;-|AI Command |--------------------------------------------------------
[Command]
name = "cpu1"
command = U, U, U, U
time = 1
[Command]
name = "cpu2"
command = U, U, U, D
time = 1
[Command]
name = "cpu3"
command = U, U, D, D
time = 1
[Command]
name = "cpu4"
command = U, D, D, D
time = 1
[Command]
name = "cpu5"
command = D, D, D, D
time = 1
[Command]
name = "cpu6"
command = D, D, D, U
time = 1
[Command]
name = "cpu7"
command = D, D, U, U
time = 1
[Command]
name = "cpu8"
command = D, U, U, U
time = 1
[Command]
name = "cpu9"
command = U, D, U, U
time = 1
[Command]
name = "cpu10"
command = U, U, D, U
time = 1
[Command]
name = "cpu11"
command = D, U, U, D
time = 1
[Command]
name = "cpu12"
command = U, D, D, U
time = 1
[Command]
name = "cpu13"
command = D, U, D, U
time = 1
[Command]
name = "cpu14"
command = U, D, U, D
time = 1
[Command]
name = "cpu15"
command = F, F, F, F
time = 1
[Command]
name = "cpu16"
command = B, B, B, B
time = 1
[Command]
name = "cpu17"
command = F, B, F, F
time = 1
[Command]
name = "cpu18"
command = F, F, B, F
time = 1
[Command]
name = "cpu19"
command = B, F, F, F
time = 1
[Command]
name = "cpu20"
command = F, F, F, B
time = 1
[Command]
name = "cpu21"
command = F, B, B, F
time = 1
[Command]
name = "cpu22"
command = B, F, F, B
time = 1
[Command]
name = "cpu23"
command = F, B, F, B
time = 1
[Command]
name = "cpu24"
command = B, F, B, F
time = 1
[Command]
name = "cpu25"
command = D, F, D, F
time = 1
[Command]
name = "cpu26"
command = D, B, D, B
time = 1
[Command]
name = "cpu27"
command = D, B, D, F
time = 1
[Command]
name = "cpu28"
command = D, F, D, B
time = 1
[Command]
name = "cpu29"
command = U, F, D, B
time = 1
[Command]
name = "cpu30"
command = U, B, D, F
time = 1
[Command]
name = "cpu31"
command = B, D, F, U
time = 1
[Command]
name = "cpu32"
command = F, D, B, U
time = 1
[Command]
name = "cpu33"
command = U, U, U, U
time = 1
[Command]
name = "cpu34"
command = U, U, U, D
time = 1
[Command]
name = "cpu35"
command = U, U, D, D
time = 1
[Command]
name = "cpu36"
command = U, D, D, D
time = 1
[Command]
name = "cpu37"
command = D, D, D, D
time = 1
[Command]
name = "cpu38"
command = D, D, D, U
time = 1
[Command]
name = "cpu39"
command = D, D, U, U
time = 1
[Command]
name = "cpu40"
command = D, U, U, U
time = 1
[Command]
name = "cpu41"
command = U, D, U, U
time = 1
[Command]
name = "cpu42"
command = U, U, D, U
time = 1
[Command]
name = "cpu43"
command = D, U, U, D
time = 1
[Command]
name = "cpu44"
command = U, D, D, U
time = 1
[Command]
name = "cpu45"
command = D, U, D, U
time = 1
[Command]
name = "cpu46"
command = U, D, U, D
time = 1
[Command]
name = "cpu47"
command = F, F, F, F
time = 1
[Command]
name = "cpu48"
command = B, B, B, B
time = 1
[Command]
name = "cpu49"
command = F, B, F, F
time = 1
[Command]
name = "cpu50"
command = F, F, B, F
time = 1
[Command]
name = "cpu51"
command = B, F, F, F
time = 1
[Command]
name = "cpu52"
command = F, F, F, B
time = 1
[Command]
name = "cpu53"
command = F, B, B, F
time = 1
[Command]
name = "cpu54"
command = B, F, F, B
time = 1
[Command]
name = "cpu55"
command = F, B, F, B
time = 1
[Command]
name = "cpu56"
command = B, F, B, F
time = 1
[Command]
name = "cpu57"
command = D, F, D, F
time = 1
[Command]
name = "cpu58"
command = D, B, D, B
time = 1
[Command]
name = "cpu59"
command = D, B, D, F
time = 1
[Command]
name = "cpu60"
command = D, F, D, U
time = 1
;[Command]
;name = "cpu61"
;command = U, F, D, B
;time = 1
;[Command]
;name = "cpu62"
;command = U, B, D, F
;time = 1
;[Command]
;name = "cpu63"
;command = B, D, F, U
;time = 1
;[Command]
;name = "cpu64"
;command = F, D, B, U
;time = 1
;-| HYPER MOVES |--------------------------------------------------------
;-PROPRIOTANTIPUGNI
[Command]
name = "propriotantipugni"
command = ~D, DF, F, D, DF, F, x+y
time = 35
[Command]
name = "propriotantipugni"
command = ~D, F, D, DF, x+y
time = 35
[Command]
name = "propriotantipugni"
command = ~D, F, D, F, x+y
time = 35
;-TANTIPUGNI
[Command]
name = "tantipugni"
command = ~D, DF, F, D, DF, F, x
time = 35
[Command]
name = "tantipugni"
command = ~D, DF, D, DF, F, x
time = 35
[Command]
name = "tantipugni"
command = ~D, F, D, F, x
time = 35
;-TANTIPUGNI
[Command]
name = "tantipugni"
command = ~D, DF, F, D, DF, F, y
time = 35
[Command]
name = "tantipugni"
command = ~D, DF, D, DF, F, y
time = 35
[Command]
name = "tantipugni"
command = ~D, F, D, F, y
time = 35
;-Horatimenodipiu' (SUPER A DUE)
[Command]
name = "horatimenodipiu"
command = ~D, DF, F, DF, D, DB, B, x+y
time = 35
[Command]
name = "horatimenodipiu"
command = ~D, DF, F, D, DB, B, x+y
time = 35
[Command]
name = "horatimenodipiu"
command = ~D, DF, F, D, DB, x+y
time = 35
[Command]
name = "horatimenodipiu"
command = ~D, F, D, B, x+y
time = 35
;-Horatimeno (SUPER A UNO)
[Command]
name = "horatimeno"
command = ~D, DF, F, D, DB, B, x
time = 35
[Command]
name = "horatimeno"
command = ~D, F, DF, D, DB, x
time = 35
[Command]
name = "horatimeno"
command = ~D, DF, F, D, B, x
time = 35
[Command]
name = "horatimeno"
command = ~D, F, D, B, x
time = 35
[Command]
name = "horatimeno"
command = ~D, DF, F, D, DB, B, y
time = 35
[Command]
name = "horatimeno"
command = ~D, F, DF, D, DB, y
time = 35
[Command]
name = "horatimeno"
command = ~D, DF, F, D, B, y
time = 35
[Command]
name = "horatimeno"
command = ~D, F, D, B, y
time = 35
;-Perfetto Punch
[Command]
name = "perfetto"
command = ~D, DF, F, D, DF, F, x+y
time = 35
[Command]
name = "perfetto"
command = ~D, DF, F, D, DF, x+y
time = 35
[Command]
name = "perfetto"
command = ~D, F, D, F, x+y
time = 35
;-Aoristo Punch
[Command]
name = "aoristo"
command = ~D, DF, F, D, DF, F, x
time = 35
[Command]
name = "aoristo"
command = ~D, DF, F, D, DF, x
time = 35
[Command]
name = "aoristo"
command = ~D, F, D, F, x
time = 35
[Command]
name = "aoristo"
command = ~D, DF, F, D, DF, F, y
time = 35
[Command]
name = "aoristo"
command = ~D, DF, F, D, DF, y
time = 35
[Command]
name = "aoristo"
command = ~D, F, D, F, y
time = 35
;-Achtung Kick
[Command]
name = "achtung"
command = ~D, F, D, F, a+b
time = 35
[Command]
name = "achtung"
command = ~D, F, D, F, c
time = 35
;-Podoroso Kick
[Command]
name = "podoroso"
command = ~D, F, D, F, a
time = 35
[Command]
name = "podoroso"
command = ~D, F, D, F, b
time = 35
;-Testedicocco (super presa a due)
[Command]
name = "testedicocco"
command = ~D, DB, B, D, DB, B, x+y
time = 35
[Command]
name = "testedicocco"
command = ~F, D, B, D, B, x+y
time = 35
Command]
name = "testedicocco"
command = ~D, DB, D, DB, x+y
time = 35
Command]
name = "testedicocco"
command = ~D, B, D, B, x+y
time = 35
Command]
name = "testedicocco"
command = ~DB, B, D, DB, x+y
time = 35
Command]
name = "testedicocco"
command = ~D, DB, D, DB, x+y
time = 35
[Command]
name = "testedicocco"
command = ~F, B, F, B, x+y
time = 35
;-Talking Head (super presa a uno)
