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DJB MUGEN & IKEMEN Community

Command List — D_Meiko.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - 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. Each of these ; buttons or directions is referred to as a "symbol". ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; 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 = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "CelestialBeam" command = ~F, D, B, F, D, B, x+y time = 40 [Command] name = "HoneyRush" command = ~D, B, D, F, x time = 20 [Command] name = "HoneyRush" ;Same name as above command = ~D, B, D, F, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "QCF_xy" command = ~D, F, x+y [Command] name = "QCF_x" command = ~D, F, x [Command] name = "QCF_y" command = ~D, F, y [Command] name = "QCB_xy" command = ~D, B, x+y [Command] name = "QCB_x" command = ~D, B, x [Command] name = "QCB_y" command = ~D, B, y [Command] name = "FDF_ab" command = ~F, D, F, a+b [Command] name = "FDF_a" command = ~F, D, F, a [Command] name = "FDF_b" command = ~F, D, F, b [Command] name = "QCF_ab" command = ~D, F, a+b [Command] name = "QCF_a" command = ~D, F, a [Command] name = "QCF_b" command = ~D, F, b [Command] name = "QCB_ab" command = ~D, B, a+b [Command] name = "QCB_a" command = ~D, B, a [Command] name = "QCB_b" command = ~D, B, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = z 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 ;--------------------------------------------------------------------------- ; 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] ;============================================================================ ;AI Start ;============================================================================ [State -1, AI ON] type = Varset triggerall = var(59) <= 0 triggerall = roundstate <= 2 triggerall = alive triggerall = !ishelper trigger1 = AIlevel var(59) = -1 [State -1, AI OFF] type = Varset triggerall = var(59) trigger1 = !AILevel trigger2 = !alive trigger3 = roundstate > 2 trigger3 = (stateno = 195 || stateno = 1040 || !win && !winko) || roundstate = 4 var(59) = 0 [State -1, AI Level Set] type = VarSet trigger1 = var(59) != 0 var(59) = ifelse((var(44)=[1,10]),var(44),10) ignorehitpause = 1 ;Simul/Tag Detection (credits to Poyochan) [State -1, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 1 var(57) = 0 ignorehitpause = 1 [State -1, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 2 trigger1 = enemynear(0),alive trigger1 = enemynear(1),alive var(57) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1) ignorehitpause = 1 [State -1, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 2 trigger1 = !enemynear(0),Alive || !enemynear(1),Alive var(57) = IfElse(EnemyNear(0),Alive,0,1) ignorehitpause = 1 [State -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = facing != enemynear(var(57)),facing trigger1 = fvar(17) != enemynear(var(57)),vel x fvar(17) = enemynear(var(57)),vel x [State -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = facing = enemynear(var(57)),facing trigger1 = fvar(17) != enemynear(var(57)),vel x fvar(17) = -enemynear(var(57)),vel x [State -1, Enemy X-Velocity] type = varset triggerall = !ishelper triggerall = fvar(17) != 0 trigger1 = enemynear(var(57)),vel x = 0 fvar(17) = 0 ignorehitpause = 1 ;Combi Condition [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact var(1) = 1 ;For Coding [State -1, AI Reading] type = DisplayToClipboard trigger1 = 1 text = "X = %d, Y = %d, 6a = %d, 6a2 = %d, C = %d" params = p2bodydist X, p2bodydist Y, var(38), var(39), var(54) ignorehitpause = 1 persistent = 1 ;Defaults off [State -1, Flags] type = AssertSpecial trigger1 = var(59) > 3 flag = nowalk [State -1, Flags] type = AssertSpecial triggerall = !ishelper trigger1 = var(59) > 3 flag = nostandguard flag2 = nocrouchguard flag3 = noairguard ;AI Helpers [State -1, AI Config] type=helper triggerall = !ishelper trigger1=!NumHelper(9740) trigger1=alive ;Trigger1=PrevStateNo=(5900) helpertype=normal name="AI Config" stateno=9740 ID=9740 pos=9999,9999 keyctrl=0 pausemovetime=0 supermovetime=0 [State -1, AI Counter Memory] type=helper triggerall = !ishelper trigger1=!NumHelper(9741) trigger1=roundstate=2 trigger1=alive trigger1=var(59) ;Trigger1=PrevStateNo=(5900) helpertype=normal name="AI Counter Memory Helper" stateno=9741 ID=9741 pos=9999,9999 keyctrl=0 pausemovetime=0 supermovetime=0 [State -1, AI Counter Memory] type=helper triggerall = !ishelper trigger1=!NumHelper(9741) trigger1=roundstate=2 trigger1=alive trigger1=var(59) ;Trigger1=PrevStateNo=(5900) helpertype=normal name="AI Counter Memory Helper" stateno=9741 ID=9741 pos=9999,9999 keyctrl=0 pausemovetime=0 supermovetime=0 [State -1, AI Guarding System] type=helper triggerall = !ishelper trigger1=!NumHelper(9742) trigger1=roundstate=2 trigger1=alive trigger1=var(59) ;Trigger1=PrevStateNo=(5900) helpertype=normal