1020 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),16,-16))) = [(40*(P2statetype = A)),300]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 16)+(0.5*(fvar(3)*16*17))) <= -50) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 16)+(0.5*(fvar(3)*16*17))) >= -95) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 16)+(0.5*(fvar(3)*16*17))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != [5020,5040]) || ((enemynear,Hitfall = 1) && (!CanRecover))) triggerall = (!InGuardDist) ;&& (p2Movetype != A) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = Random = [300,400] trigger1 = (p2Movetype = A) ;trigger1 = (enemynear,AnimTime < -20) trigger1 = (Var(30) >= (3-var(6))*(8-AILevel)) trigger1 = P2statetype != C trigger1 = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),-3-(enemynear,AnimTime),3+(enemynear,AnimTime)))) = [120,200]) trigger2 = StateNo = [200,450] trigger2 = (StateNo != 200) && (StateNo != 230) trigger2 = ((StateNo != 410) || (P2statetype = A)) || (Var(2) > 0) trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || (Time <= 1) || (Var(2) > 0) trigger2 = (StateNo != 450) || (Time <= 5) || (Var(2) > 0) trigger2 = (MoveHit) || (MoveGuarded && (Power >= 1000)) trigger2 = (HitDefAttr = SC, NA) || ((Var(2) > 0) && (MoveContact)) trigger2 = Random%3 = 0 trigger2 = P2statetype != A trigger2 = (Var(2) <= 14) trigger3 = (Var(2) = [1,14]) || ((Var(2) > 0) && (StateNo = 1010)) ;trigger3 = Power < 1000 trigger3 = MoveContact trigger3 = Time > 1 trigger3 = (StateNo = [1000,1029]) ignorehitpause= 1 ;--------------------------------------------------------------------------- [State -1, SkulloTkatchev] type = ChangeState value = 1030 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),5,-5))) = [0,120]) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 39)+(0.5*(fvar(3)*39*40))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = ((!InGuardDist) && (p2Movetype = A) && (enemynear,AnimTime < -40)) || (P2StateNo = 5120) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = Random = [300,400] trigger1 = (Var(30) >= (2-var(6))*(8-AILevel)) || (P2StateNo = [5110,5120]) trigger2 = StateNo = [200,450] trigger2 = (StateNo != 200) && (StateNo != 230) trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = (StateNo != 450) || Time <= 5 trigger2 = (MoveGuarded && (Random%10 = 1)) trigger2 = (HitDefAttr = SC, NA) trigger3 = (Var(2) > 0) ;trigger3 = Power < 1000 trigger3 = MoveGuarded trigger3 = (StateNo = [1000,1029]) ignorehitpause= 1 ;--------------------------------------------------------------------------- [State -1, SkulloTkatchev] type = ChangeState value = 1030 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),5,-5))) = [200,260]) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 39)+(0.5*(fvar(3)*39*40))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = ((!InGuardDist) && (p2Movetype = A) && (enemynear,AnimTime < -40)) || (P2StateNo = 5120) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = Random = [300,400] trigger2 = StateNo = [200,450] trigger2 = (StateNo != 200) && (StateNo != 230) trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = (StateNo != 450) || Time <= 5 trigger2 = (MoveGuarded && (Random%10 = 1)) trigger2 = (HitDefAttr = SC, NA) trigger3 = (Var(2) > 0) ;trigger3 = Power < 1000 trigger3 = MoveGuarded trigger3 = (StateNo = [1000,1029]) ignorehitpause= 1 ;--------------------------------------------------------------------------- [State -1, SkulloTkatchev] type = ChangeState value = 1030 triggerall = (Random%9 <= AILevel) triggerall = AILevel ;triggerall = Var(2) <= 0 triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),5,-5))) = [390,415]) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 39)+(0.5*(fvar(3)*39*40))) < 0) || (P2statetype != A) triggerall = statetype != A triggerall = ((!InGuardDist) && (p2Movetype = A) && (enemynear,AnimTime < -40)) || (P2StateNo = 5120) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = Random = [300,400] trigger2 = StateNo = [200,450] trigger2 = (StateNo != 200) && (StateNo != 230) trigger2 = ((StateNo != [220,225]) && (StateNo != [240,255])) || Time <= 1 trigger2 = (StateNo != 450) || Time <= 5 trigger2 = (MoveGuarded && (Random%10 = 1)) trigger2 = (HitDefAttr = SC, NA) trigger3 = (Var(2) > 0) ;trigger3 = Power < 1000 trigger3 = MoveGuarded trigger3 = (StateNo = [1000,1029]) ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Run fwd [State -1, Run fwd] type = ChangeState value = 100 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (P2statetype = L) || (enemynear,Hitfall = 1) trigger1 = statetype != A trigger1 = ctrl || (stateno = 21) trigger1 = (P2StateNo != 5120) trigger1 = (p2bodydist X) > 160 trigger1 = (!InGuardDist) ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = (Random%10 = 0) triggerall = Var(6) = 1 triggerall = AILevel triggerall = roundstate <= 2 trigger1 = inguarddist trigger1 = enemynear,HitDefAttr = SC, AA trigger1 = (enemynear,Vel X) <= 2 trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (Random = [200,300]) || (MoveContact && (Var(2) > 0)) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),11,-11))) = [(20*(P2statetype = A)),95]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 11)+(0.5*(fvar(3)*11*12))) <= -60) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 11)+(0.5*(fvar(3)*11*12))) >= ifelse((enemynear,Hitfall = 1),-100,-90)) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 11)+(0.5*(fvar(3)*11*12))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = Power >= 3000 trigger1 = (enemynear,ctrl = 0) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Standing Strong Kick S [State -1, Standing Strong Kick S] type = ChangeState value = 255 triggerall = AILevel triggerall = roundstate <= 2 triggerall = statetype != A triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),24,-24))) = [(-20*(P2statetype != A)),80]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 24)+(0.5*(fvar(3)*24*25))) <= -45) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A) && (enemynear,Hitfall = 0),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 24)+(0.5*(fvar(3)*24*25))) >= -120) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 24)+(0.5*(fvar(3)*24*25))) < 0) || (P2statetype != A) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = (!InGuardDist) trigger1 = Var(2) > 0 trigger1 = MoveGuarded ;MoveContact trigger1 = (StateNo = 220) || (StateNo = 250) || (StateNo = 420) trigger1 = StateNo = [200,450] trigger1 = StateNo != 225 trigger1 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),3,-3))) = [(-20*(P2statetype != A)),44]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 3)+(0.5*(fvar(3)*3*4))) <= -80) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 3)+(0.5*(fvar(3)*3*4))) >= -95) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 3)+(0.5*(fvar(3)*3*4))) < 0) || (P2statetype != A) triggerall = (enemynear,Const(Size.Mid.Pos.y) >= 70) || (P2statetype = A) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) || ((stateno = 200) && (Time >= 7)) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Var(2) > 143) trigger2 = Var(2) > 0 trigger2 = !MoveContact trigger2 = (!InGuardDist) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),5,-5))) = [-20,50]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 5)+(0.5*(fvar(3)*5*6))) <= -90) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 5)+(0.5*(fvar(3)*5*6))) >= -120) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 5)+(0.5*(fvar(3)*5*6))) < 0) || (P2statetype != A) triggerall = (P2statetype != A) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (P2statetype = S) ;trigger1 = (enemynear,Hitfall = 0) ;trigger1 = (p2stateno = [120,155]) || (enemynear,ctrl && Random < 200) trigger1 = (Var(2) > 0) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,3]) || (Var(2) > 0) || (prevstateno = 52) trigger1 = (Random%15 < AILevel) || (Var(2) > 0) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),5,-5))) = [(-20*(P2statetype != A)),85]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 5)+(0.5*(fvar(3)*5*6))) <= 0) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 5)+(0.5*(fvar(3)*5*6))) >= -34) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 5)+(0.5*(fvar(3)*5*6))) < 0) || (P2statetype != A) triggerall = (P2statetype != A) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A trigger1 = (enemynear,Hitfall = 0) trigger1 = (p2stateno = [120,155]) || (enemynear,ctrl && Random < 200) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,3]) || (Var(2) > 0) || (prevstateno = 52) trigger1 = (Random%15 < AILevel) || (Var(2) > 0) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),6,-6))) = [(-20*(P2statetype != A)),60]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= -70) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= ifelse((enemynear,Hitfall = 1),-115,-95)) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) triggerall = (P2statetype = A) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) Trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,5]) || (Var(2) > 0) || (prevstateno = 52) || (prevstateno = 1051) trigger1 = (Random%9 <= AILevel) || ((Random%15 < AILevel) && (P2statetype = A)) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 trigger2 = (P2statetype = A) trigger3 = Var(2) > 0 trigger3 = Var(10) = 0 trigger3 = MoveContact >= 2 trigger3 = StateNo = [200,450] trigger3 = StateNo != 225 trigger3 = StateNo != 255 ignorehitpause= 1 ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (P2BodyDist X = [-10,25]) triggerall = (p2bodydist Y) + ifelse(P2statetype = C,(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y))) <= 3 triggerall = (p2bodydist Y) >= -70 triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = (P2Movetype != H) && (P2statetype != A) triggerall = statetype != A trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) ;trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,5]) || (Var(2) > 0) || (prevstateno = 52) || (prevstateno = 1051) trigger1 = (Random%9 <= AILevel) || ((Random%15 < AILevel) && (P2statetype = A)) trigger1 = Var(2) <= 143 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (Random = [200,300]) || (MoveContact && (Var(2) > 0)) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),8,-8))) = [(-20*(P2statetype != A)),65]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 8)+(0.5*(fvar(3)*8*9))) <= -80) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 8)+(0.5*(fvar(3)*8*9))) >= -100) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 8)+(0.5*(fvar(3)*8*9))) < 0) || (P2statetype != A) triggerall = (P2statetype != C) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (P2statetype = A) || (Var(2) > 0) triggerall = (enemynear,HitFall = 1) || (Var(2) > 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,3]) || (Var(2) > 0) || (prevstateno = 52) trigger1 = (Random%15 < AILevel) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 trigger3 = Var(2) > 0 trigger3 = Var(12) = 0 trigger3 = MoveContact >= 2 trigger3 = StateNo = [200,450] trigger3 = StateNo != 225 trigger3 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),6,-6))) = [(-20*(P2statetype != A)),60]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= -55) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= -80) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,4]) || (Var(2) > 0) || (prevstateno = 52) trigger1 = (Random%15 < AILevel) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 trigger3 = Var(2) > 0 trigger3 = Var(16) = 0 trigger3 = MoveContact >= 2 trigger3 = StateNo = [200,450] trigger3 = StateNo != 225 trigger3 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (Random = [400,500]) || (MoveContact && (Var(2) > 0)) triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),9,-9))) = [-20,50]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) <= 50) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) >= ifelse((enemynear,Hitfall = 1),-100,-80)) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 9)+(0.5*(fvar(3)*9*10))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (enemynear,ctrl = 0) || (Random < 300) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = Var(2) > 143 trigger2 = Var(2) > 0 trigger2 = Var(13) = 0 trigger2 = MoveContact >= 2 trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * (!MoveContact) * ifelse((Facing != enemynear,Facing),6,-6))) = [(-20*(P2statetype != A)),105]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) <= 0) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) >= -35) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 