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Command List — AHominid_chill.zip ← Back to Overview

;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- ;-| AI |---------------------------------------------------- [Command] name = "cpu00" command = a,a,a,a,a,b,b,b,b,c,c,c,c,x,x,x,x,y,y,y,y,z,z,z,z,z,z,z,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu01" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu02" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu03" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu04" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu05" command = U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu06" command = z,y,x,c,b,a,a,b,c,x,y,z,y,x,c,b,a,a,b,c,x,y,z,y,x,c,b,a,a,b,c,x,y,z,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu07" command = a,b,c,x,y,z,U,B,F,B,a,b,c,x,y,z,U,B,F,B,a,b,c,x,y,z,U,B,F,B,a,b,c,x,y,z,U,B,F,B,a,b,c,x,y,z,U,B,F,B,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu08" command = a,b,c,a,b,c,a,b,c,x,y,z,x,y,z,a,b,c,a,b,c,a,b,c,x,y,z,x,y,z,a,b,c,a,b,c,a,b,c,x,y,z,x,y,z,z,z,z,z,z,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 [Command] name = "cpu09" command = U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,U,D,F,B,a,b,c,a,b,c,a,b,c,x,y,z,B+D+F+U,~U,~32222U,a+b+c+x+y+z+s time = -2 ;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "LaserHyper" command = ~D, DF, F, x+y time = 20 [Command] name = "Car" command = ~D, DB, B, x+y time = 20 [Command] name = "UFO" command = ~D, DB, B, a+b time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "Laser1" command = ~D, DF, F, x [Command] name = "Laser2" command = ~D, DF, F, y [Command] name = "Grenade1" command = ~D, DB, B, x [Command] name = "Grenade2" command = ~D, DB, B, y [Command] name = "Pounce1" command = ~D, DF, F, a [Command] name = "Pounce2" command = ~D, DF, F, b [Command] name = "Dig1" command = ~D, D, a [Command] name = "Dig2" command = ~D, D, b ;-| 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 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 [Command] name = "Push" command = x+y [Command] name = "Push" command = z+y [Command] name = "Push" command = x+z ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c 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 = "s" 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 = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "super_jump_up" command = ~D, U time = 50 ;=========================================================================== ;--------------------------------------------------------------------------- ; 2. State entry [Statedef -1] [State AI Helper Check] type = ChangeState triggerall = roundno >= 1 triggerall = roundstate >= 0 trigger1 = IsHelper(9741) value = 9741 [State AI Helper Check 2] type = ChangeState triggerall = roundno >= 1 triggerall = roundstate >= 0 trigger1 = IsHelper(9742) value = 9742 [State AI: Let's Go!] type = DestroySelf triggerall = roundno >= 1 triggerall = roundstate >= 0 trigger1 = IsHelper trigger1 = movereversed = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ; Hyper Moves ;--------------------------------------------------------------------------- ;=========================================================================== [State Super: Laser Fire (Hyper)] type = ChangeState value = 3000 triggerall = command = "LaserHyper" triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact trigger6 = (stateno = [1000,2999]) && movecontact [State Super: Car Ride] type = ChangeState value = 3050 triggerall = command = "Car" triggerall = Numhelper(3051) <= 0 triggerall = power >= 1500 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State Super: UFO Invasion] type = ChangeState value = 3100 triggerall = command = "UFO" triggerall = power >= 2000 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;=========================================================================== ;--------------------------------------------------------------------------- ; Special Moves ;--------------------------------------------------------------------------- ;=========================================================================== [State Special: Laser Fire] type = ChangeState value = 1000 triggerall = var(59) <= 0 triggerall = command = "Laser1" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact [State Special: Laser Fire] type = ChangeState value = 1010 triggerall = var(59) <= 0 triggerall = command = "Laser2" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact [State Special: Grenade Throw] type = ChangeState value = 1100 triggerall = var(59) <= 0 triggerall = Numhelper(1101) <= 0 triggerall = command = "Grenade1" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact [State Special: Grenade Throw] type = ChangeState value = 1110 triggerall = var(59) <= 0 triggerall = Numhelper(1101) <= 0 triggerall = command = "Grenade2" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact [State Special: Pounce] type = ChangeState value = 1200 triggerall = var(59) <= 0 triggerall = command = "Pounce1" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact [State Special: Bite] type = ChangeState value = 1210 triggerall = var(59) <= 0 triggerall = command = "Pounce2" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,299]) && movecontact