;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;-|hold Button |---------------------------------------------------------
[Command]
name="holda"
command=/a
time=1
[Command]
name="holdb"
command=/b
time=1
[Command]
name="holdc"
command=/c
time=1
[Command]
name="holdx"
command=/x
time=1
[Command]
name="holdy"
command=/y
time=1
[Command]
name="holdz"
command=/z
time=1
[Command]
name="holdstart"
command=/s
time=1
[Command]
name = "superjump"
command = $D, $U
;-| Super Motions |--------------------------------------------------------
[Command]
name = "qcb2p"
command = ~D, DB, B, x+y
time = 20
[Command]
name = "qcb2p"
command = ~D, DB, B, y+z
time = 20
[Command]
name = "qcb2p"
command = ~D, DB, B, x+z
time = 20
[Command]
name = "qcf2p"
command = ~D, DF, F, x+y
time = 20
[Command]
name = "qcf2p"
command = ~D, DF, F, y+z
time = 20
[Command]
name = "qcf2p"
command = ~D, DF, F, x+z
time = 20
[Command]
name = "qcf2k"
command = ~D, DF, F, a+b
time = 20
[Command]
name = "qcf2k"
command = ~D, DF, F, b+c
time = 20
[Command]
name = "qcf2k"
command = ~D, DF, F, a+c
time = 20
[Command]
name = "qcb2k"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "qcb2k"
command = ~D, DB, B, b+c
time = 20
[Command]
name = "qcb2k"
command = ~D, DB, B, a+c
time = 20
[Command]
name = "df2k"
command = ~F, D, DF, a+b
time = 20
[Command]
name = "df2k"
command = ~F, D, DF, b+c
time = 20
[Command]
name = "df2k"
command = ~F, D, DF, a+c
time = 20
[Command]
name = "level3"
command =~D,B, a+x
time = 20
[Command]
name = "level3"
command =~D,B, b+y
time = 20
[Command]
name = "level3"
command =~D, B, c+z
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "dfx"
command = ~F, D, DF, x
[Command]
name = "dfx"
command = ~F, D, DF, ~x
[Command]
name = "dfy"
command = ~F, D, DF, y
[Command]
name = "dfy"
command = ~F, D, DF, ~y
[Command]
name = "dfz"
command = ~F, D, DF, z
[Command]
name = "dfz"
command = ~F, D, DF, ~z
[Command]
name = "dfa"
command = ~F, D, DF, a
[Command]
name = "dfa"
command = ~F, D, DF, ~a
[Command]
name = "dfb"
command = ~F, D, DF, b
[Command]
name = "dfb"
command = ~F, D, DF, ~b
[Command]
name = "dfc"
command = ~F, D, DF, c
[Command]
name = "dfc"
command = ~F, D, DF, ~c
;---------
[Command]
name = "dbx"
command = ~B, D, DB, x
time = 20
[Command]
name = "dbx"
command = ~B, D, DB, ~x
time = 20
[Command]
name = "dby"
command = ~B, D, DB, y
time = 20
[Command]
name = "dby"
command = ~B, D, DB, ~y
time = 20
[Command]
name = "dbz"
command = ~B, D, DB, z
time = 20
[Command]
name = "dbz"
command = ~B, D, DB, ~z
time = 20
[Command]
name = "dba"
command = ~B, D, DB, a
time = 20
[Command]
name = "dba"
command = ~B, D, DB, ~a
time = 20
[Command]
name = "dbb"
command = ~B, D, DB, b
time = 20
[Command]
name = "dbb"
command = ~B, D, DB, ~b
time = 20
[Command]
name = "dbc"
command = ~B, D, DB, c
time = 20
[Command]
name = "dbc"
command = ~B, D, DB, ~c
time = 20
;-------------------
[Command]
name = "qcfx"
command = ~D, DF, F, x
time = 12
[Command]
name = "qcfx"
command = ~D, DF, F, ~x
time = 12
[Command]
name = "qcfy"
command = ~D, DF, F, y
time = 12
[Command]
name = "qcfy"
command = ~D, DF, F, ~y
time = 12
[Command]
name = "qcfz"
command = ~D, DF, F, z
time = 12
[Command]
name = "qcfz"
command = ~D, DF, F, ~z
time = 12
[Command]
name = "qcba"
command = ~D, DB, B, a
[Command]
name = "qcba"
command = ~D, DB, B, ~a
[Command]
name = "qcbb"
command =~D, DB, B, b
[Command]
name = "qcbb"
command = ~D, DB, B, ~b
[Command]
name = "qcbc"
command = ~D, DB, B, c
[Command]
name = "qcbc"
command = ~D, DB, B, ~c
[Command]
name = "qcfa"
command = ~D, DF, F, a
[Command]
name = "qcfa"
command = ~D, DF, F, ~a
[Command]
name = "qcfb"
command = ~D, DF, F, b
[Command]
name = "qcfb"
command = ~D, DF, F, ~b
[Command]
name = "qcfc"
command = ~D, DF, F, c
[Command]
name = "qcfc"
command = ~D, DF, F, ~c
[Command]
name = "qcbx"
command = ~D, DB, B, x
[Command]
name = "qcbx"
command = ~D, DB, B, ~x
[Command]
name = "qcby"
command = ~D, DB, B, y
[Command]
name = "qcby"
command = ~D, DB, B, ~y
[Command]
name = "qcbz"
command = ~D, DB, B, z
[Command]
name = "qcbz"
command = ~D, DB, B, ~z
[Command]
name = "hbf"
command = ~25$B, F, ~a
time = 25
[Command]
name = "hbf"
command = ~25$B, F, a
time = 25
[Command]
name = "hbf"
command = ~25$B, F, ~b
time = 25
[Command]
name = "hbf"
command = ~25$B, F, b