name="AI Guarding Helper" stateno=9742 ID=9742 pos=9999,9999 keyctrl=0 pausemovetime=0 supermovetime=0 [state -1, AI Detect Projectile System] type = helper triggerall = !ishelper trigger1 = var(59) trigger1 = !numhelper(33333333) name = "AI Detect Projectile System" ID = 33333333 stateno = 33333333 postype = p1 ownpal = 1 keyctrl = 0 size.xscale = 1.0 size.yscale = 1.0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 ;AI Variables [State -1, Guarding Check (OFF)] type = VarSet triggerall = var(59) && numenemy triggerall = numhelper(9742) trigger1 = enemynear(var(57)), statetype != A trigger1 = enemynear(var(57)), stateno != helper(9742),var(59) || enemynear(var(57)), stateno = 0 fvar(14) = 0 ;This Guard Method uses Poyochan's as a base. Huge Credits for him for creating the original method system [State -1, Guarding Check (starters)] type = VarSet triggerall = var(59) && numenemy trigger1 = enemynear(var(57)), statetype = A trigger2 = numhelper(9742) trigger2 = enemynear(var(57)), stateno != 0 trigger2 = enemynear(var(57)), stateno = helper(9742),var(59) fvar(14) = 1 [State -1, Grab Cooldown set] type = VarSet trigger1 = stateno = 800 fvar(16) = 35 [State -1, Grab Cooldown down] type = VarAdd triggerall = stateno != 800 triggerall = movetype != H trigger1 = fvar(16) > 0 fvar(16) = -1 [State -1, Grab Cooldown time off] type = Varset trigger1 = fvar(16) < 0 fvar(16) = 0 [State -1, Flame Cooldown set] type = VarSet triggerall = numhelper(9740) trigger1 = stateno = [1100,1120] trigger1 = prevstateno != [200,499] fvar(13) = helper(9740),var(5) [State -1, Flame Cooldown down] type = VarAdd triggerall = stateno != [1100,1120] triggerall = movetype != H trigger1 = fvar(13) > 0 fvar(13) = -1 [State -1, Flame Cooldown time off] type = Varset trigger1 = fvar(13) < 0 fvar(13) = 0 [State -1, AI Air Defensive off] type = VarSet trigger1 = statetype = A trigger1 = movetype = H fvar(22) = 1 [State -1, AI Air Defensive off] type = VarSet trigger1 = statetype != A fvar(22) = 0 [State -1, AI Enemy Idle State Detecttor] type = VarAdd trigger1 = (enemynear(var(57)), movetype = I) fvar(23) = 1 [State -1, AI Enemy Idle State off] type = VarSet trigger1 = (enemynear(var(57)), movetype != I) fvar(23) = 0 [State -1, Record Time if Zoned] type = VarAdd trigger1 = p2bodydist X>=250 fvar(31) = 1 [State -1, Add more time if A move is Guarded] type = VarAdd triggerall = p2bodydist X>=250 triggerall = time = 1 trigger1 = stateno = 150 trigger2 = stateno = 152 fvar(31) = 15 [State -1, Add more time after Knockdown] type = VarAdd triggerall = p2bodydist X>=250 triggerall = time = 1 trigger1 = prevstateno = 6120 fvar(31) = 50 [State -1, Zoning Detector Off] type = VarSet trigger1 = p2bodydist X<250 fvar(31) = 0 [State -1, Record Time if Close] type = VarAdd trigger1 = enemynear(var(57)), statetype != L trigger1 = p2bodydist X<=120 fvar(32) = 1 [State -1, Remove Time] type = VarSet trigger1 = enemynear(var(57)), statetype = L trigger2 = p2bodydist X>120 fvar(32) = 0 ;AI Combo Counting Vars [State -1, Dizzy Cancel Amount] type = VarSet trigger1 = var(51) =[1,3] var(52) = var(51)-1 [State -1, Dizzy Cancel Amount] type = VarSet trigger1 = var(51) !=[1,3] var(52) = 2 [State -1, Dizzy Cancel Amount] type = VarSet trigger1 = var(51) =[1,3] var(52) = var(51)-1 ;AI Action Cancel [State -1, AI Cancel Liedown Punish] type = VarSet triggerall = fvar(12) = 0 trigger1 = (stateno = 430 || stateno = 440) && enemynear(var(57)), statetype = L && time = 1 trigger2 = enemynear(var(57)), stateno = 5120 trigger3 = stateno = 440 && movehit fvar(12) = 1 [State -1, AI Cancel Liedown Punish Off] type = VarSet trigger1 = enemynear(var(57)), statetype != L trigger1 = enemynear(var(57)), movetype != H trigger1 = enemynear(var(57)), stateno != 5120 fvar(12) = 0 ;AI Combos [State -1, AI General Combo Var Off] type = VarSet trigger1 = var(59) < 4 || roundstate != 2 trigger2 = enemynear(var(57)), statetype = L trigger3 = movetype = H || enemynear(var(57)), movetype != H trigger4 = enemynear(var(57)), stateno = [5200,5299] var(54) = 0 [State -1, AI Dizzy Cancel Combo] type = VarSet triggerall = var(59) > 3 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = prevstateno = 1011 trigger1 = stateno = [6061,6062] var(54) = 1 ignorehitpause = 1 [State -1, AI Dizzy Cancel Combo Off] type = VarSet triggerall = var(54) = 1 trigger1 = enemynear(var(57)), statetype = A || enemynear(var(57)), statetype = L trigger2 = movetype = A && time = 1 && (stateno != [6061,6062]) && stateno != 100 var(54) = 0 [State -1, AI 236xy Combo] type = VarSet triggerall = var(59) > 3 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 trigger1 = stateno = 1020 var(54) = 2 [State -1, AI 236xy Combo Off] type = VarSet triggerall = var(54) = 2 trigger1 = enemynear(var(57)), statetype != A || enemynear(var(57)), statetype = L trigger2 = movetype = A && time = 1 trigger2 = stateno != 1020 var(54) = 0 ;AI States [State -1, AI 2a/2b (Knockdown Punish)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = !var(54) triggerall = enemynear(var(57)), alive triggerall = enemynear(var(57)), statetype = L && enemynear(var(57)), stateno != 5120 && enemynear(var(57)), stateno != 5150 triggerall = fvar(12) = 0 triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = p2bodydist X = [-10,185] triggerall = p2bodydist Y = [-50,100] trigger1 = random <= var(59) * 50 || var(59) > 6 value = ifelse(p2bodydist X <= 100,430,440) [State -1, AI 2a (Dizzy Combo)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) trigger1 = var(54) = 1 trigger1 = p2bodydist X <= 95 value = 430 [State -1, AI 2y (Dizzy Combo)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) trigger1 = var(54) = 1 value = 410 [State -1, AI 5a (236xy Combo)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = var(54) = 2 triggerall = enemynear(var(57)), statetype = A triggerall = enemynear(var(57)), movetype = H triggerall = enemynear(var(57)), vel Y > 0 triggerall = p2bodydist Y >= -160 triggerall = p2bodydist X <= 150 triggerall = enemynear(var(57)), stateno = [1027,1028] trigger1 = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) value = 230 [State -1, AI Run Fwd (236xy Combo)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = var(54) = 2 && !inguarddist triggerall = p2bodydist X >= 80 trigger1 = ctrl || (stateno = [21,22]) || (stateno = [120,140]) value = 100 [State -1, AI 236236p Counter] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = A triggerall = enemynear(var(57)), ctrl = 0 triggerall = enemynear(var(57)), animtime <= -8 triggerall = p2bodydist X = [-10,200] triggerall = p2dist X >= 0 triggerall = p2bodydist Y = [-150,40] triggerall = power >= 1000 triggerall = random <= var(59) * 25 || var(59) > 6 trigger1 = ctrl || (stateno = [21,22]) || (stateno = [120,140]) trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact value = 3000 [State -1, AI 623b Counter] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = A triggerall = enemynear(var(57)), ctrl = 0 triggerall = enemynear(var(57)), animtime <= -6 triggerall = p2bodydist X = [-8,50+floor(6*(fvar(17)))] triggerall = p2bodydist Y = [-150,40] triggerall = random <= var(59) * 30 || var(59) > 6 trigger1 = ctrl || (stateno = [21,22]) || (stateno = [120,140]) trigger2 = var(1) value = 1140 [State -1, AI 623b Counter] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = A triggerall = enemynear(var(57)), ctrl = 0 triggerall = enemynear(var(57)), animtime <= -12 triggerall = p2bodydist X = [-8,95+floor(12*(fvar(17)))] triggerall = p2bodydist Y = [-150,40] triggerall = random <= var(59) * 30 || var(59) > 6 trigger1 = ctrl || (stateno = [21,22]) || (stateno = [120,140]) trigger2 = var(1) value = 1140 [State -1, AI 2a (Enemy in Hitstun)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = enemynear(var(57)), movetype = H triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [-5,95] triggerall = p2bodydist Y = [-5,20] trigger1 = random <= var(59) * 90 || var(59) > 3 value = 430 [State -1, AI 2a (Memory Counter Attempt)] type = ChangeState triggerall = var(59) > 5 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = numhelper(9741) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = A triggerall = enemynear(var(57)), ctrl = 0 triggerall = numhelper(9741) triggerall = enemy, teammode != simul triggerall = enemynear(var(57)), stateno = helper(9741),var(58) triggerall = enemynear(var(57)), time < helper(9741),var(59)-8 triggerall = facing != enemynear(var(57)), facing triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [-5,95] triggerall = p2bodydist Y = [-5,20] trigger1 = random <= var(59) * 80 value = 430 [State -1, AI 2a (Back Punish)] type = ChangeState triggerall = var(59) > 5 && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = numhelper(9741) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = A triggerall = enemynear(var(57)), ctrl = 0 triggerall = facing = enemynear(var(57)), facing triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [-5,95] triggerall = p2bodydist Y = [-5,20] trigger1 = random <= var(59) * 80 || var(59) > 6 value = 430 [State -1, AI Grab] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = !fvar(16) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype != H triggerall = enemynear(var(57)), stateno != [5000,5999] triggerall = enemynear(var(57)), stateno != [35,49] triggerall = enemynear(var(57)), anim != [35,49] triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = p2bodydist X = [-5,9] triggerall = p2bodydist Y = [-5,20] trigger1 = random <= var(59) * 90 value = 800 [State -1, AI Retreat when enemy is knocked down] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype = L triggerall = ctrl || (stateno = [21,22]) triggerall = !inguarddist triggerall = enemynear(var(57)), numproj <= 0 triggerall = !PlayerIdExist(helper(33333333),var(3)) triggerall = p2bodydist X = [0,60+80*(fvar(12))] triggerall = backedgebodydist >= 80 trigger1 = random <= var(59) * 80 value = 105 [State -1, AI Jump Fwd] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101])|| (stateno = [120,140]) triggerall = !inguarddist triggerall = !PlayerIdExist(helper(33333333),var(3)) triggerall = p2bodydist X >= 380 trigger1 = random <= var(59) * 5 value = 44 [State -1, AI Jump Fwd] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = !inguarddist triggerall = !PlayerIdExist(helper(33333333),var(3)) triggerall = p2bodydist X >= 250 trigger1 = random <= var(59) * 5 value = 41 [State -1, AI 236a] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = !fvar(13) triggerall = statetype != A triggerall = numhelper(1105)<1 triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [35,49] triggerall = enemynear(var(57)), anim != [35,49] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = p2bodydist X >= 250 triggerall = p2bodydist Y = [-30,20] trigger1 = random <= var(59) * 20 || teammode = simul && random <= var(59) * 40 value = 1100 [State -1, AI 236a] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = !fvar(13) triggerall = statetype != A triggerall = numhelper(1105)<1 triggerall = enemynear(var(57)), statetype = L triggerall = enemynear(var(57)), stateno != 5120 triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = p2bodydist X >= 100 triggerall = p2bodydist Y = [-30,20] trigger1 = random <= var(59) * 50 || var(59) > 6 && random <= var(59) * 80 value = 1100 [State -1, AI Run Fwd] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), numproj <= 0 triggerall = !PlayerIdExist(helper(33333333),var(3)) triggerall = !inguarddist triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist Y = [-160,40] trigger1 = p2bodydist X >= 200 trigger1 = random <= var(59) * 80 value = 100 [State -1, AI jx] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype = A triggerall = enemynear(var(57)),statetype = A triggerall = ctrl || (stateno = [120,140]) triggerall = (!inguarddist || facing = enemynear(var(57)), facing) || random <= var(59) * 40 triggerall = p2bodydist X = [-5,70+floor(4*(fvar(17))+floor(4*(vel x)))] triggerall = p2bodydist Y = [-200-floor(4*(enemynear(var(57)),vel y))+floor(8*(vel Y)),-80-floor(4*(enemynear(var(57)),vel y))+floor(4*(vel Y))] trigger1 = random <= var(59) * 90-30*(fvar(22)) value = 600 [State -1, AI ja] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype = A triggerall = enemynear(var(57)), statetype != C || enemynear(var(57)), movetype != A triggerall = Vel Y > -1-7*(p2bodydist X <= 50+floor(4*(fvar(17)))) || enemynear(var(57)),statetype = A || fvar(22) triggerall = ctrl || (stateno = [120,140]) triggerall = (!inguarddist || facing = enemynear(var(57)), facing) || random <= var(59) * 40 triggerall = p2bodydist X = [-20,100+floor(4*(fvar(17))+floor(4*(vel x)))] triggerall = p2bodydist Y = [-80-floor(4*(enemynear(var(57)),vel y))+floor(8*(vel Y)),250-floor(4*(enemynear(var(57)),vel y))+floor(4*(vel Y))] trigger1 = random <= var(59) * 90-30*(fvar(22)) value = 630 [State -1, AI jb] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype = A triggerall = enemynear(var(57)), statetype != C || enemynear(var(57)), movetype != A triggerall = Vel Y > -1-7*(p2bodydist X <= 50+floor(4*(fvar(17)))) || enemynear(var(57)),statetype = A || fvar(22) triggerall = ctrl || (stateno = [120,140]) triggerall = (!inguarddist || facing = enemynear(var(57)), facing) || random <= var(59) * 40 triggerall = p2bodydist X = [-5,200+floor(4*(fvar(17))+floor(4*(vel x)))] triggerall = p2bodydist Y = [-80-floor(4*(enemynear(var(57)),vel y))+floor(8*(vel Y)),250-floor(4*(enemynear(var(57)),vel y))+floor(4*(vel Y))] trigger1 = random <= var(59) * 90-30*(fvar(22)) value = 640 [State -1, AI 2y (Aerial Opponent)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A || (p2bodydist Y <= -50) triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [20,150+floor(9*(fvar(17)))] triggerall = p2dist X >= 0 triggerall = p2bodydist Y = [-140-floor(9*(enemynear(var(57)),vel y)),-60-floor(9*(enemynear(var(57)),vel y))] trigger1 = random <= var(59) * 80 value = 410 [State -1, AI 5a (Aerial Opponent)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A || (p2bodydist Y <= -50) triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) || (random <= var(59) * 30) triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [-20,100+floor(6*(fvar(17)))] triggerall = p2dist X >= 0 triggerall = p2bodydist Y = [-180-floor(6*(enemynear(var(57)),vel y)),-80-floor(6*(enemynear(var(57)),vel y))] trigger1 = random <= var(59) * 80 value = 230 [State -1, AI 2x (Aerial Opponent)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A || (p2bodydist Y <= -50) triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) || (random <= var(59) * 30) triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [-20,50+floor(2*(fvar(17)))] triggerall = p2dist X >= 0 triggerall = p2bodydist Y = [-50-floor(2*(enemynear(var(57)),vel y)),20] trigger1 = random <= var(59) * 80 value = 400 [State -1, AI 2b] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X = [140,170] triggerall = p2bodydist Y = [-20,20] trigger1 = random <= var(59) * 4 value = 440 [State -1, AI 2a] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) || (random <= var(59) * 50) triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = p2bodydist X = [-10,95] triggerall = p2bodydist Y = [-10,20] trigger1 = random <= var(59) * 90 value = 430 [State -1, AI 2x] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = !var(54) triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), stateno != [5200,5299] triggerall = (!inguarddist) || (facing = enemynear(var(57)), facing) || (random <= var(59) * 50) triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) || (stateno = [120,140]) triggerall = p2bodydist X = [-10,70] triggerall = p2bodydist Y = [-80,-11] trigger1 = random <= var(59) * 90 value = 400 [State -1, AI Dizzy Cancel Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive && numhelper(9740) triggerall = statetype != A triggerall = enemynear(var(57)), statetype = S triggerall = enemynear(var(57)), const(size.head.pos.y) <= -65 triggerall = enemynear(var(57)), movetype = H triggerall = !var(54) triggerall = power > 770 && var(3) <= var(52) triggerall = movehit = 1 triggerall = var(59) > 3 trigger1 = stateno = 1011 value = 6061 [State -1, AI EX Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive && numhelper(9740) triggerall = statetype != A triggerall = enemynear(var(57)), movetype = H triggerall = !var(54) triggerall = power > 500 triggerall = movehit = 1 triggerall = var(59) > 3 triggerall = !var(4) trigger1 = stateno = 1011 value = 1020 [State -1, AI Basic Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 230 value = 235 [State -1, AI Basic Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 trigger2 = enemynear(var(57)), statetype = S trigger2 = enemynear(var(57)), const(size.head.pos.y) <= -65 value = 410 [State -1, AI Basic Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A || stateno = 430 triggerall = enemynear(var(57)), statetype != L || stateno = 430 triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = power >= 3000 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 440 [State -1, AI Basic Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = power >= 3000 trigger1 = stateno = 200 trigger2 = stateno = 400 || stateno = 430 value = 410 [State -1, AI Hyper Combo (Too Short)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = S && enemynear(var(57)), const(size.head.pos.y) > -65 || enemynear(var(57)), statetype = C triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = Power >= 1000 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 3000 [State -1, AI EX Special Combo (Too Short)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = S && enemynear(var(57)), const(size.head.pos.y) > -65 || enemynear(var(57)), statetype = C triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = Power >= 500 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 1020 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 25 || var(59) > 3 && random <= var(59) * 50 triggerall = p2bodydist X <= 85 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 1000 [State -1, AI Basic Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A || stateno = 430 triggerall = enemynear(var(57)), statetype != L || stateno = 430 triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 440 [State -1, AI Hyper Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A || stateno= 440 triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = power >= 3000 trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 || stateno = 440 value = 3050 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = enemynear(var(57)), life <= 50 triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 value = 1170 [State -1, AI Hyper Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = power >= 1000 && var(3) >= 1 && power <= 1400 || power >= 1000 && var(3) > var(52) triggerall = random <= var(59) * 25 && var(59) < 4 || var(59) > 6 && (random <= var(59) * 75 || var(3) > var(52)) trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 value = 3000 [State -1, AI Special Combo (Dizzy Combo Setup)] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = power >= 350 && var(3) <= var(52) trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 value = 1010 [State -1, AI Hyper Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 6 triggerall = power >= 1000 trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 value = 3000 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 && numhelper(9740) triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * helper(9740),var(10) trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 