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Command List — electro_recharged.zip ← Back to Overview

;-| 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
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