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Command List — Kuando.zip ← Back to Overview

;-|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
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