[Command]
name = "talkinghead"
command = ~D, DB, B, D, DB, B, x
time = 35
[Command]
name = "talkinghead"
command = ~D, B, D, B, x
time = 35
[Command]
name = "talkinghead"
command = ~DB, B, D, DB, x
time = 35
[Command]
name = "talkinghead"
command = ~D, DB, D, DB, x
time = 35
[Command]
name = "talkinghead"
command = ~D, DB, B, D, DB, B, y
time = 35
[Command]
name = "talkinghead"
command = ~D, B, D, B, y
time = 35
[Command]
name = "talkinghead"
command = ~DB, B, D, DB, y
time = 35
[Command]
name = "talkinghead"
command = ~D, DB, D, DB, y
time = 35
;-| MOSSE SPECIALI |-------------------------------------------------------
;-Serie di Punch (kuando vs kuando)
[Command]
name = "seriedipunch"
command = ~D ,F, c
time = 25
;-Adore (Ubu vs Kuando)
[Command]
name = "adore"
command = ~D ,F, c
time = 25
;-SonoLEDUE (Kuando vs Ella)
[Command]
name = "sonoledue"
command = ~D ,F, c
time = 25
;-SuperCharge (Kuando Vs altri)
[Command]
name = "supercharge"
command = ~D ,F, c
time = 25
;-Presa Speciale
[Command]
name = "presaspeciale"
command = ~DF, D, DB, F, x
time = 25
[Command]
name = "presaspeciale"
command = ~F, DF, B, F, x
time = 25
[Command]
name = "presaspeciale"
command = ~DF, D, DB, F, x
time = 25
[Command]
name = "presaspeciale"
command = ~F, D, B, F, x
time = 25
[Command]
name = "presaspeciale"
command = ~F, DB, B, F, x
time = 25
;-Presa Speciale
[Command]
name = "presaspeciale"
command = ~DF, D, DB, F, y
time = 25
[Command]
name = "presaspeciale"
command = ~F, DF, B, F, y
time = 25
[Command]
name = "presaspeciale"
command = ~DF, D, DB, F, y
time = 25
[Command]
name = "presaspeciale"
command = ~F, D, B, F, y
time = 25
[Command]
name = "presaspeciale"
command = ~F, DB, B, F, y
time = 25
;-Stomachevole Punch
[Command]
name = "stomachevole"
command = ~F, D, DF, x
time = 25
[Command]
name = "stomachevole2"
command = ~F, D, DF, y
time = 25
;-teleportino
[Command]
name = "teleportino"
command = ~D, DF, F, y
time = 25
;-teleportino
[Command]
name = "teleportino"
command = ~D, F, y
time = 25
;-Tettonico Punch
[Command]
name = "tettonico"
command = ~D, DB, B, x
time = 20
;ュtettonico punch
[Command]
name = "tettonico2"
command = ~D, DB, B, y
time = 20
;-Tettonico Punch
[Command]
name = "tettonico"
command = ~D, B, x
time = 20
;ュtettonico punch
[Command]
name = "tettonico2"
command = ~D, B, y
time = 20
;-Godrano Punch
[Command]
name = "godranopunch_a"
command = ~B, DB, D, DF, F, x
time = 30
[Command]
name = "godranopunch_a"
command = ~B, DB, F, x
time = 30
[Command]
name = "godranopunch_a"
command = ~B, D, F, x
time = 30
[Command]
name = "godranopunch_b"
command = ~B, DB, D, DF, F, y
time = 30
[Command]
name = "godranopunch_b"
command = ~B, DB, F, y
time = 30
[Command]
name = "godranopunch_b"
command = ~B, D, F, y
time = 30
;-Fisto
[Command]
name = "fisto_a"
command = ~F, D, DF, a
time = 25
;-Fisto
[Command]
name = "fisto_b"
command = ~F, D, DF, b
time = 25
;Ti Prendo in aria
[Command]
name = "tiprendoinaria"
command = ~D, DB, B, a
time = 25
[Command]
name = "tiprendoinaria"
command = ~D, B, a
time = 25
[Command]
name = "tiprendoinaria"
command = ~D, DB, B, b
time = 25
[Command]
name = "tiprendoinaria"
command = ~D, B, b
time = 25
;-DA IMMINENT DOG STAND
;-Imminent Dog Stand
[Command]
name = "dog"
command = ~B, DB, D, DF, F, a
time = 25
[Command]
name = "dog"
command = ~B, DB, D, F, a
time = 25
[Command]
name = "dog"
command = ~B, D, F, a
time = 25
[Command]
name = "dog"
command = ~B, DB, F, a
time = 25
;-Imminent Dog Stand
[Command]
name = "dog"
command = ~B, DB, D, DF, F, b
time = 25
[Command]
name = "dog"
command = ~B, DB, D, F, b
time = 25
[Command]
name = "dog"
command = ~B, DB, F, b
time = 25
[Command]
name = "dog"
command = ~B, D, F, b
time = 25
;-Un Due Tre
[Command]
name = "unduetre"
command = ~x, x
time = 15
;-Quattro Cinque Sei
[Command]
name = "quattro"
command = ~y, y
time = 15
;-Presa In aria
[Command]
name = "presainaria"
command = ~a, a
time = 15
;-The Wall
[Command]
name = "thewall"
command = ~b, b
time = 15
;-DA BOXING STANCE
;-Boxing Stand
[Command]
name = "boxing"
command = ~D, D, a
time = 25
[Command]
name = "boxing"
command = ~D, D, b
time = 25
[Command]
name = "boxing"
command = ~F, D, B, a
time = 25
[Command]
name = "boxing"
command = ~F, D, B, b
time = 25
;-Destrega
[Command]
name = "destrega"
command = ~a, a
time = 15
;-Sinistrega
[Command]
name = "sinistrega"
command = ~b, b
time = 15
;-Crossline from The Hill
[Command]
name = "hill"
command = ~x, x
time = 15
[Command]
name = "hill"
command = ~y, y
time = 15
;-| SCATTI |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;-| COMANDI FUNZIONE |-----------------------------------------------
[Command]
name = "recovery"
command = x+a
time = 1
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "dodge"
command = x+a
time = 1
[Command]
name = "knockdown"
command = y+b
time = 1
[Command]
name = "st"
command = y+a
time = 1
;-| MOSSE PARTICOLARI |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "bwd_a"
command = /B,a
time = 1
;-| MOSSE |---------------------------------------------------------
[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
[Command]
name = "s"
command = s
time = 1
;-| MOVIMENTI -------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
;------------------------ SALTI E SALTONI
[Command]
name = "holdupfwd"
command = /UF
time = 1
[Command]
name = "holdupback"
command = /UB
time = 1
[Command]
name = "longjump"
command = D, $U
time = 18
;===========================================================================
[Statedef -1]
;===========================================================================
;-HORATIMENODIPIU' (SUPER A DUE)
[State -1, horatimenodipiu]
type = ChangeState
value = 10060
triggerall = command = "horatimenodipiu"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >= 2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >= 0
trigger6 = stateno = 12000
trigger6 = AnimElem = 8, >= 0
;trigger6 = AnimElem = 12, < 6
trigger7 = stateno = 12001
trigger7 = AnimElem = 8, >= 0
;trigger7 = AnimElem = 24, < 2
trigger8 = stateno = 3166
trigger8 = AnimElem = 17, >= 0
trigger9 = stateno = 1021
trigger9 = AnimElem = 1, >= 0
;-HORATIMENO (SUPER A UNO)
[State -1, horatimeno]
type = ChangeState
value = 10050
triggerall = command = "horatimeno"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >= 2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >= 0
trigger6 = stateno = 12000
trigger6 = AnimElem = 8, >= 0
;trigger6 = AnimElem = 12, < 6
trigger7 = stateno = 12001
trigger7 = AnimElem = 8, >= 0
;trigger7 = AnimElem = 24, < 2
trigger8 = stateno = 3166
trigger8 = AnimElem = 17, >= 0
trigger9 = stateno = 1021
trigger9 = AnimElem = 1, >= 0
;------------------------------------------
;PROPRIOTANTIPUGNI (Super a due)
[State -1, propriotantipugni]
type = ChangeState
value = 19500