trigger4 = (stateno = [400,499]) && movecontact trigger5 = (stateno = [600,699]) && movecontact [State Special: Dig] type = ChangeState value = 1300 triggerall = var(59) <= 0 triggerall = command = "Dig1" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 [State Special: Dig] type = ChangeState value = 1310 triggerall = var(59) <= 0 triggerall = command = "Dig2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 ;=========================================================================== ;--------------------------------------------------------------------------- ; Moves ;--------------------------------------------------------------------------- ;=========================================================================== ;=========================================================================== ;--------------------------------------------------------------------------- ;Air Dash Fwd [State Air Dash Fwd] type = ChangeState value = 101 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [100,199] ;--------------------------------------------------------------------------- ;Air Dash Back [State Air Dash Back] type = ChangeState value = 102 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [100,199] ;--------------------------------------------------------------------------- ;Run Fwd [State Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,199] ;--------------------------------------------------------------------------- ;Run Back [State Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,199] ;=========================================================================== ;--------------------------------------------------------------------------- ; Basic Attacks ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Throw [State Throw] type = ChangeState value = 800 triggerall = command = "z" triggerall = statetype != A triggerall = ctrl trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 7 trigger1 = (p2statetype != A) || (p2statetype = C) trigger1 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ; Standing attacks ;--------------------------------------------------------------------------- ;=========================================================================== [State Stand_X] type = ChangeState value = 200 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || stateno = 100 [State Stand_Y] type = ChangeState value = 210 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 && movecontact [State Stand_Z] type = ChangeState value = 220 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact [State Stand_A] type = ChangeState value = 230 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact [State Stand_B] type = ChangeState value = 240 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact [State Stand_C] type = ChangeState value = 250 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ; Crouching Attacks ;--------------------------------------------------------------------------- ;=========================================================================== [State Crouch_X] type = ChangeState value = 400 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || stateno = 100 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact [State Crouch_Y] type = ChangeState value = 410 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [200,299]) && movecontact trigger3 = stateno = 400 && movecontact ;Crouch_Z [State Crouch_Z] type = ChangeState value = 420 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [200,299]) && movecontact trigger3 = stateno = 400 && movecontact trigger4 = stateno = 410 && movecontact ;Crouch_A [State Crouch_A] type = ChangeState value = 430 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [200,299]) && movecontact trigger3 = stateno = 400 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 420 && movecontact ;Crouch_B [State Crouch_B] type = ChangeState value = 440 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [200,299]) && movecontact trigger3 = stateno = 400 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 420 && movecontact trigger6 = stateno = 430 && movecontact ;Crouch_C [State Crouch_C] type = ChangeState value = 450 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [200,299]) && movecontact trigger3 = stateno = 400 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 420 && movecontact trigger6 = stateno = 430 && movecontact trigger7 = stateno = 440 && movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ; Air Attacks ;--------------------------------------------------------------------------- ;=========================================================================== ;Air_X [State Air_X] type = ChangeState value = 600 triggerall = var(59) <= 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 101 || stateno = 102 ;Air_Y [State Air_Y] type = ChangeState value = 610 triggerall = var(59) <= 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 101 || stateno = 102 trigger3 = stateno = 600 && movecontact ;Air_Z [State Air_Z] type = ChangeState value = 620 triggerall = var(59) <= 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 101 || stateno = 102 trigger3 = stateno = 600 && movecontact trigger4 = stateno = 610 && movecontact ;Air_A [State