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Command List — Frank-KM.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "CosplaySuper" command = ~D, DF, F, x+y time = 15 [Command] name = "CosplaySuper" command = ~D, DF, F, x+z time = 15 [Command] name = "CosplaySuper" command = ~D, DF, F, y+z time = 15 [Command] name = "DeadRising" command = ~F, D, B, x+y time = 15 [Command] name = "DeadRising" command = ~F, D, B, x+z time = 15 [Command] name = "DeadRising" command = ~F, D, B, y+z time = 15 [Command] name = "GoCarting" command = ~D, DF, F, a+b;~F, D, DF, F, D, DF, x time =15 [Command] name = "GoCarting" command = ~D, DF, F, a+c;~F, D, DF, F, D, DF, x time =15 [Command] name = "GoCarting" command = ~D, DF, F, b+c;~F, D, DF, F, D, DF, x time =15 ;-| Special Motions |------------------------------------------------------ [Command] name = "blocking" command = $F,x time = 3 [Command] name = "blocking" ;Same name as above (buttons in opposite order) command = x,$F time = 3 [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "DDP" command = D, D, x [Command] name = "DDP" command = D, D, y [Command] name = "DDP" command = D, D,z [Command] name = "QCB_s" command = ~D, DB, B, ~s [Command] name = "QCB_s" command = ~D, DB, B, s [Command] name = "DU_K" command = ~$D, U, ~a [Command] name = "DU_K" command = ~$D, U,a [Command] name = "DU_K" command = ~$D, U, ~b [Command] name = "DU_K" command = ~$D, U,b [Command] name = "DU_K" command = ~$D, U, ~c [Command] name = "DU_K" command = ~$D, U,c ;-| 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 buffer.time=3 [Command] name = "b" command = b time = 1 buffer.time=3 [Command] name = "c" command = c time = 1 buffer.time=3 [Command] name = "tool_x" command = ~x,x,x buffer.time=8 time=20 [Command] name="3p" command=x+y+z time=5 [Command] name="3k" command=a+b+c time=5 [Command] name = "x" command = x time = 1 buffer.time=3 [Command] name = "y" command = y time = 1 buffer.time=3 [Command] name = "z" command = z time = 1 buffer.time=3 [Command] name = "start" command = s time = 1 [Command] name = "up";Required (do not remove) command = U time = 1 [Command] name = "dwn";Required (do not remove) command = D time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdy";Required (do not remove) command = /y time = 1 [Command] name = "holdback";Required (do not remove) command = /$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 ;-| Single Button |--------------------------------------------------------- [Command] name = "mashable" command = x time = 2 [Command] name = "mashable" command = y time = 2 [Command] name = "mashable" command =z time = 2 [Command] name = "mashable" command = a time = 2 [Command] name = "mashable" command = b time = 2 [Command] name = "mashable" command =c time = 2 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;--ordered list of combos [State -1, Null] type = Null triggerall = !helper(10003),var(37) triggerall = movehit=1 ;|| (stateno=[1001,1002]) && time<2 triggerall = p2stateno!=5120 triggerall = AILevel >6 triggerall = var(59)=1 triggerall = random <45*AIlevel || var(31)>0 triggerall = var(31)=0 || var(31)=[1,16] trigger1= (anim=210||anim=410||anim=240) && (var(31)=0&& p2statetype!=A ) trigger1 =var(31):=1 trigger1 =var(34):=211 trigger2= (anim=211) && (var(31)=8) trigger2 =var(31):=9 trigger2 =var(34):=220 trigger3= (stateno=220) && (var(31)=9) trigger3 =var(31):=10 trigger3 =var(34):=1010 trigger4= (stateno=1010) && (var(31)=10) trigger4 =var(31):=11 trigger4 =var(34):=200 trigger5= (stateno=211) && (var(31)=1||var(31)=0) && p2statetype!=A trigger5 =var(31):=2 trigger5 =var(34):=400 trigger6= (anim=201) && (var(31)=11||var(31)=7) trigger6 =var(31):=cond(var(31)=11,12,8) trigger6 =var(34):=cond(var(31)=12,240,210) trigger7= (stateno=240) && (var(31)=12) trigger7 =var(31):=13 trigger7 =var(34):=420 trigger8= (anim=400) && (var(31)=2) trigger8 =var(31):=3 trigger8 =var(34):=410 trigger9= (anim=410) && (var(31)=3) trigger9 =var(31):=4 trigger9 =var(34):=420 trigger10= (anim=420) && (var(31)=4||var(31)=13) trigger10 =var(31):=cond(var(31)=13,14,5) trigger10 =var(34):=610 trigger10 = var(30):=1 trigger11= (anim=615) && (var(31)=5||var(31)=14) trigger11 =var(31):=cond(var(31)=14,15,6) trigger11 =var(34):=cond(var(31)=15,620,650) trigger11 = var(30):=0 trigger12= (stateno=620) && (var(31)=15) trigger12 =var(31):=16 trigger12 =var(34):=195 trigger13= (stateno=650) && (var(31)=6) trigger13 =var(31):=7 trigger13 =var(34):=200 trigger14= (stateno=195) && (var(31)=16) trigger14 =var(31):=0 trigger14 =var(34):=0 ignorehitpause=1 ;lvl2 [State -1, Null] type = Null triggerall = !helper(10003),var(37) triggerall = movehit=1 ;|| (stateno=[1001,1002]) && time<2 triggerall = p2stateno!=5120 triggerall = AILevel >6 triggerall = var(59)=[2,3] triggerall = random <45*AIlevel || var(31)>0 triggerall = var(31)=0 || var(31)=[20,40] trigger1= (anim=210||anim=410||stateno=240) && (var(31)=0&& p2statetype!=A ) trigger1 =var(31):=20 trigger1 =var(34):=420 trigger2= (stateno=250) && (var(31)=32) trigger2 =var(31):=33 trigger2 =var(34):=1120 trigger3= (stateno=220) && (var(31)=28) trigger3 =var(31):=29 trigger3 =var(34):=1010 trigger4= (stateno=1010) && (var(31)=29) trigger4 =var(31):=30 trigger4 =var(34):=200 trigger5= (anim=211) && (var(31)=27) trigger5 =var(31):=28 trigger5 =var(34):=220 trigger6= (anim=201) && (var(31)=23||var(31)=30||var(31)=35) trigger6 =var(31):=cond(var(31)=35,36,cond(var(31)=30,31,24)) trigger6 =var(34):=cond(var(31)=36,420,cond(var(31)=27,210,240)) trigger7= (stateno=240) && (var(31)=24||var(31)=31) trigger7 =var(31):=cond(var(31)=31,32,25) trigger7 =var(34):=cond(var(31)=25,1000,250) trigger8= (stateno=1120) && (var(31)=33) trigger8 =var(31):=34 trigger8 =var(34):=1020 trigger9= (stateno=1020) && (var(31)=34) trigger9 =var(31):=35 trigger9 =var(34):=200 trigger10= (anim=420) && (var(31)=20||var(31)=36) trigger10 =var(31):=cond(var(31)=36,37,21) trigger10 =var(34):=610 trigger10 = var(30):=1 trigger11= (anim=[616,617]) && (var(31)=21||var(31)=37) trigger11 =var(31):=cond(var(31)=37,38,22) trigger11 =var(34):=cond(var(31)=38,620,650) trigger11 = var(30):=0 trigger12= (stateno=620) && (var(31)=38) trigger12 =var(31):=39 trigger12 =var(34):=195 trigger13= (stateno=650) && (var(31)=22) trigger13 =var(31):=23 trigger13 =var(34):=200 trigger14= (stateno=195) && (var(31)=39) trigger14 =var(31):=0 trigger14 =var(34):=0 trigger15= (stateno=1000) && (var(31)=25) trigger15 =var(31):=26 trigger15 =var(34):=200 trigger16= (stateno=200) && (var(31)=26) trigger16 =var(31):=27 trigger16 =var(34):=210 ignorehitpause=1 [State -1, AIgh4] type = ChangeState value = var(34) triggerall = !helper(10003),var(37) triggerall = var(34)>0 triggerall = var(34)!=var(35) triggerall = stateno!=[3001,3020] triggerall = var(34)=3000&&power>=500|| var(34)!=3000 triggerall = roundstate=2 triggerall = var(32)=0 triggerall = stateno!=var(34) ;triggerall = numhelper(1001)=0 || var(45)!=[1000,1007] trigger1 = (ctrl&& statetype!