;triggerall = var(9) != 1
triggerall = command = "propriotantipugni"
triggerall = statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >= 2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >= 0
trigger6 = stateno = 12000
trigger6 = AnimElem = 7, >= 0
;trigger6 = AnimElem = 12, < 6
trigger7 = stateno = 12001
trigger7 = AnimElem = 22, >= 0
trigger8 = stateno = 3166
trigger8 = AnimElem = 17, >= 0
trigger9 = stateno = 316
trigger9 = AnimElem = 2, > 2
trigger9 = AnimElem = 7, < 1
;------------------------------------------
;TANTIPUGNI (Super a uno)
[State -1, tantipugni]
type = ChangeState
value = 10001
;triggerall = var(9) != 1
triggerall = command = "tantipugni"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >= 2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >= 0
trigger6 = stateno = 12000
trigger6 = AnimElem = 7, >= 0
trigger6 = AnimElem = 12, < 6
trigger7 = stateno = 12001
trigger7 = AnimElem = 22, >= 0
trigger8 = stateno = 3166
trigger8 = AnimElem = 17, >= 0
trigger9 = stateno = 316
trigger9 = AnimElem = 2, > 2
trigger9 = AnimElem = 7, < 1
;---------------------------------------------------------------------------
;-TESTEDICOCCO (Super presa a due)
[State -1, Testedicocco]
type = ChangeState
value = 17000
triggerall = command = "testedicocco"
triggerall = power >= 2000
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 5120 || stateno = 5121
;---------------------------------------------------------------------------
;-TALKING HEAD (Super Presa A UNo)
[State -1, Talking Head]
type = ChangeState
value = 16000
triggerall = command = "talkinghead"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 5120 || stateno = 5121
;------------------------------------------------------------------------------
;Boxing Stance -> Achtung Kick (super a due)
[State 15050, CS]
type = ChangeState
value = 15050
triggerall = power >= 2000
triggerall = command = "achtung"
trigger1 = stateno = 15010 & AnimElem = 11, >1
trigger2 = stateno = 15020 & AnimElem = 15, >1
trigger3 = stateno = 15030 & AnimElem = 5, >1
;Boxing Stance -> Podoroso Kick (super a uno)
[State 15040, CS]
type = ChangeState
value = 15040
triggerall = power >= 1000
triggerall = command = "podoroso"
trigger1 = stateno = 15010 & AnimElem = 11, >1
trigger2 = stateno = 15020 & AnimElem = 15, >1
trigger3 = stateno = 15030 & AnimElem = 5, >1
;=======================================================================
;-MOSSE VS
;-SERIE DI PUNCH (kuando vs kuando)
[State -1, Serie di Punch]
type = ChangeState
value = 19900
triggerall = command = "seriedipunch"
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2name = "Kuando 1.5"
trigger2 = p4name = "kuando 1.5"
;-ADORE (ubu Vs Kuando)
[State -1, adore]
type = ChangeState
value = 19960
triggerall = command = "adore"
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2name = "ubu vagrante 3.5"
trigger2 = p4name = "ubu vagrante 3.5"
;-SONOLEDUE! (ella vs kuando)
[State -1, Sonoledue]
type = ChangeState
value = 19970
triggerall = command = "sonoledue"
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2name = "ella 2.5"
trigger2 = p4name = "ella 2.5"
;-SuperCharge (Kuando Vs altri)
[State -1, supercharge]
type = ChangeState
value = 19980
triggerall = command = "supercharge"
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = statetype != A
trigger1 = ctrl
;---------------------------------------------------
;-Fisto UPPERCUT (debole)
[State -1, Fisto]
type = ChangeState
value = 1100
triggerall = command = "fisto_a"
triggerall = stateno != 5200 || stateno != 5210
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 300 || stateno = 730
trigger3 = movecontact
trigger4 = stateno = 310
trigger4 = AnimElem = 4, >=0
;-Fisto Uppercut (forte)
[State -1, Fisto]
type = ChangeState
value = 1110
triggerall = command = "fisto_b"
triggerall = stateno != 5200 || stateno != 5210
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 310 || stateno = 300 || stateno = 730 || stateno = 215
trigger3 = movecontact
trigger4 = stateno = 310
trigger4 = AnimElem = 4, >=0
trigger5 = stateno = 15030
trigger5 = AnimElem = 12, >=0
;------------------------------------------------------------
;-Ti Prendo in aria
[State -1, tiprendoinaria]
type = ChangeState
value = 3000
triggerall = command = "tiprendoinaria"
triggerall = stateno != 5200 || stateno != 5210
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 310
trigger2 = AnimElem = 5, >=0
trigger3 = stateno = 3166
trigger3 = AnimElem = 17, >= 0
trigger4 = stateno = 1010
trigger4 = AnimElem = 8, >=0
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >=0
;---------------------------------------------------------------------------
;Presa Speciale
[State -1,presa speciale]
type = ChangeState
value = 10100
;triggerall = var(9) != 1
triggerall = command = "presaspeciale"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 5120 || stateno = 5121
;---------------------------------------------------------------------------
;Godrano punch (debole)
[State -1, godranopunch]
type = ChangeState
value = 1022
triggerall = command = "godranopunch_a"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >=2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >=0
trigger4 = stateno = 12000
trigger4 = AnimElem = 8, >= 0
;trigger4 = AnimElem = 9, <= 2
trigger5 = stateno = 12001
trigger5 = AnimElem = 18, >= 0
;trigger5 = AnimElem = 25, <= 6
trigger6 = stateno = 245
trigger6 = AnimElem = 3, >=0
;Godrano Punch (forte)
[State -1, godranopunch]
type = ChangeState
value = 1020
triggerall = command = "godranopunch_b"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >=2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >=0
trigger4 = stateno = 12000
trigger4 = AnimElem = 8, >= 0
trigger4 = AnimElem = 9, <= 2
trigger5 = stateno = 12001
trigger5 = AnimElem = 23, >= 0
trigger5 = AnimElem = 25, <= 6
trigger6 = stateno = 245
trigger6 = AnimElem = 3, >=0
;---------------------------------------------------------------------------
;Stomachevole Punch debole
[State -1,Stomachevole Punch]
type = ChangeState
value = 12000
;triggerall = var(9) != 1
triggerall = command = "stomachevole"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 5120 || stateno = 5121
trigger3 = stateno = 215
trigger3 = AnimElem = 5, >=2
trigger4 = stateno = 245
trigger4 = AnimElem = 3, >=0
trigger5 = stateno = 310
trigger5 = AnimElem = 4, >=0
trigger6 = stateno = 316
trigger6 = AnimElem = 2, > 2
trigger6 = AnimElem = 7, < 1
trigger7 = stateno = 200
trigger7 = AnimElem = 4, >=0
trigger8 = stateno = 210
trigger8 = AnimElem = 7, >=5
;Stomachevole Punch forte
[State -1,Stomachevole2]
type = ChangeState
value = 12001
;triggerall = var(9) != 1
triggerall = command = "stomachevole2"
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
trigger1 = ctrl
trigger2 = stateno = 5120 || stateno = 5121