Air_A] type = ChangeState value = 630 triggerall = var(59) <= 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 101 || stateno = 102 trigger3 = stateno = 600 && movecontact trigger4 = stateno = 610 && movecontact trigger5 = stateno = 620 && movecontact ;Air_B [State Air_B] type = ChangeState value = 640 triggerall = var(59) <= 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 101 || stateno = 102 trigger3 = stateno = 600 && movecontact trigger4 = stateno = 610 && movecontact trigger5 = stateno = 620 && movecontact trigger6 = stateno = 630 && movecontact ;Air_C [State Air_C] type = ChangeState value = 650 triggerall = var(59) <= 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 101 || stateno = 102 trigger3 = stateno = 600 && movecontact trigger4 = stateno = 610 && movecontact trigger5 = stateno = 620 && movecontact trigger6 = stateno = 630 && movecontact trigger7 = stateno = 640 && movecontact ;-------------------------------------------------------------------------- [State Guard Push Stand] type = ChangeState value = 80 triggerall = Var(59) <= 0 triggerall = command = "Push" trigger1 = stateno = [150,153] ;=========================================================================== ;--------------------------------------------------------------------------- ; Recovery Roll ;--------------------------------------------------------------------------- ;=========================================================================== [State Forward Recovery Roll] type = ChangeState value = 70 triggerall = Var(59) <= 0 triggerall = command = "holdfwd" triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 [State Backward Recovery Roll] type = ChangeState value = 71 triggerall = Var(59) <= 0 triggerall = command = "holdback" triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ; Super Jump / Launcher ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Super Jump Up [State Super Jump Up] type = ChangeState value = 60 triggerall = var(59) <= 0 triggerall = command = "super_jump_up" && ctrl trigger1 = statetype != A && statetype != A trigger2 = stateno = 10 ;----------------------------- ;Launcher [State Launcher] ;by GGN type = ChangeState value = 60 triggerall = var(59) <= 0 triggerall = Command = "holdup" trigger1 = stateno = 420 && movehit ;--------------------------------------------------------------------------- ;Taunt [State Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I ;--------------------------------------------------------------------------- ;=========================================================================== [State AI: Run Fwd] type = ChangeState value = 100 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = stateno != 20 && stateno != 100 trigger1 = (p2movetype = A && enemy,facing = facing) || (p2movetype != A && enemy,facing != facing) trigger1 = statetype != A && ctrl trigger1 = p2bodydist x > 10 trigger1 = p2bodydist y = [-20,0] trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) [State AI:Jump] type = ChangeState value = 49 triggerall = stateno != 100 && pos y = 0 && ctrl && p2stateno != 822 && p2stateno != 823 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = statetype != A && enemy,vel y < 0 && enemy,pos y < -10 triggerall = p2movetype != A trigger1 = p2stateno = 5040 || p2stateno = 5200 || p2stateno = 5210 || p2movetype = H trigger1 = (p2bodydist y = [-40,-1]) || enemy,vel y < 0 trigger1 = p2bodydist x <= 25 trigger2 = p2movetype = H && (p2stateno = 5040 || p2stateno = 5200 || p2stateno = 5210) trigger2 = (p2bodydist y = [-40,-1]) trigger2 = p2bodydist x <= 50 [State AI:Jump] type = ChangeState value = 49 triggerall = stateno != 100 && pos y = 0 && ctrl && p2stateno != 822 && p2stateno != 823 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = statetype != A && frontedgedist > 200 && p2movetype != A trigger1 = (p2bodydist x = [150,170]) && Random <= (355 * (var(59) ** 2 / 64.0)) trigger1 = enemy,backedgedist < 70 ;--------------------------------------------------------------------------- [State AI: Fwd dodge] type = ChangeState value = 70 triggerall = roundstate = 2 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 trigger1 = Random <= (375 * (var(59) ** 2 / 64.0)) ;--------------------------------------------------------------------------- [State AI: Backwards dodge] type = ChangeState value = 71 triggerall = roundstate = 2 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 trigger1 = Random <= (375 * (var(59) ** 2 / 64.0)) ;Throw Attempt [State AI: Throw Attempt] type = ChangeState value = 800 triggerall = (roundstate = 2) && (var(59) >=1) TriggerAll = StateType != A TriggerAll = RoundState = 2 TriggerAll = P2StateType != L TriggerAll = P2StateType != A TriggerAll = P2BodyDist X = [-7,7] triggerall = ctrl TriggerAll = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) Trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I Stand Chaining ;--------------------------------------------------------------------------- ;=========================================================================== [State AI: Standing Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2stateno != 7600 triggerall = (Ctrl) && (statetype != A) triggerall = (p2stateno != [120,155]) && (p2stateno != [5100,5150]) trigger1 = (p2bodydist x <= 40) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger2 = (p2bodydist x <= 40) && (stateno = 100) value = 200 [State AI: Standing Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2BodyDist X > 35 trigger1 = (stateno = 200) && movecontact value = 210 [State AI: Standing Chain End 1 (Finish Combo)] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2BodyDist X > 35 trigger1 = (stateno = 210) && movecontact && Random <= (499 * (var(59) ** 2 / 64.0)) value = 220 [State AI: Standing Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2BodyDist X > 35 trigger1 = (stateno = 200) && movecontact value = 230 ;Start Standing Chain Combo [State AI: Standing Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2BodyDist X > 35 trigger1 = (stateno = [210,211]) && movecontact value = 240 [State AI: Standing Chain End 1 (Finish Combo)] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2BodyDist X > 35 trigger1 = (stateno = 220) && movecontact && Random <= (499 * (var(59) ** 2 / 64.0)) value = 250 ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I Crouch Chaining ;--------------------------------------------------------------------------- ;=========================================================================== [State AI: Crouch Light Punch] type = ChangeState value = 400 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2statetype != A && p2statetype != L trigger1 = p2bodydist x <= 30 trigger1 = p2bodydist y = [-5,5] trigger1 = statetype != A trigger1 = ctrl trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger1 = pos y = 0 [State AI: Crouch Medium Punch] type = ChangeState value = 410 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2statetype != A && p2statetype != L trigger1 = stateno = 400 trigger1 = movehit trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) [State AI: Crouch Strong Punch] type = ChangeState value = 420 triggerall = (roundstate = 2) && (var(59) >=1) trigger1 = p2bodydist x <= 30 trigger1 = stateno = 440 trigger1 = movehit trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger2 = p2bodydist x <= 32 trigger2 = stateno = 410 trigger2 = movehit trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = p2bodydist x <= 35 trigger3 = stateno = 210 || stateno = 240 || stateno = 211 || stateno = 241 trigger3 = movehit trigger3 = Random <= (499 * (var(59) ** 2 / 64.0)) [State AI: Crouch Weak Kick] type = ChangeState value = 430 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2statetype != A triggerall = P2statetype != A trigger1 = p2bodydist x <= 46 trigger1 = p2bodydist y = 0 trigger1 = statetype != A trigger1 = ctrl trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) [State AI: Crouch Medium Kick] type = ChangeState value = 440 triggerall = (roundstate = 2) && (var(59) >=1)&& p2movetype != A trigger1 = stateno = 430 || stateno = 400 trigger1 = movehit trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 200 trigger2 = movehit && random <=75*var(59) && p2statetype != A trigger3 = P2statetype != A trigger3 = p2bodydist x <= 40 trigger3 = p2bodydist y = [-5,5] trigger3 = statetype != A trigger3 = ctrl trigger4 = stateno = 230 || stateno = 200 trigger4 = movehit trigger4 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = p2bodydist y = [-2,2] [State AI: Crouch Strong Kick] type = ChangeState value = 450 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2bodydist x = [-2,40] triggerall = P2MoveType != A trigger1 = stateno = 440 || stateno = 410 trigger1 = movecontact trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) ;End Crouching Chain [State AI: Always superjump on launch] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = (random <= 900) trigger1 = (stateno = 420) && movecontact value = 60 ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I Air Chaining ;--------------------------------------------------------------------------- ;=========================================================================== [State AI: Air Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = (Ctrl) && (statetype = A) triggerall = prevstateno != 600 trigger1 = (p2bodydist x <= 25) && (random <= 150) trigger2 = (p2bodydist x <= 25) && (random <= 750) && (stateno = [60,61]) value = 600 [State AI: Air Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2bodydist x <= 25 trigger1 = (stateno = 600) && movecontact value = 610 [State AI: Air Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2bodydist x <= 25 trigger1 = (stateno = 610) && movecontact && (random = [0,500]) value = 620 [State AI: Air Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2bodydist x <= 25 trigger1 = (stateno = 600) && movecontact && (random = [500,999]) value = 630 [State AI: Air Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2bodydist x <= 25 trigger1 = (stateno = 630) && movecontact value = 640 [State AI: Air Chain Combo] type = ChangeState triggerall = (roundstate = 2) && (var(59) >=1) triggerall = p2bodydist x <= 25 trigger1 = (stateno = 640) && movecontact value = 650 ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I Special Moves ;--------------------------------------------------------------------------- [State AI: Fireball X] type = ChangeState value = 1000 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 