=A||stateno=20) && p2bodydist x <60 && p2bodydist y>-65 trigger1=var(31)=2||var(31)=7||var(31)=1||var(31)=16||var(31)=11||var(31)=23||var(31)=26||var(31)=30||var(31)=35||var(31)=39 trigger2 = (ctrl&& statetype=A) trigger2=var(31)=14||var(31)=5||var(31)=21||var(31)=37 trigger3 = (var(31)=1||var(31)=3||var(31)=4||var(31)=6||var(31)=8||var(31)=9||var(31)=10||var(31)=12||var(31)=13||var(31)=15||var(31)=17) trigger3 = movehit trigger4 = (var(31)=20||var(31)=22||var(31)=24||var(31)=25||var(31)=27||var(31)=28||var(31)=29||var(31)=31||var(31)=32||var(31)=33||var(31)=36||var(31)=38) trigger4 = movehit trigger5 = (ctrl&& statetype!=A||stateno=20) && p2bodydist y>-60 trigger5=var(31)=34 ;=========================================================================== ;------------------------------------------------------------------------ [State -1, AI MS] type = ChangeState value = 3100 triggerall = AILevel >0 triggerall = random <= 35*AIlevel triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall=power>=3000 triggerall =(ctrl||stateno=40||stateno=52||(stateno=[100,105])||stateno=[10,12])||stateno=900 && animelemtime(3)>0 && p2movetype=A && p2bodydist x =[-35,55] triggerall = stateno != [200,9999] triggerall = enemy,anim!=5120 triggerall = helper(10003),var(11)=0&&helper(10003),var(10)=0 Triggerall = (RoundState = 2) triggerall = (p2MoveType != H) trigger1 =( p2bodydist X = [-15,53]) && p2dist y <= 0 trigger2 = (p2stateno =[120,150]) &&((p2bodydist X =[-15,53]) && p2dist y <= 0) trigger3= stateno=1100 &&animelemtime(5)>0 && p2movetype=A trigger4 = stateno=900 && animelemtime(3)>0 && p2movetype=A ;--------------------------------------------------------------------------- [State -1, RMBAI] type = ChangeState value = 3050 triggerall = AILevel >0 && roundstate =2 && power >=1000 triggerall = (p2stateno!=[120,155]) triggerall = numhelper(3001) <= 0&& (p2bodydist y = [-35,0]) && (enemy, vel y >=0 || stateno=1110) triggerall = (p2bodydist x=[45,110]) || movehit || enemy,numproj >0 && p2movetype=A triggerall = movetype != H triggerall = var(31)=0 || enemy,life<225 triggerall = statetype!=A Triggerall = random <15*AIlevel || movehit && random <25*AIlevel triggerall = p2statetype != L || movehit && enemy, pos y<0 trigger1 = (ctrl||(stateno=[100,105])||stateno=[10,12]) && p2movetype=A trigger2 = (stateno = 210) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger3 = (stateno = 240) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger4 = (stateno = 230)&& (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger5 = (stateno = 410) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger6 = (stateno = 440) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger7 = (stateno = 220) && movecontact&& AIlevel <3 && p2statetype!=A trigger8 = (stateno = 450) && movecontact&& AIlevel <3 trigger9= (stateno = 250) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger10 =(stateno=[1100,1120])&&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<600&&var(59)>1 ) trigger11 = anim=301 &&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<250 ) trigger12= stateno=1100 &&animelemtime(5)>0 && p2movetype=A trigger13 = stateno=900 && animelemtime(3)>0 && p2movetype=A ;----------------------------------- [State -1, RMBAI] type = ChangeState value = 3002 triggerall = AILevel >0 triggerall = roundstate = 2 triggerall = helper(10003),var(8)=0||movehit triggerall = (p2bodydist y = [-100,0]) triggerall = p2bodydist x<=45 && p2statetype=A || (p2bodydist x =[100,175]) || p2bodydist x >80 && movecontact triggerall = var(31)=0 || enemy,life<300 && (p2statetype=L||p2statetype=A && enemynear,hitfall) triggerall = stateno !=[800,4999] triggerall = var(55)=2 triggerall = power >=1000 triggerall = statetype!=A triggerall = p2statetype=A&& p2movetype!=H || p2statetype=L || moveguarded triggerall = !(EnemyNear,IsHelper) triggerall = movetype != H trigger1 = (ctrl||(stateno=[100,105])||stateno=[10,12]) trigger3 = (stateno = 240) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger5 = (stateno = 410) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger6 = (stateno = 440) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger7 = (stateno = 220) && movecontact&& AIlevel <3 && p2statetype!=A trigger8= (stateno = 250) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 ) trigger9 =(stateno=[1100,1120])&&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<600&&var(59)>1 ) trigger10= stateno=1100 &&animelemtime(5)>0 && p2movetype=A trigger12 = stateno=900 && animelemtime(3)>0 && p2movetype=A && p2bodydist x <0 ;--------------------------------------------------------------------------- [State -1, RMBAI] type = ChangeState value = 3001 triggerall = AILevel >0 && roundstate =2 && power >=1000 triggerall = (p2stateno!=[120,155]) triggerall = numhelper(3001) <= 0&& ((p2bodydist y = [-15,0]) && enemy, vel y >=0 ||(p2bodydist y = [-20,0]) && movehit) triggerall = (p2bodydist x>130) || movehit || enemy,numproj >0 triggerall = movetype != H triggerall = var(55)=1 triggerall = var(31)=0 || enemy,life<200 triggerall = statetype!=A Triggerall = random <20*AIlevel || movehit && random <25*AIlevel triggerall = p2statetype != L || movehit && enemy, pos y<0 trigger1 = (ctrl||(stateno=[100,105])||stateno=[10,12]) trigger2 = (stateno = 210) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250&&var(59)>2 ) trigger3 = (stateno = 240) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250&&var(59)>2 ) trigger4 = (stateno = 230)&& (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 &&var(59)>2) trigger5 = (stateno = 410) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 &&var(59)>2) trigger6 = (stateno = 440) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250&&var(59)>2 ) trigger7 = (stateno = 220) && movecontact&& AIlevel <3 && p2statetype!=A trigger8 = (stateno = 450) && movecontact&& AIlevel <3 trigger9= (stateno = 250) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 &&var(59)>1) trigger10 =(stateno=[1100,1120])&&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<600&&var(59)>1 ) trigger11 = anim=301 &&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<250&&var(59)>1 ) trigger12= stateno=1100 &&animelemtime(5)>0 && p2movetype=A trigger13 = stateno=900 && animelemtime(3)>0 && p2movetype=A ;trigger21 = (ctrl||(stateno=[100,105])||stateno=[10,12])&& p2statetype=A && var(55)!=1 && p2bodydist x =[0,45] ;--------------------------------------------------------------------------- [State -1, RMBAI] type = ChangeState value = 3000;+var(55) triggerall = AILevel >0 && roundstate =2 && power >=1000 triggerall = (p2stateno!=[120,155]) triggerall = numhelper(3001) <= 0&& (p2bodydist y = [-60,-25]) || movehit triggerall = (p2bodydist x>120) || movehit || enemy,numproj >0 triggerall = movetype != H triggerall = var(55)=0 triggerall = var(31)=0|| enemy,life<200 triggerall = statetype!