6)+(0.5*(fvar(3)*6*7))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (P2stateNo != [40,42]) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [1,3]) || (Var(2) > 0) || (prevstateno = 52) trigger1 = (Random%15 < AILevel) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 trigger3 = stateno = 410 trigger3 = Time >= 13 trigger4 = Var(2) > 0 trigger4 = Var(18) = 0 trigger4 = MoveContact >= 2 trigger4 = StateNo = [200,450] trigger4 = StateNo != 225 trigger4 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),7,-7))) = [(-20*(P2statetype != A)),40]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 8)+(0.5*(fvar(3)*8*9))) <= -40) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 7)+(0.5*(fvar(3)*7*8))) >= ifelse((enemynear,Hitfall = 1),-130,-90)) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 7)+(0.5*(fvar(3)*7*8))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = [6,8]) || (Var(2) > 0) || (prevstateno = 52) trigger1 = (Random%15 < AILevel) trigger2 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 143 trigger3 = Var(2) > 0 trigger3 = Var(17) = 0 trigger3 = MoveContact >= 2 trigger3 = StateNo = [200,450] trigger3 = StateNo != 225 trigger3 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X) * ifelse((Facing != enemynear,Facing),10,-10))) = [(-20*(P2statetype != A)),90]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) <= 5) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) >= -30) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 10)+(0.5*(fvar(3)*10*11))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (P2stateNo != [40,42]) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = (!InGuardDist) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger1 = (var(6) != 0) || (prevstateno = 52) || (!enemynear,Ctrl) trigger1 = (Random%10 = 5) || (Var(2) > 0) trigger1 = (Random%15 < AILevel) trigger1 = Var(2) = 0 trigger2 = Var(2) = [15,20] trigger2 = Var(19) = 0 trigger2 = MoveContact >= 2 trigger2 = StateNo = [200,450] trigger2 = StateNo != 225 trigger2 = StateNo != 255 ;trigger2 = Var(2) = 0 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = AILevel triggerall = roundstate <= 2 triggerall = (Random = [200,300]) || (MoveContact && (Var(2) > 0)) triggerall = ((p2bodydist X) = [(20*(P2statetype = A)),100]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y) * 11)+(0.5*(fvar(3)*11*12))) <= -40) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y) * 11)+(0.5*(fvar(3)*11*12))) >= ifelse((enemynear,Hitfall = 1),-100,-90)) triggerall = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 11)+(0.5*(fvar(3)*11*12))) < 0) || (P2statetype != A) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && ((P2StateNo != 5040) || !enemynear,HitOver || enemynear,Ctrl) triggerall = statetype != A triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) trigger1 = Var(2) > 0 trigger1 = (Var(15) = 0) || (((p2bodydist X) - ((enemynear,Vel X) * (!enemynear,Ctrl) * ifelse((Facing != enemynear,Facing),11,-11))) >= 40) trigger1 = MoveContact >= 2 trigger1 = StateNo = [200,450] trigger1 = StateNo != 225 trigger1 = StateNo != 255 ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = p2bodydist X = [-20,25] triggerall = (p2bodydist Y) + (enemynear,Const(Size.Head.Pos.y)) <= -35 triggerall = (p2bodydist Y) + (0.5*(enemynear,Const(Size.Head.Pos.y))) >= -100 triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) && (P2StateNo != 5040) triggerall = (P2Movetype != H) && (p2statetype = A) triggerall = Pos Y <= -30 triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) || (Var(2) > 0) triggerall = statetype = A trigger1 = ctrl || (stateno = [120,140]) ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X * ifelse((Facing != enemynear,Facing),5,-5))+(Vel X * 5))) = [ifelse((Facing != enemynear,Facing),(-20*(P2statetype = A))-10-(enemynear,Const(Size.ground.front)),(-20*(P2statetype = A))-10),20]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y *5 +(0.5*(fvar(3)*5*6)))-(Vel Y *5 +(0.5*(Const(movement.yaccel)*5*6))))) <= -25) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y *5 +(0.5*(fvar(3)*5*6)))-(Vel Y *5 +(0.5*(Const(movement.yaccel)*5*6))))) >= -90) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) triggerall = (Vel