time = 25
;time = 5
[Command]
name = "hbf"
command = ~25$B, F, ~c
time = 25
[Command]
name = "hbf"
command = ~25$B, F, c
time = 25
;time = 5
; ----- recovery roll + counter command
[Command]
name = "rec-cou"
command = ~B, DB, D, x
[Command]
name = "rec-cou"
command = ~B, DB, D, ~x
[Command]
name = "rec-cou"
command = ~B, DB, D, y
[Command]
name = "rec-cou"
command = ~B, DB, D, ~y
[Command]
name = "rec-cou"
command = ~B, DB, D, z
[Command]
name = "rec-cou"
command = ~B, DB, D, ~z
[Command]
name = "rec-cou"
command = ~B, DB, D, a
[Command]
name = "rec-cou"
command = ~B, DB, D, ~a
[Command]
name = "rec-cou"
command = ~B, DB, D, b
[Command]
name = "rec-cou"
command = ~B, DB, D, ~b
[Command]
name = "rec-cou"
command = ~B, DB, D, c
[Command]
name = "rec-cou"
command = ~B, DB, D, ~c
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "dash2"
command = ~UF, UF
time = 12
[Command]
name = "dash8"
command = ~UB, UB
time = 12
[Command]
name = "dash4"
command = ~DF, DF
time = 12
[Command]
name = "dash6"
command = ~DB, DB
time = 12
[Command]
name = "dash1"
command = U, U
time = 12
[Command]
name = "dash5"
command = D, D
time = 12
[Command]
name = "dash7"
command = B, B
time = 12
[Command]
name = "dash3"
command = F, F
time = 12
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 12
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 12
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "superj3press"
command = a+b+c
time = 5
[Command]
name = "xyz"
command = x+y+z
time = 1
[Command]
name = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "2p"
command = x+y
time = 5
[Command]
name = "2p"
command = x+z
time = 5
[Command]
name = "2p"
command = y+z
time = 5
[Command]
name = "2k"
command = a+b
time = 5
[Command]
name = "2k"
command = a+c
time = 5
[Command]
name = "2k"
command = b+c
time = 5
[Command]
name = "chain"
command = x+y
time = 1
[Command]
name = "chain"
command = x+z
time = 1
[Command]
name = "chain"
command = y+z
time = 1
[Command]
name = "chain"
command = a+b
time = 1
[Command]
name = "chain"
command = a+c
time = 1
[Command]
name = "chain"
command = b+c
time = 1
[Command]
name = "chain"
command = a+b+c
time = 1
[Command]
name = "chain"
command = x+y+z
time = 1
[Command]
name = "chain"
command = x+a+b
time = 1
[Command]
name = "chain"
command = x+c+b
time = 1
[Command]
name = "chain"
command = x+a+c
time = 1
[Command]
name = "chain"
command = y+a+b
time = 1
[Command]
name = "chain"
command = y+b+c
time = 1
[Command]
name = "chain"
command = y+a+c
time = 1
[Command]
name = "chain"
command = z+a+b
time = 1
[Command]
name = "chain"
command = z+b+c
time = 1
[Command]
name = "chain"
command = x+y+a
time = 1
[Command]
name = "chain"
command = x+y+b
time = 1
[Command]
name = "chain"
command = x+y+c
time = 1
[Command]
name = "chain"
command = z+y+a
time = 1
[Command]
name = "chain"
command = z+y+b
time = 1
[Command]
name = "chain"
command = z+y+c
time = 1
[Command]
name = "chain"
command = z+x+a
time = 1
[Command]
name = "chain"
command = z+x+b
time = 1
[Command]
name = "chain"
command = z+x+c
time = 1
[Command]
name = "chain"
command = x+y+z+a+b+c
time = 1
[Command]
name = "chain"
command = a
time = 1
[Command]
name = "chain"
command = b
time = 1
[Command]
name = "chain"
command = c
time = 1
[Command]
name = "chain"
command = x
time = 1
[Command]
name = "chain"
command = y
time = 1
[Command]
name = "chain"
command = z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
;===================================================================================
;----------- A.I. - 92% done
[Statedef -1]
[State -1, 0]
type = changestate
trigger1 = AIlevel && numenemy
trigger1 = roundstate = 2 && inguarddist
trigger1 = ctrl && (stateno != [120, 155]) && !var(20)
trigger1 = ifelse(statetype = A, (var(9) != 2 || stateno = 5210), 1)
trigger1 = !(enemynear, hitdefattr = SCA, AT) && (enemynear, time < 120)
trigger1 = statetype != A || p2statetype = A
trigger1 = random < (ifelse((p2stateno = [200, 699]), 100, ifelse((p2stateno = [1000, 2999]), 333, 1000)) * (AIlevel ** 2 / 64.0))
value = 120
[State -1, 0x]
type = changestate
trigger1 = AIlevel && numenemy
trigger1 = roundstate = 2 && statetype != A && ctrl && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = enemynear, movetype = A && p2bodydist x < 160 ;&& enemynear, hitdefattr = SC, AT
value = 40