=A Triggerall = random <10*AIlevel || movehit && random <20*AIlevel triggerall = p2statetype != L || movehit && enemy, pos y<0 trigger1 = (ctrl||(stateno=[100,105])||stateno=[10,12]) trigger2 = (stateno = 200) && movecontact && AIlevel <3 trigger3 = (stateno = 210) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250&&var(59)>1 ) trigger4 = (stateno = 240) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250&&var(59)>1 ) trigger5 = (stateno = 230)&& (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 &&var(59)>1) trigger6 = (stateno = 400) && movecontact&& AIlevel <3 trigger7 = (stateno = 410) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 &&var(59)>1) trigger8 = (stateno = 440) && (movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250&&var(59)>1 ) trigger9 = (stateno = 430)&& movecontact&& AIlevel <3 trigger10 = (stateno = 220) && movecontact&& AIlevel <3 trigger11 = (stateno = 450) && movecontact&& AIlevel <3 trigger12= (stateno = 250) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5&& enemy,life<250 &&var(59)>1) trigger13 =stateno=1000&&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& (enemy,life<600&&var(59)>1&&var(6)=0|| enemy,life<200) )&& numexplod(1000)>3 trigger14 = stateno=651 trigger15 =(stateno=[1100,1120])&&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<600&&var(59)>1 ) trigger16 = anim=301 &&(movecontact&&AILevel<=4 || movehit&&AILevel>5&& enemy,life<250&&var(59)>1 ) trigger17= stateno=1100 &&animelemtime(5)>0 && p2movetype=A trigger18 = stateno=900 && animelemtime(3)>0 && p2movetype=A trigger19 = movecontact&&stateno=[1300,1301] trigger20 = anim=303 && movecontact ;trigger21 = (ctrl||(stateno=[100,105])||stateno=[10,12])&& p2statetype=A && var(55)!=1 && p2bodydist x =[0,45] ;--------------------------------------------------------- [State -1, Strong Kung Fu Palm] type = ChangeState value = 1351 triggerall = roundstate=2 triggerall = AIlevel>0 triggerall = var(18)>40 triggerall = statetype != A triggerall = random <32*AILevel triggerall = var(31)=0 triggerall= p2bodydist x =[-10,60] triggerall= p2bodydist y <-25 || p2bodydist y = 0 triggerall = var(59)>3 trigger1 = (ctrl||(stateno=[100,105])||stateno=[10,12]) && (p2statetype=A||p2movetype=A) && (p2movetype!=H||p2stateno=[120,155])&& p2stateno!=10612 && p2stateno!=441 ;--------------------------------------------------------------------------- ;????? [State -1, T S] type = ChangeState value = 900 triggerall = random <ifelse(helper(10003),var(8)=0,30*AIlevel,ifelse(((p2bodydist x <40)||numproj >0),25*AIlevel,12*AIlevel)) Triggerall = (RoundState = 2) && (AILevel>0) triggerall = backedgebodydist <50 || enemy,numproj >0 || p2movetype=A triggerall = statetype != A triggerall = var(31)=0 triggerall = var(59)>=2 triggerall = p2movetype!=H || power >2000 triggerall = var(31)=0&&helper(10003),var(11)=0&&helper(10003),var(10)=0 trigger1 = (p2movetype=A || enemy,numproj >0)&&ctrl trigger2 = anim=301 && moveguarded trigger3= stateno=250 && moveguarded trigger4= stateno=450 && moveguarded trigger5= helper(10003),var(8)=0 && ctrl ;---------------------------------------------------------------- [State -1, AI Throw] type = ChangeState value = ifelse((statetype!=A||stateno=[100,105]),ifelse(var(59)>2&&random<333,850,800),830) triggerall = random <= 35*AILevel || (var(33) &&random <= 55*AILevel) triggerall = AILevel >0 triggerall = roundstate=2 triggerall= ((p2statetype != A)&&(statetype!=A||stateno=[100,105]))||(p2statetype=A&&(statetype=A&&stateno!=[100,105])) triggerall = (ctrl || stateno=20||stateno=[100,105])|| stateno=50|| stateno=57 triggerall = stateno != [200,9999] Triggerall = (RoundState = 2) triggerall = movetype!=H triggerall = var(31)=0 || var(33) triggerall = p2statetype!=L triggerall = (enemy,ctrl)|| p2movetype!=H trigger1 = p2bodydist X < 35 && (p2bodydist y = [-50,40]) && ctrl trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 35 && (p2bodydist y = [-50,40]))&& ctrl trigger3= var(33)=1 && ctrl ;-------------------------------------------- [State -1, Guard] type = ChangeState value = 120 triggerall = movetype !=H || stateno=5210 triggerall = roundstate = 2 triggerall = stateno!=[120,155] triggerall = ctrl||stateno!=[55,59] triggerall=AILevel>0 triggerall = var(31)=0 triggerall =(StateNo !=[200,3999])&&(StateNo != 105) Triggerall = Random < (113*AILevel) triggerall =InGuardDist||((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| (enemy,numproj >0&&p2movetype!=H) trigger1 = ctrl ||stateno=20||stateno=[100,105] ;------------------------------------------ [State -1, AI5] type = ChangeState value = 1300 triggerall = AILevel >0 && roundstate = 2 triggerall = (p2stateno !=[120,155]) triggerall = (p2bodydist x = [0,50]) ||((enemynear,hitdefattr = SCA,NP,SP,HP,NA) || (enemynear,numproj > 0)) triggerall = stateno !=[800,899] triggerall = p2statetype !=L Triggerall = Random <=129 triggerall = var(31)=0 triggerall = statetype!=A triggerall = var(59)>2 trigger1 = (ctrl ||stateno=20||stateno=[100,105]) && (enemynear,hitdefattr = SCA,NP,SP,HP,NA || enemynear,numproj > 0) trigger2 = (stateno = 210) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger3 = (stateno = 240) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger4 = (stateno = 230)&& movecontact trigger5 = (stateno = 400) && movecontact trigger6 = (stateno = 410) && movecontact trigger7 = (stateno = 440) && movecontact trigger8= (stateno = 450)&& movecontact trigger9 = (stateno = 220) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger10= (stateno = 250) && (movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger11 = (stateno = 640) && movecontact&&p2statetype=A trigger12 = anim=301 && movecontact trigger13= stateno=1100 && animelemtime(5)>0 ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, AI] type = ChangeState value = 200 triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,45]) triggerall = ((p2bodydist y= [-45,5])) triggerall = p2statetype!=L triggerall = p2statetype!=C triggerall = numexplod(2010)=0 || var(59)>1 Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl ||stateno=20||stateno=[100,105]) trigger2 = (ctrl ||stateno=20||stateno=[100,105])&& p2statetype=A&&random <199 &&p2movetype=H ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, AI] type = ChangeState value = 210 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,70]) || p2movetype=H &&P2BodyDist X = [-25,70] triggerall = ((p2bodydist y= [-70,5])) || (enemy,vel y >0 &&p2bodydist y= [-90,-25]) triggerall = p2statetype!=L triggerall = p2statetype!=C triggerall = numexplod(2010)=0 || var(59)>1 Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[40,70]) && helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2bodydist y >-45 trigger2 =(ctrl || stateno=20||stateno=[100,105])&& (helper(10003),var(10)>0||helper(10003),var(11)>0)&& p2bodydist x <50 trigger3 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200 && (anim=201||p2statetype=A)) trigger3 = movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, AI] type = ChangeState value = 211 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = var(31)=0 triggerall = numexplod(212)=0 || var(59)>1 triggerall = roundstate=2 triggerall = p2statetype!=L && !enemy,hitfall Triggerall = (P2BodyDist X = [70,cond(var(59)>1,130,100)]) || movehit && (var(59)=1|| var(59)>=4)|| movecontact && var(59)>=4 triggerall = ((p2bodydist y= [-50,-35])) && var(59)>1 || p2statetype!=A Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[70,cond(var(59)>1,120,90)])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 && var(59)<4 trigger2 = (stateno = 410) && movecontact trigger3 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, AI] type = ChangeState value = 220 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = p2statetype!