value = 1010 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 210 || stateno = 410 || stateno = 240 || stateno = 236 && animelemtime(6) >= 1 value = 1170 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 triggerall = !fvar(12) trigger1 = stateno = 440 trigger1 = p2bodydist X <= 55 value = 1000 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 triggerall = !fvar(12) trigger1 = stateno = 440 trigger1 = p2bodydist X <= 80 value = 1140 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = movehit = 1 triggerall = !var(54) triggerall = numhelper(1105)<1 triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 440 value = 1100 [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 236 && animelemtime(6) >= 1 value = ifelse(random<=500,1030,1140) [State -1, AI Special Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = enemynear(var(57)), movetype = H triggerall = movehit = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 410 value = 1140 [State -1, AI Guard Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype = A triggerall = moveguarded = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 410 [State -1, AI Guard Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = moveguarded = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 200 || stateno = 230 trigger2 = stateno = 400 || stateno = 430 value = 440 [State -1, AI Guard Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = moveguarded = 1 triggerall = !var(54) triggerall = numhelper(1105)<1 triggerall = random <= var(59) * 25 || var(59) > 3 && random <= var(59) * 50 trigger1 = stateno = 210 || stateno = 240 trigger2 = stateno = 410 || stateno = 440 value = 1100 [State -1, AI Guard Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), statetype != A triggerall = enemynear(var(57)), statetype != L triggerall = moveguarded = 1 triggerall = !var(54) triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 210 || stateno = 240 trigger2 = stateno = 410 || stateno = 440 value = ifelse(p2bodydist X <= 75,1000,1010) [State -1, AI Aerial Combo] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = alive && numhelper(9740) triggerall = statetype = A triggerall = movehit = 1 triggerall = random <= var(59) * 50 || var(59) > 3 trigger1 = stateno = 600 || stateno = 630 value = 640 [State -1, AI Anti-Projectile] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = PlayerIdExist(helper(33333333),var(3)) triggerall = PlayerID(helper(33333333),var(3)), pos y > -160 triggerall = PlayerID(helper(33333333),var(3)), vel x != 0 triggerall = PlayerID(helper(33333333),var(3)), p2bodydist X >= 50+5*(PlayerID(helper(33333333),var(3)), Vel X)*(facing*PlayerID(helper(33333333),var(3)), facing*-1) triggerall = PlayerID(helper(33333333),var(3)), p2bodydist X <= 130+5*(PlayerID(helper(33333333),var(3)), Vel X)*(facing*PlayerID(helper(33333333),var(3)), facing*-1) triggerall = p2bodydist X >= 250 trigger1 = random <= var(59) * 15 value = ifelse(p2bodydist X >= 380,44,41) [State -1, AI Anti-Projectile] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = enemynear(var(57)), numproj > 0 triggerall = inguarddist triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,140]) triggerall = p2bodydist X >= 250 trigger1 = random <= var(59) * 5 value = ifelse(p2bodydist X >= 380,44,41) [State -1, AI Guard] type = ChangeState triggerall = roundstate = 2 triggerall = alive triggerall = inguarddist triggerall = stateno != [120,155] triggerall = enemynear(var(57)), hitdefattr != SCA,AT triggerall = ctrl || (stateno = [21,22]) || (stateno = [100,101]) trigger1 = var(59) = [1,3] trigger1 = random <= var(59) * 25 trigger2 = var(59) = [4,6] trigger2 = random <= var(59) * 50 trigger3 = var(59) >= 7 value = 120 [State -1, AI Dizzy GC] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = !ishelper triggerall = alive triggerall = statetype != A triggerall = power > 1000 triggerall = stateno = 150 || stateno = 152 triggerall = p2bodydist X >= 250 trigger1 = random <= var(59) * 20 trigger2 = var(59) > 6 trigger2 = life <= 200 || fvar(31) >= 200 value = ifelse(stateno=150,6071,6072) [State -1, AI Taunt] type = ChangeState triggerall = var(59) && roundstate = 3 triggerall = alive triggerall = statetype != A triggerall = win || winko triggerall = stateno != 195 triggerall = prevstateno != 195 trigger1 = ctrl || (stateno=[21,22]) || (stateno = [100,101]) value = ifelse(random<=200,1040,195) [State -1, AI Walk Fwd] type = ChangeState triggerall = var(59) > 3 && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = stateno != [100,155] triggerall = stateno != 21 triggerall = !inguarddist triggerall = p2dist X >= 0 trigger1 = ctrl trigger1 = p2bodydist X >= -3 trigger1 = enemynear(var(57)), statetype != L && enemynear(var(57)), statetype != A trigger2 = ctrl || stateno = 22 trigger2 = enemynear(var(57)), statetype = L trigger2 = (p2bodydist X >= 140) trigger3 = ctrl || stateno = 22 trigger3 = enemynear(var(57)), statetype != L && enemynear(var(57)), statetype != A trigger3 = (p2bodydist X >= 180) || (random <= var(59) * 5 && time >= 30) || (enemynear(var(57)), movetype = H) || (enemynear(var(57)), time >= 25 && enemynear(var(57)), statetype != A) || (facing = enemynear(var(57)), facing) || (fvar(23) >= 30) trigger3 = (p2bodydist X > 55) || backedgedist < 10 && time >= 30 || enemynear(var(57)), movetype = H trigger4 = ctrl || stateno = 22 trigger4 = enemynear(var(57)), statetype = A trigger4 = (p2bodydist X >= 55) value = 21 [State -1, AI Walk Back] type = ChangeState triggerall = var(59) > 3 && roundstate = 2 triggerall = alive triggerall = statetype != A triggerall = stateno != [100,155] triggerall = stateno != 22 triggerall = !inguarddist triggerall = p2dist X >= 0 trigger1 = ctrl || stateno = 21 trigger1 = p2bodydist X = [-5,40] trigger1 = random <= var(59) * 20 || (p2bodydist X < 5) trigger1 = enemynear(var(57)), movetype != H trigger1 = enemynear(var(57)), statetype != L && enemynear(var(57)), statetype != A && facing != enemynear(var(57)), facing trigger1 = enemynear(var(57)), time < 60 && fvar(23) < 60 trigger1 = backedgedist > 10 trigger1 = enemynear(var(57)), movetype != H trigger2 = ctrl || stateno = 21 trigger2 = enemynear(var(57)), statetype = L trigger2 = (p2bodydist X <= ifelse(ctrl,139,90)) trigger3 = ctrl || stateno = 21 trigger3 = enemynear(var(57)), statetype = A trigger3 = (p2bodydist X <= 20) value = 22 [State -1, AI Walk To Stand] type = ChangeState triggerall = stateno = [21,22] trigger1 = var(59) < 4 trigger2 = roundstate != 2 trigger3 = inguarddist trigger4 = p2dist X < 0 value = 0 ctrl = 1 ;============================================ ;AI End ;============================================ ;--------------------------------------------------------------------------- ;Celestial Beam (Hyper) [State -1, Celestial Beam (Hyper)] type = ChangeState value = 3050 triggerall = var(59) < 4 triggerall = command = "CelestialBeam" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl = 1 trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Honey Rush (Hyper) [State -1, Honey Rush (Hyper)] type = ChangeState value = 3000 triggerall = var(59) < 4 triggerall = command = "HoneyRush" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl = 1 trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Spin Knuckle (EX) [State -1, Spin Knuckle (EX)] type = ChangeState value = 1050 triggerall = var(59) < 4 triggerall = command = "QCB_xy" triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Spin Knuckle (Light) [State -1, Spin Knuckle (Light)] type = ChangeState value = 1030 triggerall = var(59) < 4 triggerall = command = "QCB_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Spin Knuckle (Strong) [State -1, Spin Knuckle (Strong)] type = ChangeState value = 1040 triggerall = var(59) < 4 triggerall = command = "QCB_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Beat Knuckle (EX) [State -1, Beat Knuckle (EX)] type = ChangeState value = 1020 triggerall = var(59) < 4 triggerall = command = "QCF_xy" triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Beat Knuckle (Light) [State -1, Beat Knuckle (Light)] type = ChangeState value = 1000 triggerall = var(59) < 4 triggerall = command = "QCF_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Beat Knuckle (Strong) [State -1, Beat Knuckle (Strong)] type = ChangeState value = 1010 triggerall = var(59) < 4 triggerall = command = "QCF_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Heavy Blow (EX) [State -1, Heavy Blow (EX)] type = ChangeState value = 1180 triggerall = var(59) < 4 triggerall = command = "QCB_ab" triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Heavy Blow (Strong) [State -1, Heavy Blow (Strong)] type = ChangeState value = 1170 triggerall = var(59) < 4 triggerall = command = "QCB_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Heavy Blow (Light) [State -1, Heavy Blow (Light)] type = ChangeState value = 1160 triggerall = var(59) < 4 triggerall = command = "QCB_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Burning Rave (EX) [State -1, Burning Rave (EX)] type = ChangeState value = 1150 triggerall = var(59) < 4 triggerall = command = "FDF_ab" triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Burning Rave (Strong) [State -1, Burning Rave (Strong)] type = ChangeState value = 1140 triggerall = var(59) < 4 triggerall = command = "FDF_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Burning Rave (Light) [State -1, Burning Rave (Light)] type = ChangeState value = 1130 triggerall = var(59) < 4 triggerall = command = "FDF_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fire Drive (EX) [State -1, Fire Drive (EX)] type = ChangeState value = 1120 triggerall = var(59) < 4 triggerall = command = "QCF_ab" triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fire Drive (Light) [State -1, Fire Drive (Light)] type = ChangeState value = 1100 triggerall = var(59) < 4 triggerall = command = "QCF_a" triggerall = numhelper(1105)<1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fire Drive (Strong) [State -1, Fire Drive (Strong)] type = ChangeState value = 1110 triggerall = var(59) < 4 triggerall = command = "QCF_b" triggerall = numhelper(1105)<1 trigger1 = var(1) ;Use combo condition (above) ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !var(59) trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) < 4 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Throw [State -1, Throw] type = ChangeState value = 800 triggerall = var(59) < 4 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 6 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) < 4 triggerall = command = "x" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 12 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59) < 4 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) < 4 triggerall = command = "a" triggerall =! command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 230 trigger2 = time > 12 ;--------------------------------------------------------------------------- ;Stand Double Kick [State -1, Stand Double Kick] type = ChangeState value = 235 triggerall = var(59) < 4 triggerall = command = "a" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(59) < 4 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) < 4 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) < 4 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 trigger2 = time > 15 ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(59) < 4 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) < 4 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = time > 15 ;--------------------------------------------------------------------------- ;Crouching Senton [State -1, Crouching Senton] type = ChangeState value = 440 triggerall = var(59) < 4 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) < 4 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = time > 12 ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(59) < 4 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600 || stateno = 630) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) < 4 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 630 trigger2 = time > 30 ;--------------------------------------------------------------------------- ;Jump Drop Kick [State -1, Jump Drop Kick] type = ChangeState value = 640 triggerall = var(59) < 4 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600 || stateno = 630) && movecontact ;--------------------------------------------------------------------------- ; Dizzy Cancel (Stand) [State -1, |Dizzy Cancel Stand|] type = ChangeState value = 6060+(statetype = S) triggerall = !var(59) triggerall = movetype != H triggerall = statetype != C triggerall = var(3) < 3 triggerall = command = "c" && power > 500 trigger1 = (stateno = [600,699]) || (stateno = [1000,1012]) || (stateno = [1030,1049]) trigger1 = movehit trigger2 = (stateno = [200,499]) || (stateno = [1100,1110]) || (stateno = [1130,1140]) trigger2 = movehit trigger3 = numhelper(1105) trigger3 = helper(1105),movehit = 1 ;--------------------------------------------------------------------------- ; Dizzy Cancel (Crouch) [State -1, |Dizzy Cancel Crouch|] type = ChangeState value = 6062 triggerall = !var(59) triggerall = movetype != H triggerall = statetype = C triggerall = var(3) < 3 triggerall = command = "c" && power > 500 trigger1 = (stateno = [600,699]) || (stateno = [1000,1012]) || (stateno = [1030,1049]) trigger1 = movehit trigger2 = (stateno = [200,499]) || (stateno = [1100,1110]) || (stateno = [1130,1140]) trigger2 = movehit trigger3 = numhelper(1105) trigger3 = helper(1105),movehit = 1 ;--------------------------------------------------------------------------- ; Dizzy Guard Cancel (Air) [State -1, |Dizzy Guard Cancel Air|] type = ChangeState value = 6070 triggerall = !var(59) triggerall = movetype = H triggerall = statetype = A triggerall = command = "z" && power > 1000 trigger1 = stateno = 154 ;--------------------------------------------------------------------------- ; Dizzy Guard Cancel (Stand) [State -1, |Dizzy Guard Cancel Stand|] type = ChangeState value = 6071 triggerall = !var(59) triggerall = movetype = H triggerall = statetype = S triggerall = command = "z" && power > 1000 trigger1 = stateno = 150 ;--------------------------------------------------------------------------- ; Dizzy Guard Cancel (Crouch) [State -1, |Dizzy Guard Cancel Crouch|] type = ChangeState value = 6072 triggerall = !var(59) triggerall = movetype = H triggerall = statetype = C triggerall = command = "z" && power > 1000 trigger1 = stateno = 152 ;---------------------------------------------------------------------------
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