;-| 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)