[State -1, b]
type = ChangeState
triggerall = AIlevel && (prevstateno!=100) && StateType = S && (P2Dist x > 110) ;&& enemynear, movetype = A
trigger1 = Ctrl && random < (800 * (AIlevel ** 2 / 64.0))&& RoundState = 2
value = 100
[State -1, b]
type = ChangeState
triggerall = AIlevel &&(prevstateno!=107) && (StateType = A) && random < (800 * (AIlevel ** 2 / 64.0))&& RoundState = 2
trigger1 = (P2Dist x > 90) && Ctrl && time >20
value = 107
[State -1, 0]
type = ChangeState
triggerall = AIlevel && numenemy && roundstate = 2 && statetype = S && stateno != 100 && ctrl
triggerall = p2statetype != A && p2statetype != L && p2movetype != H
trigger1 = (p2stateno != [120, 155]) && (p2bodydist x = [0, 27]) && (p2bodydist y = [ -25, 25]) && random < (500 * (AIlevel ** 2 / 64.0))
value = 800;ifelse(Random <= 400,800,850)
[State -1, 0]
type = changestate
triggerall = AIlevel && numenemy && prevstateno!=1800
triggerall = statetype != A && roundstate = 2 && ctrl && (p2stateno != [3000, 3999])
trigger1 = enemynear, movetype = A && p2bodydist x < 90 && (facing != enemynear, facing) && random < (450 * (AIlevel ** 2 / 64.0))
trigger2 = enemy, numproj > 0 && random < (650 * (AIlevel ** 2 / 64.0))
trigger3 = p2bodydist x < 60 && enemy, hitdefattr = SCA, NP,SP && random < (650 * (AIlevel ** 2 / 64.0))
value = 1800
[State -1, 0]
type = ChangeState
triggerall = AIlevel && (StateType != A) && (inguarddist) && !(enemynear,hitdefattr = SCA,HA)&& (p2stateno != [3000, 3999])
triggerall = stateno!=1800 && prevstateno!=1800 ;&& random < (650 * (AIlevel ** 2 / 64.0))
trigger1 = (enemynear, vel x=0) && (P2MoveType = A)&& (enemynear,time=[0,4]) && (enemynear, NumHelper > 0) && (ctrl)
value = 1800
[State -1, h1]
type = ChangeState
triggerall = AIlevel && numenemy && (power >= 1000) && (p2stateno = 1850)
triggerall = (StateType != A) && (prevstateno = 1800)
trigger1 = ctrl
value = 3000;ifelse ((p2dist x=[50,110]),3200,3000)
[State -1, 0]
type = changestate
triggerall = AIlevel && stateno != 51 && prevstateno != 51 && numenemy
triggerall = statetype != A && roundstate = 2 && ctrl
trigger1 = enemynear, movetype = A && p2bodydist x < 90 && (facing != enemynear, facing) && random < (500 * (AIlevel ** 2 / 64.0))
trigger1 = var(23) := 10
trigger1 = var(11) := 3
trigger2 = enemy, numproj > 0 && random < (250 * (AIlevel ** 2 / 64.0))
trigger2 = var(23) := 1
trigger2 = var(11) := 3
trigger2 = var(12) := 7
trigger3 = p2bodydist x < 60 && enemy, hitdefattr = SC, AT && random < (750 * (AIlevel ** 2 / 64.0))
trigger3 = var(23) := 2
trigger3 = random < (50 * (AIlevel ** 2 / 64.0))
trigger3 = var(11) := ifelse((random < (500 * (AIlevel ** 2 / 64.0)) || backedgedist < 100), 3, -3)
value = 1400
[State -1, 0]
type = changestate
triggerall = AIlevel && stateno != 51 && prevstateno != 51 && numenemy
triggerall = statetype = A && roundstate = 2 && ctrl
trigger1 = enemynear, movetype = A && p2bodydist x < 90 && (facing != enemynear, facing) && random < (500 * (AIlevel ** 2 / 64.0))
trigger1 = var(23) := 2
trigger1 = var(11) := 3
trigger1 = var(12) := 7
trigger2 = enemy, numproj > 0 && random < (250 * (AIlevel ** 2 / 64.0))
trigger2 = var(23) := 2
trigger2 = var(11) := 3
trigger2 = var(12) := 7
value = 1400
[State -1, 1]
type = ChangeState
triggerall = AIlevel && numenemy && RoundState = 2 && random < (250 * (AIlevel ** 2 / 64.0))
trigger1 = Ctrl && (StateType != A) && (p2dist X < 75)
trigger2 = (stateno = 100) && (p2dist X < 75)
value = 200
[State -1, 3]
type = ChangeState
triggerall = AIlevel && numenemy && RoundState = 2&& random < (250 * (AIlevel ** 2 / 64.0))
trigger1 = Ctrl && (StateType != A) && (p2dist X < 109);45
trigger2 = stateno = 100 && (p2dist X < 109)
value = 400
[State -1, 2]
type = ChangeState
triggerall = AIlevel && numenemy && RoundState = 2 && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = Ctrl && (StateType != A) && (p2dist X < 120)
trigger2 = stateno = 100 && (p2dist X < 120)
value = 230
[State -1, 4]
type = ChangeState
triggerall = AIlevel && numenemy && RoundState = 2&& random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = Ctrl && (StateType != A) && (p2dist X < 130) ;45
trigger2 = stateno = 100 && (p2dist X < 130)
value = 430
[State -1, 5]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && (P2StateType = A) && RoundState = 2
trigger1 = (stateno = 2998) && (time =9 ) && Ctrl