Y > 1) || (Var(2) > 0) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = statetype = A triggerall = (((Pos Y) + ((Vel Y) * 11)+(0.5*(Const(movement.yaccel)*11*12))) >= 0) || (P2statetype = A) || (Var(2) > 0) trigger1 = ctrl || (stateno = [120,140]) trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo != 620 trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X * ifelse((Facing != enemynear,Facing),7,-7))+(Vel X * 7))) = [ifelse((Facing != enemynear,Facing),(-20*(P2statetype = A))-45-(enemynear,Const(Size.ground.front)),(-20*(P2statetype = A))-45),60]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y *7 +(0.5*(fvar(3)*7*8)))-(Vel Y *7 +(0.5*(Const(movement.yaccel)*7*8))))) <= -45) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A) && (NumHelper(2022) = 0),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y *7 +(0.5*(fvar(3)*7*8)))-(Vel Y *7 +(0.5*(Const(movement.yaccel)*7*8))))) >= -65) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) triggerall = Vel Y > 1 || (Var(2) > 0) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = statetype = A triggerall = (((Pos Y) + ((Vel Y) * 15)+(0.5*(Const(movement.yaccel)*15*16))) >= 0) || (P2statetype = A) || (Var(2) > 0) trigger1 = ctrl || (stateno = [120,140]) trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = (((p2bodydist X) - ((enemynear,Vel X * ifelse((Facing != enemynear,Facing),4,-4))+(Vel X * 4))) = [ifelse((Facing != enemynear,Facing),(-20*(P2statetype = A))-(enemynear,Const(Size.ground.front)),(-20*(P2statetype = A))),50]) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((enemynear,Vel Y *4 +(0.5*(fvar(3)*4*5)))-(Vel Y *4 +(0.5*(Const(movement.yaccel)*4*5))))) <= -30) triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((enemynear,Vel Y *4 +(0.5*(fvar(3)*4*5)))-(Vel Y *4 +(0.5*(Const(movement.yaccel)*4*5))))) >= -50) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != [5100,5120]) triggerall = Vel Y > 1 || (Var(2) > 0) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (p2stateno != var(31)) triggerall = statetype = A triggerall = (((Pos Y) + ((Vel Y) * 14)+(0.5*(Const(movement.yaccel)*14*15))) >= 0) || (P2statetype = A) || (Var(2) > 0) trigger1 = ctrl || (stateno = [120,140]) || (stateno = 21) trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause= 1 ;--------------------------------------------------------------------------- [state -1, Jump] type = ChangeState value = 40 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = roundstate <= 2 triggerall = ctrl || (stateno = [120,140]) || (stateno = 21) triggerall = statetype != A trigger1 = enemynear,HitDefAttr = SC, NT,ST,HT trigger1 = InGuardDist || (p2bodydist X = [-1,50]) trigger2 = !InGuardDist trigger2 = (enemynear,Hitfall = 1) trigger2 = (NumHelper(2022) > 0) || (Var(2) > 0) trigger2 = (p2bodydist X > 100) trigger2 = (((enemynear,Pos Y) + ((enemynear,Vel Y) * 16)) < 0) trigger3 = enemynear,HitDefAttr = A, ST trigger3 = (enemynear,Vel X = 0) trigger3 = (p2bodydist X = [-50,50]) ignorehitpause= 1 [state -1, Walk] type = ChangeState value = 21 triggerall = (Random%9 <= AILevel) triggerall = AILevel triggerall = Var(6) != 0 triggerall = roundstate <= 2 triggerall = !InGuardDist triggerall = statetype != A triggerall = (p2bodydist X > 30) || (P2statetype = L) || (P2StateNo = 5120) triggerall = ((P2statetype != L) && (P2StateNo != 5120)) || (p2bodydist X != [68,77]) triggerall = (stateno != [20,21]) trigger1 = ctrl trigger1 = enemynear,HitDefAttr != SC, NT,ST,HT trigger1 = stateno = 0 trigger2 = ctrl || (stateno = [120,140]) trigger2 = enemynear,HitDefAttr = A, NT,ST,HT Ctrl = 0 ignorehitpause= 1 [state -1, Guard] type = ChangeState value = 120 triggerall = (Random%17 <= (AILevel*2)) triggerall = (Var(30) >= (3*var(6))*(8-AILevel)) || (prevstateno >= 5000) || (prevstateno = [120,140]) triggerall = AILevel triggerall = RoundState = 2 triggerall = (stateno != [141,155]) triggerall = (stateno != [120,139]) triggerall = !enemynear,hitdefattr=SCA,NT,ST,HT,AT triggerall = ctrl || (stateno = 140) || stateno = [20,21] trigger1 = inguarddist trigger1 = Stateno != [2050,2060] trigger1 = (Var(2) < 143) ctrl = 0 ignorehitpause= 1
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