=L triggerall = AILevel >0 triggerall = var(31)=0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [70,100]) || movecontact triggerall = ((p2bodydist y= [-70,5]))|| movecontact Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2bodydist x=[70,95])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype=C trigger2 = (stateno = 200) &&(movecontact&&AILevel<=5 || movecontact&&AILevel>5 && p2statetype=C ) trigger3 = (stateno = 210) &&(movecontact&&AILevel<=5 || movecontact&&AILevel>5 && anim!=211&& p2statetype=C ) trigger4 = (stateno = 410) &&(movecontact&&AILevel<=5 || movecontact&&AILevel>5 && p2statetype=C ) trigger5 = (stateno = 240) && (movecontact&&AILevel<=5|| movecontact&&AILevel>5 && p2statetype=C ) trigger6 = (stateno = 230)&& (movecontact&&AILevel<=3 || movecontact&&AILevel>5 && p2statetype=C ) trigger7 = (stateno = 400) && (movecontact&&AILevel<=3|| movecontact&&AILevel>5 && p2statetype=C ) trigger8 = (stateno = 440) && (movecontact&&AILevel<=5 || moveguarded&&AILevel>5 && p2statetype=C ) trigger9 = (stateno = 430)&& (movecontact&&AILevel<=3 || movecontact&&AILevel>5 && p2statetype=C ) trigger10= (stateno = 210&& anim=211) &&(movecontact&&AILevel<=5 || movehit) trigger11= anim=303&& movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1,AI] type = ChangeState value = 240 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,90])|| enemy,hitfall &&P2BodyDist X = [-22,90] triggerall = ((p2bodydist y= [-65,-20])) || p2statetype!=A|| (enemy,vel y >=0 &&p2bodydist y= [-95,-25]) triggerall = p2statetype!=L triggerall = AIlevel <5||p2stateno !=[120,150] Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[45,90]) && helper(10003),var(11)=0&& helper(10003),var(10)=0 trigger2 = (ctrl || stateno=20||stateno=[100,105])&& (helper(10003),var(11)>0)&& p2bodydist x <75 trigger3 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200 && anim=201) trigger3 = movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, AI] type = ChangeState value = 230 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,45]) triggerall = p2statetype!=L triggerall = p2statetype!=A Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl|| stateno=20) trigger2 = (ctrl || stateno=20||stateno=[100,105])&& (p2bodydist x=[20,40])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype=C [State -1, Taunt] type = ChangeState value = 195 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = random<40*AIlevel triggerall = var(31)=0 triggerall = var(59)<5 triggerall = p2statetype = L && (enemy,pos y=0||enemy,vel y >0) || (enemy,hitfall||p2stateno=20011) && var(56)>5 triggerall = p2bodydist x =[-25,140] triggerall = statetype != A triggerall = p2movetype=H || p2movetype=A && p2bodydist x >100 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, AI] type = ChangeState value = 400 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = var(31)=0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [0,48]) triggerall = p2statetype!=L triggerall = ((p2bodydist y= [-35,-5])) || p2statetype!=A Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl|| stateno=20) trigger2 = (ctrl || stateno=20||stateno=[100,105])&& (p2bodydist x=[0,45])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 trigger3 = (ctrl || stateno=20||stateno=[100,105])&& helper(10003),var(10)>0&& p2bodydist x <45 && var(31)=0 ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, AI] type = ChangeState value = 410 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [35,cond(var(59)>1,140,120)]) || movecontact triggerall = p2statetype!=A triggerall = p2statetype!=L Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[70,cond(var(59)>1,130,110)])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 trigger2 =(ctrl || stateno=20||stateno=[100,105])&& (helper(10003),var(11)>0)&& p2bodydist x <70 trigger3 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200 && (anim=201||p2statetype=A)) trigger3 = (movecontact&&AILevel<=5 || movehit&&AILevel>5) ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, AI] type = ChangeState value = 420 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,90]) triggerall = ((p2bodydist y= [-65,5])) triggerall = p2statetype!=L triggerall = numexplod(420)<2 triggerall = AIlevel <5||p2stateno !=[120,150] Triggerall = (Random <=33*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2statetype=A&&p2bodydist x=[50,80])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 trigger2 = (stateno = 200) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5 && p2statetype=A) trigger3 = (stateno = 210) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5 && anim!=211) trigger4 = (stateno = 410) &&(movecontact&&AILevel<=5 || movehit&&AILevel>5 && p2statetype!=A) trigger5 = (stateno = 240) && (movecontact&&AILevel<=5 || movehit&&AILevel>5) trigger6 = (stateno = 230)&& movecontact&&AILevel<=3 trigger7 = (stateno = 400) && movecontact&&AILevel<=3 trigger8 = (stateno = 440) && movecontact&&AILevel<=5 trigger9 = (stateno = 430)&& movecontact&&AILevel<=3 ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, AI] type = ChangeState value = 250 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,60]) triggerall = ((p2bodydist y= [-55,5])) ||movehit triggerall = p2statetype!=L triggerall = AIlevel <5||p2stateno !=[120,150] Triggerall = (Random <=15*AIlevel) && var(31)=0 trigger1 = (stateno = 240) && movecontact && ( AILevel <4 || p2statetype=A) trigger2 = (stateno = 440) && movecontact&& ( AILevel <4 || p2statetype=A) ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, AI] type = ChangeState value = 430 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = roundstate=2 triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,45]) triggerall = p2statetype!=A triggerall = p2statetype!=L || var(59)>2 || var(56)<7 Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl|| stateno=20) trigger2 = (ctrl || stateno=20||stateno=[100,105])&& (p2bodydist x=[25,45])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype=S trigger3 = (ctrl || stateno=20||stateno=[100,105])&& helper(10003),var(10)>0&& p2bodydist x <35 && var(31)=0 ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, AI] type = ChangeState value = 440 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = var(31)=0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [0,55]) || movecontact triggerall = p2statetype!=A triggerall = p2statetype!=L || var(59)>2|| var(56)<7 Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[30,50])&& helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype=S trigger2 =(ctrl || stateno=20||stateno=[100,105])&& (helper(10003),var(11)>0)&& p2bodydist x <45 trigger3 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200 && (anim=201||p2statetype=A)) trigger3 = (movecontact&&AILevel<=5 || movehit&&AILevel>5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, AI] type = ChangeState value = 450 triggerall = helper(10003),var(8)=0||movehit triggerall= statetype != A|| stateno=[100,105] triggerall = AILevel >0 triggerall = var(31)=0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [0,115]) triggerall = p2statetype!