trigger2 = (p2bodydist X < 55) && Ctrl
value = IfElse(Random < 800,600,630)
[State -1, 6]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && RoundState = 2
trigger1 = (StateNo = [600,610]) && (Movehit) && random > 500
value = IfElse(StateNo = 600,610,620)
[State -1, 6]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && RoundState = 2
trigger1 = (StateNo = [600,610]) && (Movehit) && random < 499
value = IfElse(StateNo = 600,630,640)
[State -1, 6]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && RoundState = 2
trigger1 = (StateNo = [600,610]) && (Movehit)
value = IfElse(StateNo = 610,620,650)
[State -1, 7]
type =ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && RoundState = 2
trigger1 = (StateNo = [630,640]) && (Movehit)
value = IfElse(StateNo = 630,640,650)
[State -1, 7]
type =ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && RoundState = 2
trigger1 = (StateNo = [630,640]) && (Movehit)
value = IfElse(StateNo = 640,620,650)
[State -1, 8]
type =ChangeState
triggerall = AIlevel && numenemy && (StateType = A) && RoundState = 2
trigger1 = (StateNo = [600,640]) && (Movecontact)
value = IfElse((StateNo = 600),630,IfElse((StateNo = 630),610,IfElse((StateNo = 640),650,620)))
[State -1, 9]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2
trigger1 = (StateNo = 200) && (Movecontact)
value = IfElse((random <500),210,220)
[State -1, 9]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2
trigger1 = (StateNo = 200) && (Movecontact)
value = IfElse((enemy, const(size.head.pos.y) >= -60),240,410)
[State -1, 11]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = S) && RoundState = 2
trigger1 = (StateNo = 210) && (Movecontact)
value = IfElse((random <333),220,IfElse((random>550),249,240))
[State -1, 11]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = S) && RoundState = 2
trigger1 = (StateNo = 230) && (Movecontact)
value = IfElse((random <333),210,IfElse((random>550),220,240))
[State -1, 9]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2
trigger1 = (StateNo = 240) && (Movecontact) && time >15
value = 220
[State -1, 10]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2
trigger1 = (StateNo = 230) && (Movecontact)
value = IfElse((enemynear, const(size.head.pos.y) >= -60),240,IfElse((random>550),410,240))
[State -1, 11]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = C) && RoundState = 2 && random < 499
trigger1 = (StateNo = 430) && (Movecontact)
value = IfElse((random <600),440,IfElse((random>750),420,450))
[State -1, 12]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = C) && RoundState = 2 && random > 500
trigger1 = (StateNo = 430) && (Movecontact)
value = 220
[State -1, 12]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = C) && RoundState = 2
trigger1 = (StateNo = 400) && (Movecontact)
value = IfElse((random <333),430,420)
[State -1, 12]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = C) && RoundState = 2
trigger1 = (StateNo = 440) && (Movecontact)
value = IfElse((random <500),450,220)
[State -1, 12]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType = C) && RoundState = 2
trigger1 = (StateNo = 410) && (Movecontact)
value = IfElse((random <500),420,450)
[State -1, 14]
type=changestate
triggerall= AIlevel && numenemy && (life >920) && (roundstate=2) && (StateType !=A)
trigger1 = ctrl && (p2bodydist x >160) && random < (10 * (AIlevel ** 2 / 64.0))
value = 195
[State -1, 18]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && Ctrl && RoundState = 2 && random < (100 * (AIlevel ** 2 / 64.0))
trigger1 = (p2bodydist X > 180)
value = 2999
[State -1,20]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && Ctrl && (P2statetype = L) && RoundState = 2
trigger1 = (p2dist x=[0,110]) && random < (750 * (AIlevel ** 2 / 64.0))
trigger2 = (stateno = 450) && movehit
value = ifelse(power >= 2000,3000,1000)
[State -1,20]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && Ctrl && (P2statetype = L) && RoundState = 2
trigger1 = (p2dist x=[111,180]) && random < (750 * (AIlevel ** 2 / 64.0))
value = 249
[State -1,20]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && P2stateno = 9024
trigger1 = Ctrl && (p2dist x<120) && (P2movetype = H)
trigger2 = Ctrl && (prevstateno = 255)
value = 220
[State -1, 21]
type = ChangeState
triggerall = !numhelper(1111505)