trigger3 = stateno = 215
trigger3 = AnimElem = 5, >=2
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >=0
trigger5 = stateno = 310
trigger5 = AnimElem = 3, >=0
trigger6 = stateno = 316
trigger6 = AnimElem = 2, > 2
trigger6 = AnimElem = 7, < 1
trigger7 = stateno = 200
trigger7 = AnimElem = 4, >=0
trigger8 = stateno = 210
trigger8 = AnimElem = 7, >=5
;------------------------------------------
;-Tettonico Punch
[State -1, tettonico]
type = ChangeState
value = 1000
triggerall = command = "tettonico"
triggerall = stateno != 5200 || stateno != 5210
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 310 || stateno = 300 || stateno = 730 || stateno = 215
trigger3 = movecontact
;-Tettonico Punch (forte)
[State -1, Tettonico2]
type = ChangeState
value = 1010
triggerall = command = "tettonico2"
triggerall = stateno != 5200 || stateno != 5210
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 310 || stateno = 300 || stateno = 730 || stateno = 215
trigger3 = movecontact
;------------------------------------------
;-Pugno Kazama
;Standing knockdown attack
[State -1]
type = ChangeState
value = 300
triggerall = statetype = S
triggerall = command = "knockdown"|| command = "c"
trigger1 = ctrl = 1
;-Ti Atterro in Aria
[State -1]
type = ChangeState
value = 305
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "knockdown"|| command = "c"
;----------------------------------------------------------
; Scrolla av
[State -1]
type = ChangeState
value = 750
triggerall = command = "holdfwd"
triggerall = command = "dodge" || command = "z"
trigger1 = statetype = S
trigger1 = ctrl = 1
; Scrolla ind
[State -1]
type = ChangeState
value = 775
triggerall = command = "holdback"
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "dodge"|| command = "z"
; Evita
[State -1]
type = ChangeState
value = 725
trigger1 = command = "dodge" || command = "z"
trigger1 = statetype = S && ctrl
;------------------------------------------
;-DEFINIZIONI DELLE MOSSE
[State -1]
type = ChangeState
value = 780
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = command = "knockdown"|| command = "c"
trigger1 = stateno = 150 || stateno = 152
[State -1]
type = ChangeState
value = 790
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = command = "dodge" || command = "z"
trigger1 = command != "holdback"
trigger1 = stateno = 150 || stateno = 152
[State -1]
type = ChangeState
value = 795
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = command = "dodge" || command = "z"
trigger1 = command = "holdback"
trigger1 = stateno = 150 || stateno = 152
;-------------------------------
;Caricamento
[State -1]
type = ChangeState
value = 700
trigger1 = command = "hold_x" && command = "hold_a"
trigger1 = power < 3000 && statetype = S && ctrl
;===========================================================================
[State -1, Corsa av]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, scatto ind]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;PRESA
[State -1, Presa]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
;PRESA
[State -1, Presa]
type = ChangeState
value = 810
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;Avanti e X
[State -1]
type = ChangeState
value = 310
triggerall = command = "fwd_x"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 || stateno = 215 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger3 = stateno = 300 || stateno = 730 || stateno = 215
trigger3 = movecontact
trigger4 = stateno = 215
trigger4 = AnimElem = 5, >2
trigger5 = stateno = 245
trigger5 = AnimElem = 4, >=0
;Imminent Dog Stand -> Perfetto Punch (super a due) interrompe l'uno due tre...
[State 311, CS]
type = ChangeState
value = 3160
triggerall = stateno = 3165 & AnimElem = 18, >1
trigger1 = power >= 2000
trigger1 = command = "perfetto"
;Imminent Dog Stand -> Aoristo Punch (super a uno) interrompe l'uno due tre...
[State 311, CS]
type = ChangeState
value = 3100
triggerall = stateno = 3165 & AnimElem = 18, >1
trigger1 = power >= 1000
trigger1 = command = "aoristo"
;-----------------------------------------------------------------------------
;Imminent Dog Stand
[State -1]
type = ChangeState
value = 311
triggerall = command = "dog"
trigger1 = statetype != A && ctrl
;Imminent Dog Stand -> capriola avanti
[State -1]
type = ChangeState
value = 750
triggerall = stateno = 311 & AnimElem = 4, >1
trigger1 = command = "z"
;-----------------------------------------------------------------------------
;Boxing Stance
[State -1]
type = ChangeState
value = 15000
triggerall = command = "boxing"
trigger1 = statetype != A && ctrl
;Boxing Stance -> capriola avanti
[State -1]
type = ChangeState
value = 750
triggerall = stateno = 15000 & AnimElem = 4, >1
trigger1 = command = "z"
;===========================================================================
;pugnetto
[State -1, pugnetto]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
;pugnone
[State -1, pugnone]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X > 15
trigger1 = statetype = S
trigger1 = ctrl
;pugnone vicino
[State -1, pugnone vicino]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 15
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;calcetto
[State -1, calcetto]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
;calcione
[State -1, calcione]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2bodydist X > 15
trigger1 = statetype = S
trigger1 = ctrl
;calcio ginocchino da vicino
[State -1, calcione atterra]
type = ChangeState
value = 245
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 15
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;pugnetto abbassato
[State -1, pugnetto abbassato]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
;pugnone abassato
[State -1, pugnone abassato]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
;calcetto abassato
[State -1, calcetto abassato]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
;calcione abassato
[State -1, calcione abassato]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;pugnetto in aria
[State -1, pugnetto in aria]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;pugnone in aria
[State -1, pugnone in aria]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;calcetto in aria
[State -1, calcetto in aria]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;calcione in aria
[State -1, calcione in aria]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ュsfottimento
[State -1, Sfotto]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;=======================================
; AI
;=======================================
[State -1, AI TRIGGER]
type = Varset
triggerall = RoundState = 2
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger34 = command = "cpu34"
trigger35 = command = "cpu35"
trigger36 = command = "cpu36"
trigger37 = command = "cpu37"