=L || var(59)>2|| var(56)<7 triggerall = p2statetype!=A triggerall = AIlevel <5||p2stateno !=[120,150] Triggerall = (Random <=63*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[80,110]) && helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype=S trigger2 = (stateno = 200) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger3 = (stateno = 210) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger4 = (stateno = 240) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger5 = (stateno = 230)&& (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger6 = (stateno = 400) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger7 = (stateno = 410) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger8 = (stateno = 440) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) trigger9 = (stateno = 430)&& (movecontact&&AILevel<=4 || moveguarded&&AILevel>4&& p2statetype=S) ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, AI] type = ChangeState value = 610 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno !=610 triggerall = stateno !=640 triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [-20,cond(var(59)>1,100,80)]) triggerall =(p2bodydist y =[-25,cond(var(59)>1,100,80)]) Triggerall = Random <= 61*AILevel triggerall = roundstate = 2 trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, AI] type = ChangeState value = 620 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [-5,80]) triggerall =(p2bodydist y =[-35,85]) ||movecontact triggerall = p2statetype=A||vel y >0||movecontact Triggerall = Random <= 51*AILevel triggerall =vel y >0 || stateno=57 ||movecontact triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 610&&anim=ifelse(var(59)>3,617,ifelse((var(59)=[2,3]),616,615)))|| stateno = 640 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, AI] type = ChangeState value = 600 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno !=610 triggerall = stateno !=640 triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,60]) triggerall =(p2bodydist y =[-35,75]) ||vel y >0&&p2bodydist y =[-35,75] triggerall = p2statetype=A||vel y >0 Triggerall = Random <= 41*AILevel triggerall =vel y >0 || stateno=57 triggerall = roundstate = 2 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, AI] type = ChangeState value = 640 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno !=610 triggerall = stateno !=640 triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,45]) triggerall =(p2bodydist y =[-35,75]) triggerall = p2statetype=A||vel y >0 Triggerall = Random <= 51*AILevel triggerall =vel y >0 || stateno=57 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, AI] type = ChangeState value = 630 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno !=610 triggerall = stateno !=640 triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [0,40]) triggerall =(p2bodydist y =[-35,65]) triggerall = p2statetype=A||vel y >0 Triggerall = Random <= 51*AILevel triggerall =vel y >0 || stateno=57 triggerall = roundstate = 2 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, AI] type = ChangeState value = 650 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [-5,90]) triggerall =(p2bodydist y =[-35,85]) ||movecontact triggerall = p2statetype!=A||movehit Triggerall = Random <= 51*AILevel triggerall =vel y >0 ||movecontact triggerall = numexplod(650)<2 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = stateno = 610&&anim=ifelse(var(59)>3,617,ifelse((var(59)=[2,3]),616,615))|| stateno = 640 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, AI] type = ChangeState value = 651 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno!=[100,105] triggerall = prevstateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [-35,35]) || prevstateno=831 triggerall =(p2bodydist y =[45,85]) || prevstateno=831 Triggerall = Random <= 51*AILevel triggerall =p2movetype=A && p2statetype!=A|| prevstateno=831 triggerall = roundstate = 2 trigger1 = ctrl || prevstateno=831 trigger2 = stateno = 600 || stateno = 630 || stateno = 610|| stateno = 640 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Light Kung Fu Palm] type = ChangeState value = 1150 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = statetype = A triggerall = stateno!=[100,105] triggerall = var(31)=0 Triggerall = (P2BodyDist X = [-40,75])||movecontact triggerall =(p2bodydist y =[-35,65]) ||movecontact triggerall = p2statetype!=A||movehit Triggerall = Random <= 40*AILevel triggerall =p2statetype=A ||movecontact triggerall = numexplod(650)<2 triggerall = roundstate = 2 triggerall = var(59)>1 trigger1 =ctrl trigger2 = (stateno = 600) && movecontact trigger3= (stateno = 610)&& movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact trigger6= (stateno = 650) && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, Strong Kung Fu Palm] type = ChangeState value = 1120 triggerall = helper(10003),var(8)=0 triggerall = var(31)=0 triggerall = AILevel >0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [60,140]) ||movecontact triggerall = ((p2bodydist y= [-65,25])) triggerall = p2statetype!=L triggerall = p2stateno!=[20005,20006] triggerall = var(59)>1 Triggerall = (Random <=23*AIlevel) && var(31)=0 trigger1 =(ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[80,130]) && helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype!=L trigger2 = (stateno = 250) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger3 = (stateno = 240) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger4 = (stateno = 440) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger5 = (stateno = 450)&&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger6 = anim=301 &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger7= stateno=1100 && animelemtime(5)>0 ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, Strong Kung Fu Palm] type = ChangeState value = 1110 triggerall = helper(10003),var(8)=0 triggerall = var(31)=0 triggerall = AILevel >0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [60,90]) ||movecontact triggerall = ((p2bodydist y= [-65,25])) triggerall = p2statetype=S || p2statetype=L triggerall = var(59)>1 Triggerall = (Random <=23*AIlevel) && var(31)=0 trigger1 =(ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[80,130]) && helper(10003),var(11)=0&& helper(10003),var(10)=0 && p2statetype!=L trigger2 = (stateno = 250) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger3 = (stateno = 240) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger4 = (stateno = 440) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger5 = (stateno = 450)&&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger6 = anim=301 &&(movecontact&&AILevel<=4 || movehit&&AILevel>4) trigger7= stateno=1100 && animelemtime(5)>0 trigger8 = stateno=220 && moveguarded && AIlevel >4 ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, Strong Kung Fu Palm] type = ChangeState value = 1100 triggerall = helper(10003),var(8)=0 triggerall = var(31)=0 triggerall = AILevel >0 triggerall = power >=3000 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [60,90]) && p2movetype!=A ||movecontact triggerall = ((p2bodydist y= [-65,25])) triggerall = p2statetype!