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Command List — Omegapsycho MK3 Template.zip ← Back to Overview

;-| Button Remapping |---------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Fatality1" command = ~F,F,F,F time = 40 [Command] name = "Fatality2" command = ~B,B,B,B time = 60 [Command] name = "Guarding" command = /z time = 1 [Command] name = "TripleKFPalm" command = ~x+a time = 20 [Command] name = "SmashKFUpper" command = ~a+z time = 20 [Command] name = "blocking" command = $F,x time = 5 [Command] name = "blocking" ;Same name as above (buttons in opposite order) command = x,$F time = 5 [Command] name = "upper_x" command = ~F,D,x time = 35 [Command] name = "upper_y" command = ~F,D,y time = 30 [Command] name = "upper_xy" command = ~F,D,x+y time = 20 [Command] name = "QCF_x" command = ~D,F,x time = 25 [Command] name = "QCF_y" command = ~D,F,y time = 28 [Command] name = "QCF_xy" command = ~D,F,x+y time = 35 [Command] name = "QCB_x" command = ~D,B,x time = 30 [Command] name = "QCB_y" command = ~D,B,y time = 20 [Command] name = "QCB_xy" command = ~D,B,x+y time = 25 [Command] name = "QCF_a" command = ~D,F,a time = 35 [Command] name = "QCF_b" command = ~D,F,b time = 30 [Command] name = "QCF_ab" command = ~D,F,a+b time = 20 [Command] name = "FF_ab" command = F, F, a+b time = 25 [Command] name = "FF_a" command = F, F, a time = 35 [Command] name = "FF_b" command = F, F, b time = 30 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| AI |------------------------------------------------------ [StateDef -1] ;AI [State -1, AI] type = VarSet triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = AIlevel != 0 trigger1 = 1 var(50) = 1 ;=========================================================================== ;--------------------------------------------------------------------------- [State -2, NO-FATALITY] type = Varset triggerall = 1 trigger1 = p2name = "MOTARO" || enemy,name = "MOTARO" trigger2 = p2name = "KINTARO-BOSS" || enemy,name = "KINTARO-BOSS" trigger3 = p2name = "SHAO KAHN-BOSS" || enemy,name = "SHAO KAHN-BOSS" trigger4 = enemy,AuthorName = "OMEGAPSYCHO-BOSS" trigger5 = enemy,AuthorName = "OMEGAPSYCHO-MKSecret" trigger6 = enemy,AuthorName = "OMEGAPSYCHO-MKBoss" v = 58 value = 0 ;FATALITY TIME [State 10000, 1] type = Helper triggerall = 1 triggerall = NumHelper(7000) = 0 triggerall = RoundState = 2 triggerall = p2statetype != A triggerall = P2Life <= 1 triggerall = P2StateNo != 49999 triggerall = RoundNo >1 triggerall = var(58) >= 1 triggerall = var(55) = 0 trigger1 = NumEnemy = 1 trigger1 = NumPartner = 0 ID = 7000 stateno = 7000 pos = 160, -140 postype = left helpertype = normal name = "FINISH_HIM_MODE" keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 ;FATALITY TIME (BACKUP) [State 10000, 2] type = Helper triggerall = 1 triggerall = NumHelper(7001) = 0 triggerall = RoundState = 2 triggerall = p2statetype != A triggerall = P2Life <= 1 triggerall = P2StateNo != 49999 triggerall = RoundNo >1 triggerall = var(58) >= 1 triggerall = var(55) = 0 trigger1 = NumEnemy = 1 trigger1 = NumPartner = 0 ID = 7001 stateno = 7001 pos = 160, -140 postype = left helpertype = normal name = "FINISH_HIM_MODE_BACKUP" keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 ; Guarding [State -1, Guarding] type = ChangeState triggerall = var(40) = 0 triggerall = RoundState = 2 triggerall = stateno != 120 triggerall = stateno != 140 triggerall = ctrl triggerall = statetype = S || statetype = C trigger1 = command = "Guarding" value = 120 ;============================================== ;STRONG PUNCH [State -1,STRONG PUNCH] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "x" triggerall = command != "blocking" triggerall = command != "Fatality2" triggerall = statetype != A triggerall = p2bodydist x > 14 trigger1 = Ctrl ignorehitpause = 1 value = 200 [State -1,STRONG PUNCH] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "y" triggerall = command != "blocking" triggerall = command != "blocking" triggerall = statetype != A trigger1 = Ctrl ignorehitpause = 1 value = 200 ;THROW [State -1,THROW] type = ChangeState triggerall = RoundState = 2 triggerall = command = "x" triggerall = command != "blocking" triggerall = command != "Fatality2" triggerall = statetype != A triggerall = p2bodydist x <= 14 trigger1 = Ctrl ignorehitpause = 1 value = 700 ;STRONG KICK [State -1,STRONG KICK] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "a" triggerall = command != "blocking" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl ignorehitpause = 1 value = 250 [State -1,STRONG KICK] type = ChangeState triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "b" triggerall = command != "blocking" triggerall = command != "Fatality1" triggerall = statetype != A trigger1 = Ctrl ignorehitpause = 1 value = 250 ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1070 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "FF_ab" trigger1 = statetype != A triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Knee [State -1, Light Kung Fu Knee] type = ChangeState value = 1050 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "FF_a" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "FF_b" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Fast Kung Fu Palm (1/3 super bar) [State -1, Fast Kung Fu Palm] type = ChangeState value = 10200 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_xy" triggerall = power >= 330 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Light Kung Fu Palm] type = ChangeState value = 10000 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_x" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, Strong Kung Fu Palm] type = ChangeState value = 10100 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) [State -1, Fast Kung Fu Upper] type = ChangeState value = 1120 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "upper_xy" trigger1 = statetype != A triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Upper [State -1, Light Kung Fu Upper] type = ChangeState value = 1100 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "upper_x" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Upper [State -1, Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "upper_y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1220 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCB_xy" trigger1 = statetype != A triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1200 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCB_x" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCB_y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;High Kung Fu Blocking (High) [State -1, High Kung Fu Blocking High] type = ChangeState value = 1300 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "blocking" triggerall = command != "holddown" trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 1310 || stateno = 1330 trigger2 = time > 0 ;--------------------------------------------------------------------------- ;High Kung Fu Blocking (Low) [State -1, High Kung Fu Blocking Low] type = ChangeState value = 1320 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "blocking" triggerall = command = "holddown" trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 1310 || stateno = 1330 trigger2 = time > 0 ;--------------------------------------------------------------------------- ;High Kung Fu Blocking (Air) [State -1, High Kung Fu Blocking Low] type = ChangeState value = 1340 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "blocking" triggerall = command != "holdup" triggerall = command != "holddown" trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 1350 trigger2 = time > 0 ;--------------------------------------------------------------------------- ;Far Kung Fu Zankou [State -1, Far Kung Fu Zankou] type = ChangeState value = 1420 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_ab" trigger1 = statetype != A triggerall = power >= 330 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Zankou [State -1, Light Kung Fu Zankou] type = ChangeState value = 1400 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_a" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Strong Kung Fu Zankou [State -1, Strong Kung Fu Zankou] type = ChangeState value = 1410 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "QCF_b" trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3050 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "SmashKFUpper" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 ;From blocking ;--------------------------------------------------------------------------- ;Triple Kung Fu Palm (uses one super bar) [State -1, Triple Kung Fu Palm] type = ChangeState value = 3000 triggerall = var(50) = 0 triggerall = RoundState = 2 triggerall = command = "TripleKFPalm" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 ;From blocking ;=========================================================================== ;FATALITY # 1 [State -1, FATALITY # 1] type = ChangeState triggerall = P2Dist X < 320 triggerall = RoundState = 2 triggerall = p2stateno != [5050,5150] triggerall = p2stateno = 49999 triggerall = var(55) >= 1 triggerall = command = "Fatality1" triggerall = statetype != A trigger1 = stateno = [120,140] trigger2 = Ctrl ignorehitpause = 1 value = 1000 ;FATALITY # 2 [State -1, FATALITY #2] type = ChangeState triggerall = P2Dist X < 320 triggerall = RoundState = 2 triggerall = p2stateno != [5050,5150] triggerall = p2stateno = 49999 triggerall = var(55) >= 1 triggerall = command = "Fatality2" triggerall = statetype != A trigger1 = stateno = [120,140] trigger2 = Ctrl ignorehitpause = 1 value = 2000 ;**************************************************************************** ;**************************************************************************** ;***************************A.I.