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2 && random < (250 * (AIlevel ** 2 / 64.0))
trigger1= (StateNo = 240) && (Movecontact) && time >15
trigger2 = ctrl
value = ifelse((p2dist x=[0,120]),1100,1500)
[State -1, 22]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2 && random < (500 * (AIlevel ** 2 / 64.0))
trigger1 = ctrl && (p2bodydist x=[150,320])
value = ifelse(random<500,1101,1102)
[State -1, h1]
type =ChangeState
triggerall = AIlevel && numenemy && (RoundNo != 2) && (RoundState = 2)&& (prevstateno != [1120,1122])
triggerall = (StateType = A) && (p2bodydist X=[-30,30]) && var(40)<=1
trigger1 = ctrl && random < (350 * (AIlevel ** 2 / 64.0))
value =ifelse((p2dist y<180),1122,655)
[State -1, h1]
type = ChangeState
triggerall = AIlevel && numenemy && (RoundNo != 2) && (RoundState = 2) && var(40)<=3
triggerall = (StateType = A)&& (p2dist X=[90,210]) && random < (350 * (AIlevel ** 2 / 64.0))
trigger1 = ctrl
value =ifelse((p2dist y<-40),1120,ifelse((p2dist y>45),1121,655))
[State -1, 23]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && RoundState = 2 && random < (350 * (AIlevel ** 2 / 64.0))
trigger1 = (stateno = 250 ||stateno = 440) && movehit
trigger2 = ctrl && (p2bodydist x=[70,150])
value = 1300
[State -1, 23x]
type = ChangeState
triggerall = !numhelper(1111505)
triggerall =AIlevel && numenemy && (StateType != A) && RoundState = 2 && ctrl && random < (550 * (AIlevel ** 2 / 64.0))
trigger1 = p2movetype = A && (enemynear, numproj > 0)
trigger2 = (p2dist x=[150,300])
value =ifelse((p2dist x=[110,149]),1502,1501)
[State -1, 24]
type =ChangeState
triggerall = !numhelper(1111505)
triggerall = AIlevel && numenemy && ctrl && (StateType != A) && (p2statetype = A) && RoundState = 2
trigger1 = (p2dist X < 80) && (enemyNear, Pos Y > -30) && random < (450 * (AIlevel ** 2 / 64.0))
value = IfElse((p2dist X < 45) ,1000,IfElse(random < 200, 220, 40))
[State -1, 25]
type = ChangeState
triggerall = AIlevel && numenemy && (StateType != A) && (p2bodydist X < 50)&& RoundState = 2
trigger1 = ctrl && random < (250 * (AIlevel ** 2 / 64.0))
trigger2 = (stateno = 200||stateno = 230||stateno = 240) && (movehit)
value = 1300
[State -1, h1]
type = ChangeState
triggerall =AIlevel && numenemy && (RoundNo != 2) && (RoundState = 2)
triggerall = (StateType != A) && (power >= 1000)&& random < (650 * (AIlevel ** 2 / 64.0))
trigger1 = ctrl && (p2dist X>50) && (p2statetype!=A)
trigger2 =(stateno = [200,450]) && movehit
value = ifelse ((random<250),3400,3000)
[State -1, h1]
type = ChangeState
triggerall = AIlevel && (RoundNo != 2) && (RoundState = 2) && (p2statetype=A)
triggerall = (StateType = A) && (power >= 1000) && random < (700 * (AIlevel ** 2 / 64.0))
trigger1 = ctrl && (p2dist x=[0,60]) && (p2dist y>-90)
trigger2 = (stateno = [600,610])&& movehit
trigger3 = (stateno = [630,640])&& movehit
value = 3110
[State -1, h1]
type = ChangeState
triggerall = AIlevel && (RoundNo != 2) && (RoundState = 2) && (StateType != A)
triggerall = (power >= 1000) && random < (700 * (AIlevel ** 2 / 64.0))
trigger1 = ctrl && (p2dist y>-90) && (p2dist x=[-10,90])
trigger2 = (StateNo = 240) && (Movecontact) && time >15
trigger3 =(stateno = [400,450]) && movehit
value = 3100
[State -1, h2]
type = ChangeState
triggerall =AIlevel && (RoundNo != 2) && (RoundState = 2) && (p2statetype!=A)
triggerall = (StateType != A) && (power >= 1000) && random < (750 * (AIlevel ** 2 / 64.0))
trigger1 = ctrl && (p2bodydist X<180)
trigger2 =(stateno = [200,450]) && movehit
value = IfElse(random < 375, 3200, 3400)
[State -1,c]
type = ChangeState
triggerall = AIlevel && (RoundNo != 2) && (stateno = [150,155]) && (p2stateno != [3000, 4999]) && random < (150 * (AIlevel ** 2 / 64.0))
trigger1 = (StateType != A)&& (power >= 2000)
value = IfElse(StateType = C ,6100,6000)
[State -1,15]
type = ChangeState
trigger1 = AILevel && (stateno = [150,155]) && (p2stateno != [3000, 4999]) && random < (450 * (AIlevel ** 2 / 64.0))
value = IfElse(StateType = S ,6300,IfElse(StateType = C ,6310,6320))
[State -1,16]
type = ChangeState
triggerall = AILevel && roundstate=2 && alive && (stateno = 5100)
trigger1 = (p2bodydist x=[-50,50]) && random < (450 * (AIlevel ** 2 / 64.0))
value = 6500
[State -1, HC]
type = ChangeState
triggerall = !Numpartner && (power=3000)
triggerall = AIlevel && (RoundNo != 1) && (RoundState = 2) && (StateType != A)