=A && p2statetype!=L triggerall = var(59)>1 Triggerall = (Random <=26*AIlevel) && var(31)=0 trigger1 =(ctrl || stateno=20||stateno=[100,105]) trigger2= stateno=450 &&(movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger3= stateno=220 &&(movecontact) ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, AIB] type = ChangeState value = 1020 triggerall = helper(10003),var(8)=0 triggerall = var(31)=0 triggerall = AILevel >0 triggerall = roundstate=2 Triggerall = p2statetype=L&& (P2BodyDist X <=130&&enemy,backedgedist<40 ||P2BodyDist X = [70,150]) triggerall = ((p2bodydist y= [-65,25])) || var(59)<4 triggerall = p2statetype!=A Triggerall = (Random <=25*AIlevel) && var(31)=0 trigger1 = (ctrl || stateno=20||stateno=[100,105]) && (p2stateno=10612||p2stateno=20006||p2stateno=5120 ) ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, AIB] type = ChangeState value = 1010 triggerall = helper(10003),var(8)=0 triggerall = var(31)=0 triggerall = AILevel >0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [0,cond(var(59)>3,130,100)]) ||movecontact triggerall = ((p2bodydist y= [-35,25]) && statetype=A) || var(59)<4 &&(p2bodydist y= [-55,25]) || (p2bodydist y= [-45,-15]) && statetype!=A || movehit triggerall = p2statetype!=L Triggerall = (Random <=45*AIlevel) && var(31)=0 trigger1 = (stateno = 220) && movecontact && p2statetype=A && var(59)<4 trigger2 = ctrl && (enemy,hitfall || p2movetype=H && p2statetype=A) && var(59)>=4 && statetype!=A trigger3 = (ctrl || stateno=20||stateno=[100,105])&& (p2movetype=H||p2bodydist x=[80,110]) && helper(10003),var(11)=0&& helper(10003),var(10)=0 && var(59)>=4 && statetype!=A trigger4 = (stateno = 640) && movecontact&&p2statetype=A && enemy,backedgebodydist <25 trigger5 = ctrl && (enemy,hitfall || p2movetype=H && p2statetype=A) && enemy,backedgebodydist <25 && statetype=A trigger6= stateno=450 && movehit && enemy,backedgebodydist >70 trigger7=(stateno = 220) && movecontact && p2statetype!=A && var(59)>=4 ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, AIP] type = ChangeState value = 1000 triggerall = helper(10003),var(8)=0 triggerall = var(31)=0 triggerall = AILevel >0 triggerall = roundstate=2 Triggerall = (P2BodyDist X = [60,cond(var(59)>1,110,cond(var(59)>3,130,90))]) ||movecontact triggerall = ((p2bodydist y= [-55,25])) triggerall = p2statetype!=L triggerall = anim!=211 || var(59)<4 Triggerall = (Random <=23*AIlevel) && var(31)=0 trigger1 =ctrl &&p2movetype=A trigger2 = (stateno = 210) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger3 = (stateno = 240) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger4 = (stateno = 230)&& movecontact trigger5 = (stateno = 400) && movecontact trigger6 = (stateno = 410) && movecontact trigger7 = (stateno = 440) && movecontact trigger8= (stateno = 450)&& movecontact trigger9 = (stateno = 220) &&(movecontact&&AILevel<=4 || movehit&&AILevel>4&&(var(59)<4&&p2statetype=A||p2statetype!=A)) trigger10= (stateno = 250) && (movecontact&&AILevel<=4 || movehit&&AILevel>4&&p2statetype=A) trigger11 = (stateno = 640) && movecontact&&p2statetype=A trigger12 = anim=301 && movecontact trigger13= stateno=1100 && animelemtime(5)>0 ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, AI] type = ChangeState value = 1052 triggerall = helper(10003),var(8)=0 triggerall= statetype != A|| stateno=[100,105] triggerall = var(31)=0 triggerall = numhelper(1053)=0 triggerall = AILevel >0 triggerall = roundstate=2 Triggerall = (P2BodyDist X >= 120 && p2statetype=A) ||P2BodyDist X >= 160 || movehit triggerall = ((p2bodydist y= [-85,0])) triggerall = p2statetype!=L Triggerall = (Random <=23*AIlevel) && var(31)=0 trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 410) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger3 = (stateno = 450) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger4 = anim=301 && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger5= stateno=250 && movehit&&p2statetype=A ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, AI] type = ChangeState value = 1051 triggerall = helper(10003),var(8)=0 triggerall= statetype != A|| stateno=[100,105] triggerall = var(31)=0 triggerall = AILevel >0 triggerall = numhelper(1053)=0 triggerall = roundstate=2 Triggerall = (P2BodyDist X >= 70) triggerall = ((p2bodydist y= [-55,-35])||p2statetype!=A) triggerall = p2statetype!=L Triggerall = (Random <=23*AIlevel) && var(31)=0 trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 410) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger3 = (stateno = 450) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger4 = anim=301 && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger5= stateno=1100 && animelemtime(5)>0 && (random/25*AIlevel) ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, AI] type = ChangeState value = 1050 triggerall = helper(10003),var(8)=0 triggerall= statetype != A|| stateno=[100,105] triggerall = var(31)=0 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = numhelper(1053)=0 Triggerall = (P2BodyDist X >= 70) triggerall = ((p2bodydist y= [-55,-35])||p2statetype!=A) triggerall = p2statetype!=L Triggerall = (Random <=23*AIlevel) && var(31)=0 trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 410) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger3 = (stateno = 450) && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger4 = anim=301 && (movecontact&&AILevel<=4 || moveguarded&&AILevel>4) trigger5= stateno=1100 && animelemtime(5)>0 && (random/25*AIlevel) ;------------------------------------------------- [state -1, AI jump] type = changestate triggerall=AILevel>0 triggerall = p2statetype !=L|| p2stateno=5120|| p2stateno=10612 triggerall = (p2stateno!=[5090,5119]) &&(p2stateno!=[5121,5899]) triggerall = statetype != A triggerall = roundstate=2 trigger1 = ctrl && var(30)=1 trigger2= movehit && stateno=420 value = 40 [State -1, AI run] type=changestate value=100 triggerall = roundstate = 2 triggerall=AILevel >0 && statetype=S && ctrl triggerall = p2bodydist y =[-150,0] triggerall = p2movetype!=A triggerall = stateno!=100 trigger1= (stateno!=[100,105]) && p2movetype!=A && (p2bodydist x=[100,788])&& random < 149 trigger2= numprojid(10001)>1 && ctrl && p2bodydist x >35 && p2movetype!=A trigger3 = p2statetype=L && var(31)=23 && p2bodydist x >40 && ctrl trigger4 = (var(31)=9||var(31)=110) && p2bodydist x >90 && ctrl && stateno!=100 trigger5 = (var(31)=11) && p2bodydist x >40 && ctrl && stateno!=100 trigger6 = var(42)=1 && p2statetype!=A && ctrl && p2bodydist x >28 trigger7 = (var(31)=35 || var(31)=140) && p2bodydist x >60 && ctrl && stateno!=100 [State -1, AI run] type=changestate value=20 triggerall = roundstate = 2 triggerall = p2stateno!=834 || p2bodydist x >80|| var(31)>0 triggerall=AILevel>0 && statetype=S && ctrl && (Random <=31*AIlevel) || var(31)>0 triggerall = p2movetype!=H triggerall=p2statetype!=L trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,109]) && var(31)=0 trigger2 = var(31)=21 && (p2bodydist x <25 || p2bodydist x >45) && ctrl trigger3 = p2bodydist x<20 && p2statetype=L && var(31)=0 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 196 triggerall =AIlevel >0 && var(6)=0 && p2bodydist x =[30,85] triggerall = random > 2*AIlevel triggerall = p2statetype=L && p2stateno!