********************************************* ;**************************************************************************** ;**************************************************************************** ; Guarding [State -1, Guarding] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = NumHelper(7000) = 0 triggeral = P2StateNo != 49999 triggerall = Movetype = I triggerall = p2Movetype != I || enemynear,movetype != I triggerall = p2Movetype = A || enemynear,movetype = A triggerall = p2Statetype != C triggerall = stateno != 120 triggerall = stateno != 131 triggerall = stateno != 140 triggerall = stateno != 25 triggerall = ctrl triggerall = statetype != A trigger1 = P2Dist X <200 trigger1 = p2movetype = A trigger1 = p2statetype = S trigger2 = enemy, NumProj >= 1 trigger2 = P2Dist X <=120 trigger2 = statetype = S trigger3 = P2Dist X <20 trigger3 = p2movetype = A trigger3 = p2statetype = S trigger4 = enemy, NumProj >= 1 trigger4 = Random <=500 trigger4 = P2Dist X >=100 trigger4 = statetype = S ignorehitpause = 1 value = 120 ; Crouch Guarding [State -1, Guarding] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = NumHelper(7000) = 0 triggeral = P2StateNo != 49999 triggerall = p2Movetype != I || enemynear,movetype != I triggerall = p2Movetype = A || enemynear,movetype = A triggerall = p2Statetype != S triggerall = stateno != 120 triggerall = stateno != 130 triggerall = stateno != 140 triggerall = stateno != 25 triggerall = ctrl triggerall = statetype != A trigger1 = P2Dist X <200 trigger1 = p2movetype = A trigger1 = p2statetype = C trigger2 = enemy, NumProj >= 1 trigger2 = P2Dist X <=120 trigger2 = statetype = C trigger3 = P2Dist X <20 trigger3 = p2movetype = A trigger3 = p2statetype = C trigger4 = enemy, NumProj >= 1 trigger4 = Random <=500 trigger4 = P2Dist X >=100 trigger4 = statetype = C ignorehitpause = 1 value = 131 ;STRONG PUNCH [State -1,STRONG PUNCH] type = ChangeState triggerall = var(50) = 1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = life>1 triggerall = p2life>2 triggerall = Movetype = I triggerall = ctrl triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2bodydist X < 60 trigger1 = p2statetype = S && enemynear,movetype != A && random = [651,999] trigger2 = p2statetype = C trigger2 = p2bodydist X < 15 && random = [0,300] ignorehitpause = 1 value = 200 ;THROW & FRONT KICKS [State -1,THROW & FRONT KICKS] type = ChangeState triggerall = var(50) = 1 triggerall = stateno !=210 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2bodydist x <= 10 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = movetype = I triggerall = statetype = S triggerall = p2statetype != L triggerall = p2statetype != A triggerall = p2movetype != H trigger1 = Ctrl || stateno = [120,140] ignorehitpause = 1 value = 700 ;GRAB & POUND [State -1,GRAB & POUND] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L trigger1 = p2movetype = A trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X < 50 trigger2 = p2statetype = A trigger2 = enemynear,vel x >0 trigger2 = p2bodydist X < 50 trigger2 = p2movetype = A ignorehitpause = 1 value = 10000 ;GRAB & POUND [State -1,GRAB & POUND] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L trigger1 = p2movetype = A trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X < 50 trigger2 = p2statetype = A trigger2 = enemynear,vel x >0 trigger2 = p2bodydist X < 50 trigger2 = p2movetype = A ignorehitpause = 1 value = 10100 ;GRAB & POUND [State -1,GRAB & POUND] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L trigger1 = p2movetype = A trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X < 50 trigger2 = p2statetype = A trigger2 = enemynear,vel x >0 trigger2 = p2bodydist X < 50 trigger2 = p2movetype = A ignorehitpause = 1 value = 10200 ;FIREBALL [State -1, FIREBALL] type = ChangeState triggerall = var(50) =1 triggerall = NumProjID(501) = 0 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype != A triggerall = statetype != L triggerall = stateno != 500 trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype != A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = 1050 ;FIREBALL [State -1, FIREBALL] type = ChangeState triggerall = var(50) =1 triggerall = NumProjID(501) = 0 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype != A triggerall = statetype != L triggerall = stateno != 500 trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype = A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = 1060 ;FIREBALL [State -1, FIREBALL] type = ChangeState triggerall = power >= 330 triggerall = var(50) =1 triggerall = NumProjID(501) = 0 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = statetype != A triggerall = statetype != L triggerall = stateno != 500 trigger1 = Ctrl trigger1 = p2movetype = A trigger1 = p2statetype != A trigger1 = enemynear,vel x <=0 trigger1 = p2bodydist X > 80 trigger1 = p2bodydist Y >-120 trigger2 = Ctrl trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 || enemynear, anim = 41 trigger2 = p2bodydist X > 180 trigger2 = p2bodydist Y >-120 trigger3 = Ctrl trigger3 = enemynear,vel x = 0 trigger3 = p2bodydist X > 190 trigger3 = p2movetype = A trigger3 = p2statetype != A trigger3 = enemy, NumProj =0 trigger3 = random <= 400 trigger4 = Ctrl trigger4 = enemynear,vel x <0 trigger4 = enemynear, Stateno = [5030,5050] trigger4 = p2bodydist X > 100 trigger4 = random <=400 trigger5 = Ctrl || stateno = [120,140] trigger5 = p2movetype = A trigger5 = p2bodydist X > 100 trigger6 = Ctrl trigger6 = enemynear,vel x = 0 trigger6 = p2bodydist X > 250 trigger6 = enemy, NumProj >=1 trigger6 = random <= 200 trigger7 = Ctrl trigger7 = P2stateno = [123456,123458] ignorehitpause = 1 value = 1070 ;TELEPORT [State -1, TELEPORT] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = stateno != [700,770] triggerall = statetype != A triggerall = Random < AILevel *11 triggerall = RoundState = 2 triggerall = movetype != H triggerall = p2movetype != H triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = P2Dist X <50 trigger1 = BackEdgeBodyDist <50 trigger1 = p2movetype = A trigger2 = p2movetype = A trigger2 = p2statetype = C trigger2 = enemynear,vel x = 0 trigger2 = p2bodydist X < 50 value = 1100 ;TELEPORT [State -1, TELEPORT] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = stateno != [700,770] triggerall = statetype != A triggerall = Random < AILevel *11 triggerall = RoundState = 2 triggerall = movetype != H triggerall = p2movetype != H triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = P2Dist X <50 trigger1 = BackEdgeBodyDist <50 trigger1 = p2movetype = A trigger2 = p2movetype = A trigger2 = p2statetype = C trigger2 = enemynear,vel x = 0 trigger2 = p2bodydist X < 50 value = 1110 ;TELEPORT [State -1, TELEPORT] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = stateno != [700,770] triggerall = statetype != A triggerall = Random < AILevel *11 triggerall = RoundState = 2 triggerall = movetype != H triggerall = p2movetype != H triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = P2Dist X <50 trigger1 = BackEdgeBodyDist <50 trigger1 = p2movetype = A trigger2 = p2movetype = A trigger2 = p2statetype = C trigger2 = enemynear,vel x = 0 trigger2 = p2bodydist X < 50 value = 1120 ;STRONG KICK [State -1,STRONG KICK] type = ChangeState triggerall = var(50) = 1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = life>1 triggerall = p2life>2 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = statetype != A triggerall = ctrl triggerall = statetype != L trigger1 = p2movetype != H trigger1 = p2bodydist X <100 trigger1 = p2statetype = A trigger1 = enemynear,vel x >0 trigger2 = p2movetype = A trigger2 = p2statetype != A trigger2 = p2bodydist X <100 trigger2 = enemynear,vel x >0 ignorehitpause = 1 value = 250 ;SUPER JUMP [State -1,SUPER JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemy, NumProj >= 1 trigger2 = enemynear,vel x >0 trigger2 = p2bodydist X > 200 trigger2 = p2movetype = A trigger2 = p2statetype = S ignorehitpause = 1 value = 1200 ;SUPER JUMP [State -1,SUPER JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemy, NumProj >= 1 trigger2 = enemynear,vel x >0 trigger2 = p2bodydist X > 200 trigger2 = p2movetype = A trigger2 = p2statetype = S ignorehitpause = 1 value = 1210 ;SUPER JUMP [State -1,SUPER JUMP] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemy, NumProj >= 1 trigger2 = enemynear,vel x >0 trigger2 = p2bodydist X > 200 trigger2 = p2movetype = A trigger2 = p2statetype = S ignorehitpause = 1 value = 1220 ;RUN JUMP FWD [State -1,RUN JUMP