trigger38 = command = "cpu38"
trigger39 = command = "cpu39"
trigger40 = command = "cpu40"
trigger41 = command = "cpu41"
trigger42 = command = "cpu42"
trigger43 = command = "cpu43"
trigger44 = command = "cpu44"
trigger45 = command = "cpu45"
trigger46 = command = "cpu46"
trigger47 = command = "cpu47"
trigger48 = command = "cpu48"
trigger49 = command = "cpu49"
trigger50 = command = "cpu50"
trigger51 = command = "cpu51"
trigger52 = command = "cpu52"
trigger53 = command = "cpu53"
trigger54 = command = "cpu54"
trigger55 = command = "cpu55"
trigger56 = command = "cpu56"
trigger57 = command = "cpu57"
trigger58 = command = "cpu58"
trigger59 = command = "cpu59"
trigger60 = command = "cpu60"
;trigger61 = command = "cpu61"
;trigger62 = command = "cpu62"
;trigger63 = command = "cpu63"
;trigger64 = command = "cpu64"
v = 7
value = 1
[State -1, AI caricamento]
type = ChangeState
value = 700
triggerall = Var(7) >= 1
triggerall = power < 3000 && statetype = S && ctrl
triggerall = P2bodydist X > 250
triggerall = p2movetype != A
triggerall = p2movetype = H
trigger1 = random < 5
;trigger1 = p2stateno = 5050
;trigger2 = p2stateno = 5100
;trigger3 = p2stateno = 5101
;trigger4 = p2stateno = 5110
;trigger5 = p2stateno = 5020
;trigger6 = p2stateno = 5030
[State -1, AI schivata da vicino];
type = ChangeState
value = 725
triggerall = Var(7) >= 1
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [20,100]
trigger1 = random <= 50
trigger1 = p2movetype = A
trigger2 = ProjGuardedTime(0) != -1 && ProjGuardedTime(0) < 30 && random <= 50
trigger3 = enemy, Numproj > 0 && random <= 100
[State -1, AI schivata media];
type = ChangeState
value = 725
triggerall = Var(7) >= 1
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [100,200]
trigger1 = random <= 50
trigger1 = p2movetype = A
trigger2 = ProjGuardedTime(0) != -1 && ProjGuardedTime(0) < 30 && random <= 50
trigger3 = enemy, Numproj > 0 && random <= 100
[State -1, AI schivata da lontano];
type = ChangeState
value = 725
triggerall = Var(7) >= 1
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X > 200
trigger1 = random <= 50
trigger1 = p2movetype = A
trigger2 = enemy, Numproj > 0 && random <= 300
[State -1, AI pugno schivata];
type = ChangeState
value = 730
triggerall = Var(7) >= 1
triggerall = P2bodydist X <= 50
triggerall = random < 50
trigger1 = stateno = 725
trigger1 = AnimElem = 3, > 2
trigger1 = AnimElem = 4, < 0
[State -1, AI Roll];
type = ChangeState
value = 750
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = P2bodydist X <= 40
triggerall = P2bodydist X > 200
triggerall = random < 60
triggerall = ctrl
trigger1 = P2Movetype = A
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = p2stateno = 5020
trigger7 = p2stateno = 5030
trigger8 = P2Movetype = A
trigger8 = enemy, Numproj > 0 && random <= 300
[State -1, AI Roll 2];
type = ChangeState
value = 775
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = P2bodydist X <= 40
triggerall = random < 20
trigger1 = ctrl
trigger1 = P2Movetype = A
;-------------------------------
AI GUARD
[State -1 AI Guard normale];
type = ChangeState
triggerall = random <= 950
triggerall = var(7) = 1 && StateType != A && P2statetype != C && P2Movetype = A
triggerall = stateno != 120
triggerall = Pos Y != [-1,-999]
triggerall = ctrl
trigger1 = enemy, Numproj > 0 && random <= 300 && stateno != 725
trigger1 = P2Movetype = A
trigger2 = stateno = 705
trigger2 = P2Movetype = A
trigger2 = random < 900
value = 130
[State -1, AI Stand To Crouch G];
type = ChangeState
triggerall = random <= 900
triggerall = var(7) = 1 && StateType != A && P2statetype = C && P2Movetype = A
trigger1 = stateno = 150
value = 152
[State -1, AI Crouching G];
type = ChangeState
triggerall = random <= 950
triggerall = var(7) = 1 && StateType != A && P2statetype = C && P2Movetype = A
triggerall = stateno != 131
trigger1 = ctrl
value = 131
[State -1, AI Crouch To Stand G];
type = ChangeState
triggerall = random <= 900
triggerall = var(7) = 1 && StateType != A && P2statetype != C && P2Movetype = A
trigger1 = stateno = 152
value = 150
;[State -1, AI Air G];
;type = ChangeState
;triggerall = random <= 950
;triggerall = var(7) = 1 && StateType = A && P2statetype != C && P2Movetype = A
;triggerall = movetype != H
;trigger1 = ctrl
;trigger2 = enemy, Numproj > 0 && random <= 300
;value = 132
;-------------------------------
[State -1 AI corsa];
type = ChangeState
triggerall = var(7) = 1
triggerall = p2movetype != A && p2statetype != L
triggerall = P2bodydist X >= 80
triggerall = stateno = 0
triggerall = stateno != 100
trigger1 = ctrl
trigger1 = random < 300
value = 100
[State -1];
type = ChangeState
triggerall = var(7) = 1
triggerall = stateno = 100 && Time >= 10
trigger1 = p2bodydist x <= 20
trigger2 = p2movetype = A
trigger3 = p2statetype = A && p2bodydist x <= 20
value = 101
[State -1];
type = ChangeState
triggerall = var(7) = 1
triggerall = stateno = 100
triggerall = random <= 800
triggerall = p2bodydist x <= 20
trigger1 = p2movetype != A
trigger2 = p2statetype != A
trigger3 = p2stateno = 5120
value = 40
ctrl = 1
;-------------------------------------
[State -1, AI Presa 1];
type = ChangeState
value = 800
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = P2bodydist X < 5
triggerall = P2statetype = S
triggerall = random < 100 ;30 peppo
trigger1 = ctrl
[State -1, AI Presa 2];
type = ChangeState
value = 810
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = P2bodydist X < 5
triggerall = P2statetype = S
triggerall = random < 100 ;30 peppo
trigger1 = ctrl
-----------------------------------
[State -1, AI Stand Strong Punch]
type = ChangeState
value = 215
triggerall = Var(7) >= 1
triggerall = P2bodydist X <= 15
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = random < 200
[State -1, AI calcione atterra]
type = ChangeState
value = 245
triggerall = Var(7) >= 1
triggerall = P2bodydist X <= 15
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = random < 200
-----------------------------------
[State -1, AI Standing knockdown attack]
type = ChangeState
value = 300
triggerall = Var(7) >= 1
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random < 30
[State -1, AI Jumping knockdown attack]
type = ChangeState
value = 305
triggerall = statetype = A
triggerall = ctrl
triggerall = Var(7) >= 1
trigger1 = random < 15
[State -1, AI avanti e X]
type = ChangeState
value = 310
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = stateno = 215
trigger1 = AnimElem = 5, >= 2
trigger1 = random <= 700
trigger2 = stateno = 245
trigger2 = AnimElem = 4, >= 0
trigger2 = random <= 700
[State -1, AI Pugno Forte Basso]
type = ChangeState
value = 410
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = P2statetype != A
triggerall = ctrl
triggerall = P2bodydist X < 40
trigger1 = random <= 250
;===========================================================================