=[5100,5120] triggerall = var(31)=0 trigger1 = statetype != A trigger1 = ctrl [State -1, AIRun Back] type = ChangeState value = 105 triggerall = AILevel >0 triggerall = roundstate=2 triggerall = stateno !=105 triggerall = statetype != A triggerall = random < 149|| var(31)=9 triggerall = backedgebodydist >30 triggerall = roundstate = 2 triggerall =var(31)=0 || var(31)=9||var(31)=22 trigger1 = ( p2movetype = A) && (p2bodydist x=[-99,100])&& (ctrl || stateno=20) trigger2 = p2movetype=A && prevstateno=140 && (ctrl || stateno=20) trigger3 = (var(31)=9||var(31)=22) && frontedgedist <55 && ctrl ;------------------------------------------------------------------------- [State -1,SpinningClothesline] type = ChangeState value = 1300 triggerall = command = "3p" triggerall = AILevel =0 triggerall = statetype!=A triggerall = var(59)>2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16= anim=303 && movecontact ;---------------------------------------------------------------------------- [State -1,SpinningLariat] type = ChangeState value = 1301 triggerall = command = "3k" triggerall = AILevel =0 triggerall = statetype!=A triggerall = var(59)>2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- [State -1, Cosplay] type = ChangeState value = 3100 triggerall = command = "DeadRising" triggerall = power >= 3000 triggerall = AILevel =0 triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = movecontact&&stateno=[1000,1020] trigger14 = stateno=651 trigger15 = movecontact&&stateno=[1100,1120] trigger16 = anim=301 && movecontact trigger17= stateno=1100 && animelemtime(5)>0 trigger18 = stateno=900 && animelemtime(3)>0 trigger19 = movecontact&&stateno=[1300,1301] trigger20 = anim=302 && movecontact trigger21 = anim=303 && movecontact ;--------------------------------------------------------------------------- [State -1, Cosplay] type = ChangeState value = 3050 triggerall = command = "GoCarting" triggerall = power >= 1000 triggerall = AILevel =0 triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = movecontact&&stateno=[1000,1020] trigger14 = stateno=651 trigger15 = movecontact&&stateno=[1100,1120] trigger16 = anim=301 && movecontact trigger17= stateno=1100 && animelemtime(5)>0 trigger18 = stateno=900 && animelemtime(3)>0 trigger19 = movecontact&&stateno=[1300,1301] trigger20 = anim=302 && movecontact trigger21 = anim=303 && movecontact ;--------------------------------------------------------------------------- [State -1, Cosplay] type = ChangeState value = 3000+var(55) triggerall = command = "CosplaySuper" triggerall = power >= 1000 triggerall = AILevel =0 triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = movecontact&&stateno=[1000,1020] trigger14 = stateno=651 trigger15 = movecontact&&stateno=[1100,1120] trigger16 = anim=301 && movecontact trigger17= stateno=1100 && animelemtime(5)>0 trigger18 = stateno=900 && animelemtime(3)>0 trigger19 = movecontact&&stateno=[1300,1301] trigger20 = anim=302 && movecontact trigger21 = anim=303 && movecontact ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) ;[State -1, Fast Kung Fu Knee] ;type = ChangeState ;value = 1070 ;triggerall = command = "FF_ab" ;triggerall = power >= 330 ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Light Kung Fu Knee ;[State -1, Light Kung Fu Knee] ;type = ChangeState ;value = 1050 ;triggerall = command = "FF_a" ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee ;[State -1, Strong Kung Fu Knee] ;type = ChangeState ;value = 1060 ;triggerall = command = "FF_b" ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Fast Kung Fu Palm (1/3 super bar) ;[State -1, Fast Kung Fu Palm] ;type = ChangeState ;value = 1020 ;triggerall = command = "QCF_xy" ;triggerall = power >= 330 ;trigger1 = var(1) ;Use combo condition (above) [State -1, flashkick] type = ChangeState value = 1351 triggerall = statetype!=A triggerall = command = "DU_K" triggerall = var(18)>40 triggerall = AILevel =0 triggerall = var(59)>3 trigger1 =ctrl ||stateno=40;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1,item throw] type = ChangeState value = 1052 triggerall = statetype!=A triggerall = AILevel =0 triggerall = numhelper(1053)=0 triggerall = command = "QCB_z" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, item throw] type = ChangeState value = 1051 triggerall = statetype!=A triggerall = numhelper(1053)=0 triggerall = AILevel =0 triggerall = command = "QCB_y" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, item throw] type = ChangeState value = 1050 triggerall = statetype!=A triggerall = AILevel =0 triggerall = numhelper(1053)=0 triggerall = command = "QCB_x" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Air roundhouse] type = ChangeState value = 1150 triggerall = AILevel =0 triggerall = command = "QCB_a"||command = "QCB_b"||command = "QCB_c" triggerall = var(59)>1 trigger1 =ctrl &&statetype=A ;Use combo condition (above) trigger2 = (stateno = 600) && movecontact trigger3= (stateno = 610)&& movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact trigger6= (stateno = 650) && movecontact trigger7= stateno=1100 && animelemtime(5)>0 ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, plunger] type = ChangeState value = 1000 triggerall = AILevel =0 triggerall = command = "QCF_x" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = (stateno = 600) && movecontact trigger14= (stateno = 610)&& movecontact trigger15 = (stateno = 630) && movecontact trigger16 = (stateno = 640) && movecontact trigger17= (stateno = 650) && movecontact trigger18 = anim=301 && movecontact trigger19= stateno=1100 && animelemtime(5)>0 trigger20 = anim=302 && movecontact trigger21 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, homerun] type = ChangeState value = 1010 triggerall = AILevel =0 triggerall = command = "QCF_y" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14 = (stateno = 600) && movecontact trigger15= (stateno = 610)&& movecontact trigger16 = (stateno = 630) && movecontact trigger17 = (stateno = 640) && movecontact trigger18= (stateno = 650) && movecontact trigger19= stateno=1100 && animelemtime(5)>0 trigger20 = anim=302 && movecontact trigger21 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, hammer swing] type = ChangeState value = 1020 triggerall = AILevel =0 triggerall = statetype!=A triggerall = command = "QCF_z" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15 = anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, feint] type = ChangeState value = 1100 triggerall = AILevel =0 triggerall = statetype!=A triggerall = var(59)>1 triggerall = command = "QCF_a" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= anim=302 && movecontact trigger15 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, sweep] type = ChangeState value = 1110 triggerall = AILevel =0 triggerall = statetype!=A triggerall = var(59)>1 triggerall = command = "QCF_b" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15= anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, roundhouse] type = ChangeState value = 1120 triggerall = AILevel =0 triggerall = statetype!