trigger1 = (p2dist x=[0,100]) && ctrl && (RoundNo = 2||RoundNo = 3)
trigger2 = (stateno = [200,450]) && (movehit)&&(p2dist x=[0,90])
trigger3 = ctrl && (p2dist x=[0,100]) && (P2statetype = A)&& (P2movetype=A)
trigger4 = movehit && (P2movetype=H) && ctrl
value = 3500
[State -1, 0]
type = destroyself
trigger1 = IsHelper
trigger1 = stateno != [1810,1845]
ignorehitpause=1
;__________________________________________________________________________
;----------- teslaport
[State -1, dbxyzabc]
type = Changestate
value = 1400
triggerall = !AIlevel && stateno != 51
triggerall = (command="dbx"||command="dby"||command="dbz"||command="dba"||command="dbb"||command="dbc")
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
trigger3 = (stateno = [600,650])
[State -1, qcb2k] ; maximum voltage
type = ChangeState
value = 3400
triggerall = !AIlevel
triggerall = command = "qcb2p" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcf2k] ; full discharge
type = ChangeState
value = 3200
triggerall = !AIlevel
triggerall = command = "qcb2k" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcf2p-a] ;eletric arc aerial
type = ChangeState
value = 3110
triggerall = !AIlevel
triggerall = statetype =A
triggerall = command = "qcf2k" && power >= 1000
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1,qcb2p] ;electric arc
type = ChangeState
value = 3100
triggerall = !AIlevel
triggerall = command = "qcf2k" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcf2p] ;Megawatt destroyer
type = ChangeState
value = 3000 ;
triggerall = !AIlevel
triggerall = statetype !=A
triggerall = command = "qcf2p" && power >= 1000
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, 6] ; HYPER CHAIN "the LETHAL FOES" - Disabled in team mode
type = ChangeState
value = 3500
triggerall = !AIlevel
triggerall = !Numpartner
triggerall = command = "level3" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 =(stateno = [200,251]) || (stateno = [400,450])
;[State -1, 6];level 3 team mode in the works
;type = ChangeState
;value = 3530
;triggerall = Numpartner
;triggerall = Var(59)<= 0 && command = "6" && power = 1000 && statetype !=A
;trigger1 = ctrl
;trigger2 =(stateno = [200,250]) || (stateno = [400,450])||(stateno = [1000,1002])
;trigger3 = stateno =1200 && p2stateno=1221 && Numhelper(1210)
;----------- polarity shield
[State -1, hbf]
type = Changestate
value = 1800
triggerall = !AIlevel && var(59)<=0 && statetype!=A
triggerall = (command="qcba"||command="qcbb"||command="qcbc")
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
;----------- high voltage
[State -1, dfxyz]
type = Changestate
value = 1000
triggerall = !AIlevel
triggerall = statetype!=A && (command="dfx"||command="dfy"||command="dfz")
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcfx] ;------ bolt stream short aerial
type = ChangeState
value = 1122
triggerall = !AIlevel && var(40)<=3
triggerall = statetype =A && command = "qcfx"
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcfy] ;------ bolt stream diag aerial
type = ChangeState
value = 1121
triggerall = !AIlevel && var(40)<=3
triggerall = statetype =A && command = "qcfy"
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcfz] ;------ bolt stream aerial
type = ChangeState
value = 1120
triggerall = !AIlevel && var(40)<=3
triggerall = statetype =A && command = "qcfz"
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcfz] ;------ bolt stream 2hit
type = ChangeState
value = 1102
triggerall = !AIlevel
triggerall = statetype !=A && command = "qcfz"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcfx] ;------ bolt stream short
type = ChangeState
value = 1100
triggerall = !AIlevel
triggerall = statetype !=A && command = "qcfx"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcfy] ;------ bolt stream single
type = ChangeState
value = 1101
triggerall = !AIlevel
triggerall = statetype !=A && command = "qcfy"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qcba] ;-- volts revolt
type = ChangeState
value = 1300;1307
triggerall = !AIlevel
triggerall = statetype !=A
triggerall = command = "qcfa" || command = "qcfb"||command = "qcfc"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
[State -1, qfcz] ;------spark grenade high
type = ChangeState
value = 1502;1502
triggerall = !numhelper(1111505)
triggerall = !AIlevel