;HYPER MOSSE
[State -1, AI horatimenodipiu]
type = ChangeState
value = 10060
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
triggerall = power >= 2000
triggerall = P2bodydist X > 5
triggerall = P2bodydist X < 160
triggerall = P2statetype != L
trigger1 = ctrl
trigger1 = random <= 50
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >= 2
trigger2 = random <= 300
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger3 = random <= 300
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger4 = random <= 300
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >= 0
trigger5 = random <= 300
trigger6 = stateno = 12000
trigger6 = AnimElem = 8, >= 0
trigger6 = AnimElem = 12, < 6
trigger6 = random <= 300
trigger7 = stateno = 12001
trigger7 = AnimElem = 8, >= 0
trigger7 = AnimElem = 24, < 2
trigger7 = random <= 300
trigger8 = stateno = 3166
trigger8 = AnimElem = 17, >= 0
trigger8 = random <= 300
[State -1, AI horatimeno]
type = ChangeState
value = 10050
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = movetype != A
triggerall = power >= 1000
triggerall = P2bodydist X > 5
triggerall = P2bodydist X < 160
triggerall = P2statetype != L
trigger1 = ctrl
trigger1 = random <= 50
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >= 2
trigger2 = random <= 200
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger3 = random <= 200
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger4 = random <= 200
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >= 0
trigger5 = random <= 200
trigger6 = stateno = 12000
trigger6 = AnimElem = 8, >= 0
trigger6 = AnimElem = 12, < 6
trigger6 = random <= 200
trigger7 = stateno = 12001
trigger7 = AnimElem = 8, >= 0
trigger7 = AnimElem = 24, < 2
trigger7 = random <= 200
trigger8 = stateno = 3166
trigger8 = AnimElem = 17, >= 0
trigger8 = random <= 200
;------------------------------------------
[State -1, AI PROPRIOTANTIPUGNI (Super a due)]
type = ChangeState
value = 19500
;triggerall = var(9) != 1
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = power >= 2000
triggerall = P2bodydist X > 5
triggerall = P2bodydist X < 100
triggerall = ctrl
trigger1 = random <= 150
trigger2 = p2bodydist X <= 85
trigger2 = random <= 400
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >= 0
trigger3 = random <= 450
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger4 = random <= 450
trigger5 = stateno = 12000
trigger5 = AnimElem = 8, >= 0
trigger5 = AnimElem = 12, < 6
trigger5 = random <= 450
trigger6 = stateno = 12001
trigger6 = AnimElem = 28, >= 0
trigger6 = random <= 450
trigger7 = stateno = 3166
trigger7 = AnimElem = 17, >= 0
trigger7 = random <= 450
trigger8 = stateno = 316
trigger8 = AnimElem = 2, > 2
trigger8 = AnimElem = 7, < 1
trigger8 = random <= 450
trigger9 = stateno = 215
trigger9 = AnimElem = 5, >= 2
trigger9 = random <= 450
[State -1, AI TANTIPUGNI (Super a uno)]
type = ChangeState
value = 10001
;triggerall = var(9) != 1
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = power >= 1000
triggerall = P2bodydist X > 5
triggerall = P2bodydist X < 100
triggerall = ctrl
trigger1 = random <= 50
trigger2 = p2bodydist X <= 85
trigger2 = random <= 200
trigger3 = AnimElem = 4, >= 0
trigger3 = random <= 250
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >= 0
trigger4 = random <= 250
trigger5 = stateno = 12000
trigger5 = AnimElem = 8, >= 0
trigger5 = AnimElem = 12, < 6
trigger5 = random <= 250
trigger6 = stateno = 12001
trigger6 = AnimElem = 28, >= 0
trigger6 = random <= 250
trigger7 = stateno = 3166
trigger7 = AnimElem = 17, >= 0
trigger7 = random <= 250
trigger8 = stateno = 316
trigger8 = AnimElem = 2, > 2
trigger8 = AnimElem = 7, < 1
trigger8 = random <= 250
trigger9 = stateno = 215
trigger9 = AnimElem = 5, >= 2
trigger9 = random <= 250
;-----------------------------------------------------------------------
[State -1, AI Testedicocco]
type = ChangeState
value = 17000
triggerall = var(7) >= 1
triggerall = power >= 2000
triggerall = statetype = S
triggerall = movetype != H
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = P2statetype != L
triggerall = stateno != 5200 || stateno != 5210
triggerall = ctrl
trigger1 = P2bodydist X < 17
trigger1 = random <= 980
trigger2 = stateno = 5120 || stateno = 5121
trigger2 = random <= 970
trigger2 = P2bodydist X < 17
trigger3 = P2bodydist X > 0
trigger3 = P2bodydist X <= 5
trigger3 = random <= 950
trigger4 = P2bodydist X > 5
trigger4 = P2bodydist X <= 10
trigger4 = random <= 950
trigger5 = P2bodydist X > 10
trigger5 = P2bodydist X <= 15
trigger5 = random <= 950
trigger6 = stateno = 700 || stateno = 705 || stateno = 710
trigger6 = P2bodydist X > 0
trigger6 = P2bodydist X < 15
trigger6 = random <= 950
trigger7 = stateno = 705
trigger7 = random <= 350
[State -1, AI Talking Head]
type = ChangeState
value = 16000
triggerall = var(7) >= 1
triggerall = power >= 1000
triggerall = statetype = S
triggerall = movetype != H
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = P2statetype != L
triggerall = stateno != 5200 || stateno != 5210
triggerall = ctrl
trigger1 = P2bodydist X < 17
trigger1 = random <= 800
trigger2 = stateno = 5120 || stateno = 5121
trigger2 = random <= 750
trigger2 = P2bodydist X < 17
trigger3 = P2bodydist X > 0
trigger3 = P2bodydist X <= 5
trigger3 = random <= 950
trigger4 = P2bodydist X > 5
trigger4 = P2bodydist X <= 10
trigger4 = random <= 950
trigger5 = P2bodydist X > 10
trigger5 = P2bodydist X <= 15
trigger5 = random <= 950
trigger6 = stateno = 700 || stateno = 705 || stateno = 710
trigger6 = P2bodydist X > 0
trigger6 = P2bodydist X < 15
trigger6 = random <= 950
trigger7 = stateno = 705
trigger7 = random <= 150
;===========================================================================
;AI MOSSE VS
;AI SERIE DI PUNCH (kuando vs kuando)
[State -1, AI Serie di Punch]
type = ChangeState
value = 19900
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = power < 2000
triggerall = statetype != A
triggerall = ctrl
triggerall = TeamMode != simul
triggerall = NumEnemy = 1
trigger1 = p2name = "kuando 1.5"
trigger1 = random <= 600
trigger2 = p4name = "kuando 1.5"
trigger2 = random <= 600
;AI ADORE (ubu Vs Kuando)
[State -1, AI adore]
type = ChangeState
value = 19960
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = statetype != A
triggerall = power < 2000
triggerall = ctrl
triggerall = TeamMode != simul
triggerall = NumEnemy = 1
trigger1 = p2name = "ubu vagrante 3.5"
trigger1 = random <= 600
trigger2 = p4name = "ubu vagrante 3.5"
trigger2 = random <= 600
;AI SONOLEDUE! (ella vs kuando)
[State -1, AI Sonoledue]
type = ChangeState
value = 19970
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodydist X < 15
triggerall = statetype != A
triggerall = power < 2000
triggerall = ctrl
triggerall = TeamMode != simul
triggerall = NumEnemy = 1