=A triggerall = var(59)>1 triggerall = command = "QCF_c" trigger1 =ctrl ;Use combo condition (above) trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15= anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- [State -1,command roll......it doesnt suck] type = ChangeState value = 900 triggerall = (command = "DDP") triggerall = AILevel =0 triggerall = var(59)>1 triggerall = stateno!=210 && stateno!=610 triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10 = (stateno = 220) && movecontact trigger11 = (stateno = 450) && movecontact trigger12= (stateno = 250) && movecontact trigger13 = anim=301 && movecontact trigger14= stateno=1100 && animelemtime(5)>0 trigger15= anim=302 && movecontact trigger16 = anim=303 && movecontact ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;[State -1, Fast Kung Fu Upper] ;type = ChangeState ;value = 1120 ;triggerall = command = "upper_xy" ;triggerall = power >= 330 ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Light Kung Fu Upper ;[State -1, Light Kung Fu Upper] ;type = ChangeState ;value = 1100 ;triggerall = command = "upper_x" ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Strong Kung Fu Upper ;[State -1, Strong Kung Fu Upper] ;type = ChangeState ;value = 1110 ;triggerall = command = "upper_y" ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) ;[State -1, Fast Kung Fu Blow] ;type = ChangeState ;value = 1220 ;triggerall = command = "QCB_xy" ;triggerall = power >= 330 ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Light Kung Fu Blow ;[State -1, Light Kung Fu Blow] ;type = ChangeState ;value = 1200 ;triggerall = command = "QCB_x" ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow ;[State -1, Strong Kung Fu Blow] ;type = ChangeState ;value = 1210 ;triggerall = command = "QCB_y" ;trigger1 = var(1) ;Use combo condition (above) ; ; ; ;--------------------------------------------------------------------------- ;Far Kung Fu Zankou ;[State -1, Far Kung Fu Zankou] ;type = ChangeState ;value = 1420 ;triggerall = command = "QCF_ab" ;triggerall = power >= 330 ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Light Kung Fu Zankou ;[State -1, Light Kung Fu Zankou] ;type = ChangeState ;value = 1400 ;triggerall = command = "QCF_a" ;trigger1 = var(1) ;Use combo condition (above) ; ;--------------------------------------------------------------------------- ;Strong Kung Fu Zankou ;[State -1, Strong Kung Fu Zankou] ;type = ChangeState ;value = 1410 ;triggerall = command = "QCF_b" ;trigger1 = var(1) ;Use combo condition (above) ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = AILevel =0 trigger1 = command = "FF" triggerall= statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = AILevel =0 trigger1 = command = "BB" triggerall= statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw [State -1, Kung Fu Throw] type = ChangeState value = 800+((statetype=A)*30) triggerall = AILevel =0 triggerall = command = "x"&&command="a" triggerall = ctrl triggerall = p2bodydist y =[-20,20] triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 25 trigger1 = (p2statetype != A && statetype=S) || (statetype=A && p2statetype=A) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 25 trigger2 = (p2statetype != A && statetype=S) || (statetype=A && p2statetype=A) trigger2 = p2movetype != H ;Kung Fu Throw [State -1, Kung Fu Throw] type = ChangeState value = 850 triggerall = command = "x"&&command="a" && command="holddown" triggerall = ctrl triggerall = AILevel =0 triggerall = p2bodydist y =[-20,20] triggerall = stateno != 100 triggerall = var(59)>2 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 25 trigger1 = (p2statetype != A && statetype=C) trigger1 = p2movetype != H ;launch [State -1, upfwd] Type = changestate value = 40 triggerall = AILevel =0 triggerall = command = "holdup" triggerall = AIlevel =0 trigger1 = (StateNo = 420)&& movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = AILevel =0 triggerall = command = "x" triggerall = command != "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = AILevel =0 triggerall = command = "y" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 211 triggerall = AILevel =0 triggerall = command = "y" triggerall = command != "holddown" triggerall = command = "holdfwd" triggerall = anim!=211 triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = AILevel =0 triggerall = command = "z" triggerall = command != "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact trigger10= anim=303&& movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = AILevel =0 triggerall = command = "a" triggerall = command != "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = AILevel =0 triggerall = command = "b" triggerall = command != "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = AILevel =0 triggerall = command = "c" triggerall = command != "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 196 triggerall = AILevel =0 triggerall = command = "QCB_s" && var(6)=0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = AILevel =0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = AILevel =0 triggerall = command = "x" triggerall = command = "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = AILevel =0 triggerall = command = "y" triggerall = command = "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = AILevel =0 triggerall = command = "z" triggerall = command = "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = AILevel =0 triggerall = command = "a" triggerall = command = "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 440 triggerall = AILevel =0 triggerall = command = "b" triggerall = command = "holddown" triggerall= statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430)|| (stateno = 230)|| (stateno = 200) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = AILevel =0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype != A|| stateno=[100,105] trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 240) && movecontact trigger5 = (stateno = 230)&& movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 440) && movecontact trigger9 = (stateno = 430)&& movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = AILevel =0 triggerall = command = "x" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = AILevel =0 triggerall = command = "y" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = AILevel =0 triggerall = command = "z" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 || stateno = 610|| stateno = 640 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = AILevel =0 triggerall = command = "a" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = AILevel =0 triggerall = command = "b" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 650 triggerall = AILevel =0 triggerall = command = "c"&& command!="holddown" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 || stateno = 610|| stateno = 640 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 651 triggerall = AILevel =0 triggerall = command = "c" && command="holddown" trigger1 = statetype = A && stateno!=[100,105] trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 || stateno = 610|| stateno = 640 ;jump_x or jump_a trigger2 = movecontact
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