triggerall = statetype != A && command = "qcbz"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450]) ;Cancel ground moves
[State -1, qfcy];------spark grenade rotate
type = ChangeState
value = 1501;1501
triggerall = !numhelper(1111505)
triggerall = !AIlevel
triggerall = statetype != A && command ="qcby"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450]) ;Cancel ground moves
[State -1, qfcx] ;-----spark grenade low
type = ChangeState
value = 1500
triggerall = !numhelper(1111505)
triggerall = !AIlevel
triggerall = statetype != A && command = "qcbx"
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450]) ;Cancel ground moves
[State -1, rec-cou] ; ----- recovery roll
type = VarSet
triggerall = !AIlevel
triggerall = alive
trigger1 = command = "rec-cou"
trigger1 = stateno = 5050 || stateno = 5071 || stateno = 5100
v = 20
value = 1
[State -1, roll]
type = ChangeState
value = 6500
triggerall = alive
trigger1 = Var(20) = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = !AIlevel && stateno = [150,153]
trigger1 = statetype = S && command = "guardpush"
[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = !AIlevel && stateno = [150,153]
trigger1 = statetype = C && command = "guardpush"
[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = !AIlevel && stateno = [154,155]
trigger1 = statetype = C && command = "guardpush"
[State -1, Dash aerial]; 8 way for electro (mvsc3 style)
type = ChangeState
value = 107
triggerall = !AIlevel
triggerall = !var(7) && pos y <= -(const(movement.airjump.height))
triggerall = statetype = A && ctrl && stateno != 107 && roundstate=2
trigger1 = command = "holdfwd" && command = "holdup" && command="2p"
trigger1 = var(24) := 3;diagupfw
trigger2 = command = "holdback" && command = "holdup" && command="2p"
trigger2 = var(24) := 10;diagupbw
trigger3 = command = "holdfwd" && command = "holddown" && command="2p"
trigger3 = var(24) := 5;diagdowmfw
trigger4 = command = "holdback" && command = "holddown" && command="2p"
trigger4 = var(24) := 7;diagdowbw
trigger5 = command = "holdback" && command="2p"
trigger5 = var(24) := 9;BW
trigger6 = command = "holdup" && command="2p"
trigger6 = var(24) := 1;BW
trigger7 = command = "holddown" && command="2p"
trigger7 = var(24) := 6;BW
trigger8 = command = "holdfwd" && command="2p"
trigger8 = var(24) := 4;FW
trigger9 = command = "dash2"
trigger9 = var(24) := 3;diagupfw
trigger10 = command = "dash8"
trigger10 = var(24) := 10;diagupbw
trigger11 = command = "dash4"
trigger11 = var(24) := 5;diagdowmfw
trigger12 = command = "dash6"
trigger12 = var(24) := 7;diagdowbw
trigger13 = command = "dash7"
trigger13 = var(24) := 9;BW
trigger14 = command = "dash1"
trigger14 = var(24) := 1;up
trigger15 = command = "dash5"
trigger15 = var(24) := 6;DW
trigger16 = command = "dash3"
trigger16 = var(24) := 4;FW
[State -1, Dash aerial cancel]; 8 way for electro (mvsc3 style)
type = ChangeState
value = 107
triggerall = !AIlevel && roundstate=2
triggerall = !var(7) && pos y <= -(const(movement.airjump.height))
triggerall = (stateno = [600,650]) && Time > 9
trigger1 = command = "holdfwd" && command = "holdup" && command="2p"
trigger1 = var(24) := 3;diagupfw
trigger2 = command = "holdback" && command = "holdup" && command="2p"
trigger2 = var(24) := 10;diagupbw
trigger3 = command = "holdfwd" && command = "holddown" && command="2p"
trigger3 = var(24) := 5;diagdowmfw
trigger4 = command = "holdback" && command = "holddown" && command="2p"
trigger4 = var(24) := 7;diagdowbw
trigger5 = command = "holdback" && command="2p"
trigger5 = var(24) := 9;BW
trigger6 = command = "holdup" && command="2p"
trigger6 = var(24) := 1;BW
trigger7 = command = "holddown" && command="2p"
trigger7 = var(24) := 6;BW
trigger8 = command = "holdfwd" && command="2p"
trigger8 = var(24) := 4;FW
trigger9 = command = "dash2"
trigger9 = var(24) := 3;diagupfw
trigger10 = command = "dash8"
trigger10 = var(24) := 10;diagupbw
trigger11 = command = "dash4"
trigger11 = var(24) := 5;diagdowmfw
trigger12 = command = "dash6"
trigger12 = var(24) := 7;diagdowbw
trigger13 = command = "dash7"
trigger13 = var(24) := 9;BW
trigger14 = command = "dash1"
trigger14 = var(24) := 1;up
trigger15 = command = "dash5"
trigger15 = var(24) := 6;DW
trigger16 = command = "dash3"
trigger16 = var(24) := 4;FW
ignorehitpause=1
[State -1, Dash Fwd]
type = ChangeState
value = 100
