; 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