trigger1 = p2name = "ella 2.5"
trigger1 = random <= 600
trigger2 = p4name = "ella 2.5"
trigger2 = random <= 600
;AI SuperCharge (Kuando Vs altri)
[State -1, AI supercharge]
type = ChangeState
value = 19980
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = P2bodydist X < 15
triggerall = stateno != 5200 || stateno != 5210
triggerall = statetype != A
triggerall = power < 2000
triggerall = p2name != "kuando 1.5"
triggerall = p2name != "ella 2.5"
triggerall = p2name != "ubu vagrante 3.5"
triggerall = p4name != "kuando 1.5"
triggerall = p4name != "ella 2.5"
triggerall = p4name != "ubu vagrante 3.5"
trigger1 = ctrl
trigger1 = random <= 850
trigger2 = stateno = 705
trigger2 = random <= 350
;------------------------------------------------
[State -1, AI Boxing Stance]
type = ChangeState
value = 15000
triggerall = Var(7) >= 1
triggerall = statetype != A && ctrl
triggerall = P2statetype != L
triggerall = P2statetype != A
triggerall = P2movetype != H
trigger1 = random <= 400
trigger2 = P2bodydist X < 170
trigger2 = random <= 450
trigger3 = stateno = 705
trigger3 = random <= 500
trigger4 = P2bodydist X < 40
trigger4 = random <= 600
[State -1, AI Boxing Stance -> Achtung Kick]
type = ChangeState
value = 15050
triggerall = var(7) >= 1
triggerall = stateno = 15000 & AnimElem = 2, >0
triggerall = power >= 2000
triggerall = P2statetype != L
triggerall = P2bodydist X < 100
trigger1 = random < 300
trigger2 = stateno = 15010
trigger2 = AnimElem = 11, >=0
trigger2 = random < 500
trigger3 = stateno = 15020
trigger3 = AnimElem = 15, >=0
trigger3 = random < 950
trigger4 = stateno = 15030
trigger4 = AnimElem = 5, >=0
trigger4 = random < 800
[State -1, AI Boxing Stance -> Podoroso Kick]
type = ChangeState
value = 15040
triggerall = var(7) >= 1
triggerall = stateno = 15000 & AnimElem = 2, >0
triggerall = power >= 1000
triggerall = P2statetype != L
triggerall = P2bodydist X < 100
trigger1 = random < 200
trigger2 = stateno = 15010
trigger2 = AnimElem = 11, >=0
trigger2 = random < 420
trigger3 = stateno = 15020
trigger3 = AnimElem = 15, >=0
trigger3 = random < 900
trigger4 = stateno = 15030
trigger4 = AnimElem = 5, >=0
trigger4 = random < 700
[State -1, AI Boxing Stance -> Destrega]
type = ChangeState
value = 15010
triggerall = Var(7) >= 1
triggerall = stateno = 15000 & AnimElem = 2, >0
triggerall = P2bodydist X < 50
trigger1 = random <= 850
[State -1, AI Boxing Stance -> Sinistrega]
type = ChangeState
value = 15020
triggerall = Var(7) >= 1
triggerall = stateno = 15000 & AnimElem = 2, >0
triggerall = P2bodydist X < 50
triggerall = P2movetype != H
triggerall = P2statetype != L
triggerall = P2statetype != A
trigger1 = random <= 850
[State -1, AI Boxing Stance -> Crossline from The Hill]
type = ChangeState
value = 15030
triggerall = Var(7) >= 1
triggerall = stateno = 15000 & AnimElem = 2, >0
trigger1 = P2bodydist X < 130
trigger1 = P2bodydist X > 50
triggerall = P2movetype != H
triggerall = P2statetype != L
triggerall = P2statetype != A
trigger1 = random <= 500
[State -1, AI Boxing Stance -> scatto avanti]
type = ChangeState
value = 15015
triggerall = Var(7) >= 1
triggerall = stateno = 15000 & AnimElem = 2, >0
trigger1 = P2bodydist X > 160
trigger1 = random <= 10
;-------------------------------------------------------------
[State -1, AI Presa Speciale];
type = ChangeState
value = 10100
triggerall = Var(7) >= 1
triggerall = statetype = S
triggerall = movetype != H
triggerall = P2statetype != A
triggerall = P2movetype != H
trigger1 = ctrl
trigger1 = random <= 30
trigger2 = P2bodydist X < 10
trigger2 = ctrl
trigger2 = random <= 900
trigger3 = stateno = 700
trigger3 = P2bodydist X < 10
trigger3 = random <= 450
;------------------------------------------
[State -1, AI Fisto Debole]
type = ChangeState
value = 1100
triggerall = Var(7) >= 1
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random <= 500
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger2 = random <= 100
trigger3 = stateno = 300 || stateno = 730
trigger3 = movecontact
trigger3 = random <= 100
trigger4 = stateno = 310
trigger4 = AnimElem = 4, >=0
trigger4 = random <= 150
;------------------------------------------------------------
[State -1, AI Fisto Forte]
type = ChangeState
value = 1110
triggerall = Var(7) >= 1
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random <= 500
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
trigger2 = random <= 100
trigger3 = stateno = 300 || stateno = 730
trigger3 = movecontact
trigger3 = random <= 100
trigger4 = stateno = 310
trigger4 = AnimElem = 4, >=0
trigger4 = random <= 150
trigger5 = stateno = 15030
trigger5 = AnimElem = 14, >=4
trigger5 = random <= 150
trigger6 = stateno = 705
trigger6 = enemy, Numproj > 0 && random <= 150
-------------------------------------------------------------
[State -1, AI Ti Prendo in aria]
type = ChangeState
value = 3000
triggerall = var(7) >= 1
triggerall = statetype != A
triggerall = P2statetype = A
triggerall = P2bodydist X <= 150
triggerall = stateno != 3000 || stateno != 3001 || stateno != 3050 || stateno != 3051
triggerall = ctrl
trigger1 = random <= 30
trigger1 = P2movetype != H
trigger2 = P2bodydist X > 5
trigger2 = random <= 600 ; 300 peppo
trigger2 = P2movetype != H
trigger3 = P2movetype = H
trigger3 = P2bodydist X > 5 && P2bodydist X <= 150
trigger3 = P2bodydist Y <= -80
trigger3 = random <= 650
trigger4 = stateno = 1010
trigger4 = AnimElem = 8, >=0
trigger4 = random <= 950
trigger4 = P2bodydist X > 5 && P2bodydist X <= 150
trigger5 = stateno = 410
trigger5 = AnimElem = 5, >=0
trigger5 = random <= 950
trigger6 = stateno = 3166
trigger6 = AnimElem = 17, >= 0
trigger6 = random <= 600
trigger7 = stateno = 700
trigger7 = P2statetype = A
trigger7 = random <= 900
;---------------------------------------------------------------------------
[State -1, AI godrano punch forte]
type = ChangeState
value = 1020
triggerall = Var(7) >= 1
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random < 250
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >=2
trigger2 = random <= 250
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >=0
trigger3 = random <= 200
trigger4 = stateno = 12000
trigger4 = AnimElem = 8, >= 0
trigger4 = AnimElem = 9, <= 2
trigger4 = random <= 50
trigger5 = stateno = 12001
trigger5 = AnimElem = 23, >= 0
trigger5 = AnimElem = 25, <= 6
trigger5 = random <= 50
[State -1, AI godrano punch debole]
type = ChangeState
value = 1022
triggerall = Var(7) >= 1
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random < 250
trigger2 = stateno = 215
trigger2 = AnimElem = 5, >=2
trigger3 = stateno = 310
trigger3 = AnimElem = 4, >=0
trigger3 = random <= 200
trigger4 = stateno = 12000
trigger4 = AnimElem = 8, >= 0
trigger4 = AnimElem = 9, <= 2
trigger4 = random <= 50
trigger5 = stateno = 12001
trigger5 = AnimElem = 23, >= 0
trigger5 = AnimElem = 25, <= 6