triggerall = !AIlevel
triggerall = statetype = S && ctrl && stateno != 100 && roundstate=2
trigger1 = command="FF"||command="2p"
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = !AIlevel
triggerall = statetype = S && ctrl && stateno != 105 && roundstate=2
trigger1 = command = "BB"
trigger2 = command = "holdback" && command="2p"
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AIlevel
triggerall = command = "z" && statetype = S && ctrl && p2bodydist X <= 27
triggerall= (p2statetype = S) || (p2statetype = C) && p2movetype != H
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AIlevel
triggerall = ctrl && statetype != A
trigger1 = command = "start"
[State -1, Super Jump]
type = ChangeState
value = 2999
triggerall = !AIlevel
triggerall = statetype != A && ctrl
trigger1 = command = "superjump"
trigger2 = command = "superj3press"
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AIlevel
triggerall = command != "holddown" && command = "x"
trigger1 = statetype = S && ctrl
[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = !AIlevel
triggerall = command != "holddown" && command = "y"
trigger1 = ctrl && statetype = S
trigger2=(stateno=200||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=430)&& movecontact
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !AIlevel
triggerall = command != "holddown" && command = "z"
trigger1 = statetype = S && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AIlevel
triggerall = command != "holddown" && command = "a"
trigger1 = statetype = S && ctrl
[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = !AIlevel
triggerall = command != "holddown" && command = "b"
trigger1 = ctrl && statetype = S
trigger2=(stateno=200||stateno=210||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430)&& movecontact
[State -1, Standing Strong Kick]
type = ChangeState
value = 249
triggerall = !AIlevel
triggerall = command != "holddown" && command = "c"
trigger1 = statetype = S && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AIlevel
triggerall = command = "holddown" && command = "x"
trigger1 = statetype = C && ctrl
[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = !AIlevel
triggerall = command = "holddown" && command = "y"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=430)&& movecontact
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AIlevel
triggerall = command = "holddown" && command = "z"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AIlevel
triggerall = command = "holddown" && command = "a"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200)&& movecontact
[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = !AIlevel
triggerall = command = "holddown" && command = "b"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=210||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430)&& movecontact
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AIlevel
triggerall = command = "holddown" && command = "c"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AIlevel
triggerall = statetype = A && command = "x"
trigger1 = ctrl
trigger2= stateno=107 && ctrl
[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = !AIlevel
triggerall = statetype = A && command = "y"
trigger1 = ctrl
trigger2=(stateno=600||stateno=630)&& movecontact
trigger3= stateno=107 && ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AIlevel
triggerall = statetype = A && command = "z"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&& movecontact
trigger3= stateno=107 && ctrl
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AIlevel
triggerall = statetype = A && command = "a"
trigger1 = ctrl
trigger2 = (stateno = 600)&& movecontact
trigger3= stateno=107 && ctrl
[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = !AIlevel
triggerall = statetype = A && command = "b"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=630)&& movecontact
trigger3= stateno=107 && ctrl
[State -1, Jump Strong Kick down]
type = ChangeState
value = 655
triggerall = !AIlevel
triggerall = statetype = A && command = "down_c"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&& movecontact
trigger3= stateno=107 && ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AIlevel
triggerall = statetype = A && command = "c"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&& movecontact
trigger3= stateno=107 && ctrl