FWD] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = statetype != A triggerall = p2movetype != A triggerall = P2Dist X >250 triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemynear,stateno = 40 trigger2 = enemynear,stateno = 45 trigger3 = enemynear,stateno = 50 trigger4 = enemynear,stateno = 51 trigger5 = enemynear,stateno = 52 ignorehitpause = 1 value = 1300 ;RUN JUMP FWD [State -1,RUN JUMP FWD] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = statetype != A triggerall = p2movetype != A triggerall = P2Dist X >250 triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemynear,stateno = 40 trigger2 = enemynear,stateno = 45 trigger3 = enemynear,stateno = 50 trigger4 = enemynear,stateno = 51 trigger5 = enemynear,stateno = 52 ignorehitpause = 1 value = 1320 ;RUN JUMP FWD [State -1,RUN JUMP FWD] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = Random < AILevel *12 triggerall = statetype = A triggerall = p2movetype != A triggerall = P2Dist X >250 triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemynear,stateno = 40 trigger2 = enemynear,stateno = 45 trigger3 = enemynear,stateno = 50 trigger4 = enemynear,stateno = 51 trigger5 = enemynear,stateno = 52 ignorehitpause = 1 value = 1340 ;TAIL TRIP [State -1,TAIL TRIP ] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 760 triggerall = RoundState = 2 triggerall = Random < AILevel *2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L triggerall = p2movetype != H trigger1 = p2statetype = C trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X > 90 trigger2 = p2statetype = S trigger2 = p2bodydist X > 110 ignorehitpause = 1 value = 1400 ;TAIL TRIP [State -1,TAIL TRIP ] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 760 triggerall = RoundState = 2 triggerall = Random < AILevel *2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L triggerall = p2movetype != H trigger1 = p2statetype = C trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X > 90 trigger2 = p2statetype = S trigger2 = p2bodydist X > 110 ignorehitpause = 1 value = 1410 ;TAIL TRIP [State -1,TAIL TRIP ] type = ChangeState triggerall = power >= 330 triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 760 triggerall = RoundState = 2 triggerall = Random < AILevel *2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L triggerall = p2movetype != H trigger1 = p2statetype = C trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X > 90 trigger2 = p2statetype = S trigger2 = p2bodydist X > 110 ignorehitpause = 1 value = 1420 ;NO JUMP [State -1,NO JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = RoundState = 2 triggerall = stateno = 40 trigger1 = 1 ignorehitpause = 1 value = Ifelse(random<=500, 250, Ifelse(random>500, 770,500)) ;--- OLD A.I. ;STRONG PUNCH [State -1,STRONG PUNCH] type = ChangeState triggerall = var(50) = 1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = life>0 triggerall = p2life>2 triggerall = RoundState = 2 triggerall = Movetype = I triggerall = ctrl triggerall = Random <300 triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2bodydist X < 60 trigger1 = p2statetype = S && enemynear,movetype != A && random = [651,999] trigger2 = p2statetype = C trigger2 = p2bodydist X < 15 && random = [0,300] ignorehitpause = 1 value = ifelse(enemynear,stateno = 49999,1000,200) [State -1,STRONG PUNCH] type = ChangeState triggerall = var(50) = 1 triggerall = life>0 triggerall = p2life>2 triggerall = RoundState = 2 triggerall = Movetype = I triggerall = ctrl triggerall = random = [0,300] triggerall = RoundState = 2 triggerall = statetype != A triggerall = p2statetype != L triggerall = p2bodydist X < 60 trigger1 = p2statetype = S && enemynear,movetype != A && random = [651,900] trigger2 = p2statetype = C trigger2 = p2bodydist X < 15 && random = [500,999] ignorehitpause = 1 value = 200 ;THROW [State -1,THROW] type = ChangeState triggerall = stateno != 357 triggerall = stateno != 196 triggerall = stateno != [354,357] triggerall = RoundState = 2 triggerall = p2bodydist x <= 34 triggerall = Random <=810 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = var(50) = 1 triggerall = movetype = I triggerall = statetype = S triggerall = p2statetype != A triggerall = p2movetype != H triggerall = p2statetype != L trigger1 = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 ignorehitpause = 1 value = 700 ;GRAB & POUND [State -1,GRAB & POUND] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L trigger1 = p2movetype = A trigger1 = p2statetype != C trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X < 100 trigger1 = random <= 350 trigger2 = enemynear,vel x <0 trigger2 = p2bodydist X < 60 trigger2 = p2movetype = H trigger2 = enemy, NumProj <= 0 trigger2 = random <= 300 ignorehitpause = 1 value = 10000 ;FIREBALL [State -1,FIREBALL] type = ChangeState triggerall = var(50) = 1 triggerall = p2name != "MOTARO" triggerall = p2name != "JADE MK2" triggerall = life>1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = stateno != [354,357] trigger1 = p2movetype = A trigger1 = p2statetype = A trigger1 = enemynear,vel x <0 trigger1 = p2bodydist X >50 trigger1 = random >300 trigger2 = enemynear, Stateno = 50 trigger2 = enemynear, anim = 43 trigger2 = random <= 700 trigger2 = p2bodydist X > 60 ignorehitpause = 1 value = 1050 ;TELEPORT [State -1, TELEPORT] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != [5100,5150] triggerall = stateno != [700,770] triggerall = statetype != A triggerall = RoundState = 2 triggerall = movetype != H triggerall = enemynear,movetype != H triggerall = p2movetype != H trigger1 = P2Dist X <90 trigger1 = BackEdgeDist < 30 trigger1 = movetype = I trigger2 = p2movetype = A trigger2 = p2statetype = C trigger2 = enemynear,vel x = 0 trigger2 = p2bodydist X < 90 trigger2 = random <= 400 trigger2 = Ctrl value = 1100 ;STRONG KICK [State -1,STRONG KICK] type = ChangeState triggerall = var(50) = 1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = life>1 triggerall = p2life>2 triggerall = RoundState = 2 triggerall = statetype != A triggerall = ctrl triggerall = statetype != L trigger1 = p2movetype != H trigger1 = p2bodydist X <175 trigger1 = random <= 30 trigger2 = p2movetype = A trigger2 = p2statetype = A trigger2 = p2bodydist X <100 trigger2 = random <= 30 ignorehitpause = 1 value = 250 ;SUPER JUMP [State -1,SUPER JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random =[301,999] triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemy, NumProj >= 1 trigger1 = Random <=430 trigger2 = enemynear,vel x = 0 trigger2 = p2bodydist X > 150 trigger2 = p2movetype = A trigger2 = p2statetype = S trigger2 = random <= 70 ignorehitpause = 1 value = 1200 ;SUPER JUMP [State -1,SUPER JUMP] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random =[301,999] triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemy, NumProj >= 1 trigger1 = Random <=430 trigger2 = enemynear,vel x = 0 trigger2 = p2bodydist X > 150 trigger2 = p2movetype = A trigger2 = p2statetype = S trigger2 = random <= 70 ignorehitpause = 1 value = 1300 ;RUN JUMP FWD [State -1,RUN JUMP FWD] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = Random =[1,400] triggerall = RoundState = 2 triggerall = statetype != A triggerall = enemynear,movetype = I triggerall = P2Dist X >210 triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 trigger1 = enemynear,stateno = 40 trigger2 = enemynear,stateno = 45 trigger3 = enemynear,stateno = 50 trigger4 = enemynear,stateno = 51 trigger5 = enemynear,stateno = 52 ignorehitpause = 1 value = 1320 ;TAIL TRIP [State -1,TAIL TRIP ] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 760 triggerall = RoundState = 2 triggerall = statetype = A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L trigger1 = p2movetype = A trigger1 = p2statetype = C trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X > 150 trigger1 = random <= 300 trigger2 = enemynear, Stateno = 11 trigger2 = enemynear, anim = 11 trigger2 = random <= 300 trigger2 = p2bodydist X > 150 ignorehitpause = 1 value = 1340 ;GRAB & POUND [State -1,GRAB & POUND] type = ChangeState triggerall = var(50) = 1 triggerall = life>1 triggerall = stateno != 357 triggerall = stateno != 196 triggerall = RoundState = 2 triggerall = statetype != A triggerall = Ctrl || stateno = 130 || stateno = 131 || stateno = 140 triggerall = statetype != L triggerall = p2statetype != L trigger1 = p2movetype = A trigger1 = p2statetype != C trigger1 = enemynear,vel x = 0 trigger1 = p2bodydist X < 100 trigger1 = random <= 350 trigger2 = enemynear,vel x <0 trigger2 = p2bodydist X < 60 trigger2 = p2movetype = H trigger2 = enemy, NumProj <= 0 trigger2 = random <= 300 ignorehitpause = 1 value = 1400 ;****************************FATALITY-A.I.****************** ;FATALITY [State -1, FATALITY] type = ChangeState triggerall = P2Dist X < 300 triggerall = var(50) = 1 triggerall = var(55) >= 1 triggerall = RoundState = 2 triggerall = Random < AILevel *11 triggerall = RoundState = 2 triggerall = statetype != A triggerall = movetype = I triggerall = enemynear,stateno = 49999 || p2stateno = 49999 triggerall = p2stateno != [5050,5150] trigger1 = Ctrl value = ifelse(random<=500,1000,2000)
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