212 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) [State AI: Fireball X] type = ChangeState value = 1010 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 212 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) ;=========================================================================== [State AI: Fireball X] type = ChangeState value = 1100 triggerall = Numhelper(1101) <= 0 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 75 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) [State AI: Fireball X] type = ChangeState value = 1110 triggerall = Numhelper(1101) <= 0 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 75 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) [State AI: Fireball X] type = ChangeState value = 1200 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 100 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) [State AI: Fireball X] type = ChangeState value = 1210 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 100 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) [State AI: Fireball X] type = ChangeState value = 1300 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 75 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) [State AI: Fireball X] type = ChangeState value = 1310 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 90 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I Hyper Moves ;--------------------------------------------------------------------------- ;=========================================================================== [State AI: Fireball X] type = ChangeState value = 3000 triggerall = Var(7) <= 0 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A triggerall = power >= 1000 trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 65 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,25]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) trigger5 = (stateno = 600) && (movecontact) && Random <= 68*var(59) trigger6 = (stateno = 610) && (movecontact) && Random <= 68*var(59) trigger7 = (stateno = 620) && (movecontact) && Random <= 75*var(59) trigger8 = (stateno = 630) && (movecontact) && Random <= 68*var(59) trigger9 = (stateno = 640) && (movecontact) && Random <= 68*var(59) trigger10 = (stateno = 650) && (movecontact) && Random <= 75*var(59) [State AI: Fireball X] type = ChangeState value = 3050 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A triggerall = power >= 1500 triggerall = Numhelper(3051) <= 0 trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 100 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) [State AI: Fireball X] type = ChangeState value = 3100 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = P2Movetype != A triggerall = power >= 2000 trigger1 = statetype != A && ctrl trigger1 = P2BodyDist X < 100 && !(enemy,ctrl) trigger1 = Random <= (355 * (var(59) ** 2 / 64.0)) trigger2 = statetype != A && ctrl trigger2 = (P2BodyDist X = [0,75]) && !(enemy,ctrl) trigger2 = Random <= (355 * (var(59) ** 2 / 64.0)) ;============================` ;Combo attempts ;============================ trigger3 = (stateno = [200,299]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = [400,499]) && (movecontact) && Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno != 420) ;=========================================================================== ;--------------------------------------------------------------------------- ; A.I Misc ;--------------------------------------------------------------------------- ;=========================================================================== [State AI: Air Dash] type = ChangeState value = 101 triggerall = (roundstate = 2) && (var(59) >=1) triggerall = var(22) = 0 triggerall = roundstate = 2 triggerall = statetype = A triggerall = P2StateType != L triggerall = P2MoveType != A triggerall = !inguarddist triggerall = stateno != 110 triggerall = ctrl trigger1 = p2bodydist X > 90 trigger1 = Random <= (75 * (var(59) ** 2 / 64.0)) [State AI: AIR RECOVERY] type = changestate value = ifelse((pos y >= -20), 5200, 5210) triggerall = (roundstate = 2) && (var(59) >=1) triggerall = roundstate = 2 && stateno = 5050 triggerall = alive triggerall = canrecover trigger1 = vel y > -1 trigger1 = Random <= (599 * (var(59) ** 2 / 64.0)) ; Recover AI by K.Y. Shanxi [State AI: Recover from Hit FAll] type = ChangeState value = 5200 ; triggerall = var(59) >= 3 && RoundState <= 2 triggerall = StateNo = 5050 triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Random <= (500 * (var(59) ** 2 / 64.0)) [State AI: Recover from Hit FAll] type = ChangeState value = 5200 ;HITFALL_RECOVER triggerall = var(59) >= 3 && RoundState <= 2 triggerall = StateNo = 5050 triggerall = Vel Y > 0 triggerall = Pos Y >= ifelse(enemynear,movetype = A, -10, -20) triggerall = alive trigger1 = Random <= (500 * (var(59) ** 2 / 64.0)) trigger1 = CanRecover [State AI Misc: Recover Damn it!] ; Recover in While lying down type = SelfState triggerall = var(59) >= 2 && RoundState <= 2 triggerall = alive trigger1 = stateno = 5110 trigger1 = Random <= (599 * (var(59) ** 2 / 64.0)) || var(59)>=6 trigger2 = stateno = 5100 trigger2 = Random <= (599 * (var(59) ** 2 / 64.0)) || var(59)>=6 value = 5120
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