trigger5 = random <= 50
;---------------------------------------------------------------------------
[State -1, AI Stomachevole Debole]
type = ChangeState
value = 12000
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodyDist X = [0,150]
trigger1 = ctrl
trigger1 = random < 50
trigger2 = stateno = 5120 || stateno = 5121
trigger2 = random < 40
trigger3 = stateno = 215
trigger3 = AnimElem = 5, >=2
trigger3 = random < 500
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >=0
trigger4 = random < 500
trigger5 = stateno = 310
trigger5 = AnimElem = 4, >=0
trigger5 = random < 500
trigger6 = stateno = 200
trigger6 = AnimElem = 4, >=0
trigger6 = random < 25
trigger7 = stateno = 210
trigger7 = AnimElem = 7, >=5
trigger7 = random < 50
[State -1, AI Stomachevole Forte]
type = ChangeState
value = 12001
triggerall = Var(7) >= 1
triggerall = statetype != A
triggerall = stateno != 5200 || stateno != 5210
triggerall = P2bodyDist X = [0,170]
trigger1 = ctrl
trigger1 = random < 50
trigger2 = stateno = 5120 || stateno = 5121
trigger2 = random < 40
trigger3 = stateno = 215
trigger3 = AnimElem = 5, >=2
trigger3 = random < 500
trigger4 = stateno = 245
trigger4 = AnimElem = 4, >=0
trigger4 = random < 500
trigger5 = stateno = 310
trigger5 = AnimElem = 4, >=0
trigger5 = random < 500
trigger6 = stateno = 316
trigger6 = AnimElem = 2, > 2
trigger6 = AnimElem = 7, < 1
trigger6 = random < 50
trigger7 = stateno = 200
trigger7 = AnimElem = 4, >=0
trigger7 = random < 25
trigger8 = stateno = 210
trigger8 = AnimElem = 7, >=5
trigger8 = random < 50
;---------------------------------------------------------------------------
[State -1, AI Tettonico]
type = ChangeState
value = 1000
triggerall = Var(7) >= 1
triggerall = P2bodydist X > 20
triggerall = statetype = S
triggerall = P2statetype != A
triggerall = P2movetype != H
trigger1 = ctrl
trigger1 = random < 550
trigger2 = stateno = 700
trigger2 = P2bodydist X > 100
trigger2 = random <= 980
[State -1, AI Tettonico]
type = ChangeState
value = 1010
triggerall = Var(7) >= 1
triggerall = P2bodydist X > 20
triggerall = statetype = S
triggerall = P2statetype != A
triggerall = P2movetype != H
trigger1 = ctrl
trigger1 = random < 700
trigger2 = stateno = 700
trigger2 = P2bodydist X > 100
trigger2 = random <= 980
;------------------------------------------
[State -1, AI Fall On Me]
type = ChangeState
value = 1300
;triggerall = var(9) != 1
triggerall = Var(7) >= 1
trigger1 = statetype = A && ctrl
;trigger1 = Pos Y < -70
trigger1 = p2bodydist X <= 150
trigger1 = random <= 200
trigger2 = stateno = 630 || stateno = 640
trigger2 = movecontact
;------------------------------------------
[State -1, AI Imminent Dog Stand]
type = ChangeState
value = 311
triggerall = Var(7) >= 1
triggerall = statetype != A && ctrl
trigger1 = random <= 850
trigger2 = P2bodydist X > 20
trigger2 = P2bodydist X < 70
trigger2 = random <= 800
trigger3 = stateno = 705
trigger3 = random <= 550
trigger4 = P2bodydist X < 40
trigger4 = random <= 400
[State -1, AI Imminent Dog Stand -> capriola avanti]
type = ChangeState
value = 750
triggerall = Var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1
trigger1 = p2movetype = A
trigger2 = enemy, Numproj > 0 && random <= 550
trigger3 = ProjGuardedTime(0) != -1 && ProjGuardedTime(0) < 30 && random <= 50
[State -1, AI Imminent Dog Stand -> Presa In Aria]
type = ChangeState
value = 3000
triggerall = Var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1
triggerall = P2statetype = A
triggerall = P2bodydist X <= 150
triggerall = stateno != 3000 || stateno != 3001 || stateno != 3050 || stateno != 3051
;triggerall = ctrl = 1
;trigger1 = ctrl = 1
trigger1 = random <= 30
trigger1 = P2movetype != H
trigger2 = P2bodydist X > 5
trigger2 = random <= 600 ; 300 peppo
trigger2 = P2movetype != H
trigger3 = P2movetype = H
trigger3 = P2bodydist X > 5 && P2bodydist X <= 150
trigger3 = P2bodydist Y <= -60
trigger3 = random <= 600 ;300 peppo
[State -1, AI Imminent Dog Stand -> The Wall]
type = ChangeState
value = 313
triggerall = Var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1
triggerall = P2bodydist X > 60
triggerall = P2movetype != H
trigger1 = random <= 400
[State -1, AI Imminent Dog Stand -> Un Due Tre!]
type = ChangeState
value = 3165
triggerall = Var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1
triggerall = P2bodydist X < 80
trigger1 = random <= 500
[State -1, AI Imminent Dog Stand -> Quattro Cinque Sei]
type = ChangeState
value = 3166
triggerall = Var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1
triggerall = P2bodydist X < 80
trigger1 = random <= 500
[State -1, AI Imminent Dog Stand -> Perfetto Punch Due]
type = ChangeState
value = 3160
triggerall = var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1 || stateno = 3165 & AnimElem = 18, >=0 & random < 999
triggerall = power >= 2000
triggerall = P2statetype != L
trigger1 = random < 100
trigger2 = p2statetype = A
trigger2 = P2bodydist X >= 15
trigger2 = P2bodydist X <= 80
trigger2 = random < 875
trigger3 = P2bodydist X > 81
trigger3 = P2bodydist X < 150
trigger3 = random < 875
trigger4 = p2statetype = S
trigger4 = P2bodydist X >= 15
trigger4 = P2bodydist X <= 80
trigger4 = random < 875
trigger5 = P2bodydist X > 81
trigger5 = P2bodydist X < 150
trigger5 = random < 875
trigger6 = p2movetype = H
trigger6 = random < 850
trigger6 = P2bodydist X < 150
;trigger7 = stateno = 3165
;trigger7 = AnimElem = 11, >=0
;trigger7 = random < 999
[State -1, AI Imminent Dog Stand -> Aoristo Punch a Uno]
type = ChangeState
value = 3100
triggerall = var(7) >= 1
triggerall = stateno = 311 & AnimElem = 4, >1 || stateno = 3165 & AnimElem = 18, >=0 & random < 800
triggerall = power >= 1000
triggerall = P2statetype != L
trigger1 = random < 75
trigger2 = p2statetype = A
trigger2 = P2bodydist X >= 15
trigger2 = P2bodydist X <= 80
trigger2 = random < 875
trigger3 = P2bodydist X > 81
trigger3 = P2bodydist X < 130
trigger3 = random < 875
trigger4 = p2statetype = S
trigger4 = P2bodydist X >= 15
trigger4 = P2bodydist X <= 80
trigger4 = random < 875
trigger5 = P2bodydist X > 81
trigger5 = P2bodydist X < 130
trigger5 = random < 875
trigger6 = p2movetype = H
trigger6 = random < 850
trigger6 = P2bodydist X < 130
;trigger7 = stateno = 3165
;trigger7 = AnimElem = 11, >=0
;trigger7 = random < 888
;------------------------------------------
[State -1, AI teleportino]
type = ChangeState
value = 10010
triggerall = Var(7) >= 1
triggerall = stateno = 1021 & AnimElemTime(12) < 3
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random <= 780
;[State -1, AI Recovery]
;type = ChangeState
;value = 5200
;triggerall = Var(7) >= 1
;trigger1 = life > 9999
;trigger1 = random <= 1
;[State -1, AI Recovery Air]
;type = ChangeState
;value = 5210
;triggerall = Var(7) >= 1
;trigger1 = life > 9999
;trigger1 = random <= 1