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Command List — otw2012.zip ← Back to Overview

;-| 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 ; These 11 Single Button and Hold Dir commands must be placed here at the top ; of the CMD, above all other commands, and in the standard order shown here, ; in order for the "Compatibly Partnered" version (9742) of the helper AI ; activation method to work with different partners in simul team mode. ; (When the partner is not compatible, then it's best to just use the regular ; version (9741) and rely on the XOR method for backup in case a human ; partner's input turns off the CPU partner's AI.) ; (Now, even if you do not intend to give your character any custom AI, it ; would still be nice if you would place the commands at the top of your CMD, ; for the sake of other characters which do use this AI activation method. ; And then, define Anim 9741 in your AIR file to indicate to other characters ; that your character is compatible. ; It may slightly increase the chances of faulty AI activation if the user is ; using characters with a poor implementation of the old humanly-impossible ; commands AI activation method when fighting against your character, but ; other than that, there's really no particular reason not to. And you can ; change the names of the commands if you want. For compatibility, all that ; really matters is the "command" and "time" parameters.) ; ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| Hold Button |---------------------------------------------------------- ; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these ; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir ; commands at the very top of your CMD list, as demonstrated here. ; In this version of the AI code, these commands are only used by the XOR ; method, and thus are optional. But there remains a possibility that a ; future version of the helper method might be helped by having these ; commands placed here, and Anim 74140108 would then be used to indicate ; that a partner character has a compatible CMD. [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 [Command] name = "recovery" command = x+y time = 1 ;-| CPU |-------------------------------------------------------------- ; Note that if you make any changes to the basic one-button or recovery ; commands, you'll need to make the same changes to their matching commands here ; and/or in the XOR VarSet controller. That includes things like, for example: ; * changing the recovery command to use a different combination of buttons. ; * renaming the b button command as "d", or the start button command as "s". ; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y". ; * having more than one way to trigger the same command name. ; If you understand how the XOR method works, the proper changes should be obvious. ; If you don't understand it, then simply disable the lines in the XOR VarSet ; controller that correspond to the commands you've altered. [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y 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 = "Bus" command = ~D, DF, F, x+y [Command] name = "Bus" command = ~D, DF, F, y+z [Command] name = "Bus" command = ~D, DF, F, x+z [Command] name = "Arma" command = ~D, DB, B, x+y [Command] name = "Arma" command = ~D, DB, B, y+z [Command] name = "Arma" command = ~D, DB, B, x+z [Command] name = "MikeDawson" command = x+y+z ;-| Special Motions |------------------------------------------------------ [Command] name = "QCF_p" command = ~D, DF, F, x [Command] name = "QCF_p" command = ~D, DF, F, y [Command] name = "QCF_p" command = ~D, DF, F, z [Command] name = "QCB_p" command = ~D, DB, B, x [Command] name = "QCB_p" command = ~D, DB, B, y [Command] name = "QCB_p" command = ~D, DB, B, z [Command] name = "DP_p" command = ~F, D, DF, x [Command] name = "DP_p" command = ~F, D, DF, y [Command] name = "DP_p" command = ~F, D, DF, z [Command] name = "RDP_p" command = ~B, D, DB, x [Command] name = "RDP_p" command = ~B, D, DB, y [Command] name = "RDP_p" command = ~B, D, DB, z [Command] name = "golfstrike" command = y+z time = 1 ;-| 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 = "SupahJump" ;command = ~$D, $U command = ~$D, $U time = 5 buffer.time = 2 [Command] name = "ChargedSupahJump" ;command = ~$D, $U command = ~12$D, $U time = 5 buffer.time = 2 [Command] name = "upper_what" command = ~15$D, $U, x time = 10 [Command] name = "upper_what" command = ~15$D, $U, y time = 10 [Command] name = "upper_what" command = ~15$D, $U, z time = 10 [Command] name = "upper_what" command = ~15$D, $U, a time = 10 [Command] name = "upper_what" command = ~15$D, $U, b time = 10 [Command] name = "upper_what" command = ~15$D, $U, c time = 10 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 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] [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(9) = 0 [State -1, Combo condition Check] type = VarSet triggerall = statetype != A || (stateno = 40) trigger1 = ctrl || stateno = 14 trigger2 = (stateno = [200,299]) || (stateno = [400,410]) ;trigger2 = stateno != 245 ;Except for sweep kick trigger2 = movecontact trigger2 = (stateno != 250) || (movecontact >= 6) trigger3 = stateno = 40 && pos y = 0 var(9) = 1 [State -1, Considerator Reset] type = VarSet trigger1 = 1 var(52) = 0 ; AI START [State AI, Consider backing off] type = VarSet triggerall = var(55) triggerall = var(52) = 0 || random < 80+var(55) triggerall = random < (3*(var(55)*var(55))) + (123*(prevstateno = 440 && (p2stateno=[5070,5100]) ) ) triggerall = numenemy triggerall = (p2stateno = [5110,5130]) || ((enemynear,time <= 10) && (enemynear,prevstateno = 5120)) triggerall = p2bodydist x <= 40 trigger1 = stateno != 40 trigger1 = ctrl || stateno = 100 trigger2 = random < 50 trigger2 = stateno = [200,499] trigger2 = moveguarded var(52) = ifelse(random<500||backedgebodydist <=75*const(size.xscale),1050+(random%3*(10)),ifelse(random<500,42,105)) [State AI, Consider S.X] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (9*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-5),80-(4*movecontact)] triggerall = p2dist y >= -30 - (enemynear,vel y*4) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -30 triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 var(52) = 200 ignorehitpause = 1 [State AI, Consider S.Y] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (8*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,0),120-(9*movecontact)] triggerall = p2dist y >= -80 - (enemynear,vel y*9) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -30 triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 9 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 var(52) = 210 ignorehitpause = 1 [State AI, Consider S.Z] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (6*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,0),70-(14*movecontact)] triggerall = p2dist y >= -53 - (enemynear,vel y*14) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -53 triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 14 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 var(52) = 220 ignorehitpause = 1 [State AI, Consider C.X] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (10*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-5),42-(4*movecontact)] triggerall = p2dist y >= -10 - (enemynear,vel y*2) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 2 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 || (stateno = 14 && anim = 11) var(52) = 400 ignorehitpause = 1 [State AI, Consider C.Y] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (6*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,42,0),120-(4*movecontact)] triggerall = p2dist y >= -15 - (enemynear,vel y*4) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 || (stateno = 14 && anim = 11) var(52) = 410 ignorehitpause = 1 [State AI, Consider C.Z] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (9*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-9,-9),9-(4*movecontact)] triggerall = p2dist y >= -54 - (enemynear,vel y*4) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 4 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 || (stateno = 14 && anim = 11) var(52) = 420 ignorehitpause = 1 [State AI, Consider F.Z] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+(var(55)*2) triggerall = var(55) triggerall = random < (4*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,0),170-(12*movecontact)] triggerall = p2dist y >= -40 - (enemynear,vel y*12) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 12 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 var(52) = 222 ignorehitpause = 1 [State AI, Consider Golf Strike] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (1*(var(55)*var(55))) * ifelse((p2stateno=[5100,5120]),2,1) * ifelse(numtarget(123),2,1) triggerall = p2bodydist x = [ifelse(p2statetype!=A,15,0),49-(39*movecontact)] triggerall = p2dist y >= -32 - (enemynear,vel y*39) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = p2stateno != 5120 || enemynear,animtime <= -34 triggerall = (enemynear,GetHitVar(hittime) >= 39 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = !numtarget(250) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = ctrl || stateno = 100 var(52) = 250 ignorehitpause = 1 [State AI, J.X] type = Varset triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = var(55) triggerall = p2bodydist x >= 0 ;triggerall = P2dist y = [-35+(vel y*4)+(enemynear,vel y*4),67+(vel y*4)+(enemynear,vel y*4)] triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = (stateno != [120,169]) triggerall = random < (10*(var(55)*var(55))) triggerall = time >= 7-var(55) || random < 10 trigger1 = ctrl var(52) = 600 [State AI, J.Y] type = Varset triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = var(55) triggerall = p2bodydist x = [-27+(vel x*2)+(enemynear,vel x*2),27+(vel x*2)+(enemynear,vel x*2)] triggerall = P2dist y = [-47+(vel y*2)+(enemynear,vel y*2),50+(vel y*2)+(enemynear,vel y*2)] triggerall = abs(p2bodydist x) >= 18 || p2statetype != A triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 triggerall = (stateno != [120,169]) triggerall = random < (8*(var(55)*var(55))) triggerall = time >= 7-var(55) || random < 10 trigger1 = ctrl var(52) = 610 [State AI, J.B] type = Varset triggerall = numenemy triggerall = var(52) = 0 || random < 123 triggerall = var(55) triggerall = p2bodydist x = [-34,34] triggerall = P2dist y = [-35,50] triggerall = Statetype = A triggerall = p2stateno != [5100,5120] triggerall = p2Statetype = A || vel y >= 0 || p2movetype = A triggerall = (stateno != [120,169]) triggerall = random < (8*(var(55)*var(55))) triggerall = time >= 7-var(55) || random < 10 trigger1 = ctrl var(52) = 620 [State AI, Consider Jumping On The Head Like a Dumbass] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (1.5*(var(55)*var(55))) * ifelse(movehit,2,1) * ifelse(p2statetype=C,2,1) triggerall = p2stateno != [5080,5120] triggerall = (p2bodydist x = [ifelse(p2statetype!=A,-5,0),47-(12*(movecontact>=1))]) || !movehit triggerall = p2dist y >= -60 - (enemynear,vel y*12) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -12 ) || (p2stateno != [5030,5120]) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 12 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 1000 ignorehitpause = 1 [State AI, Consider Jumping On The Head Like a Dumbass] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (1.5*(var(55)*var(55))) * ifelse(movehit,2,1) * ifelse(p2statetype=C,2,1) triggerall = p2stateno != [5080,5110] triggerall = (p2bodydist x = [ifelse(p2statetype!=A,-5,0),56-(12*(movecontact>=1))]) || !movehit triggerall = p2dist y >= -60 - (enemynear,vel y*24) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*24) + (enemynear, pos y) <= -24 ) || (p2stateno != [5030,5120]) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 24 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 1010 ignorehitpause = 1 [State AI, Consider Jumping On The Head Like a Dumbass] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (2*(var(55)*var(55))) * ifelse(movehit,2,1) * ifelse(p2statetype=C,2,1) triggerall = p2stateno != [5080,5110] triggerall = (p2bodydist x = [ifelse(p2statetype!=A,ifelse(movehit,80-(5*movecontact),0),-5),200-(12*(movecontact>=1))]) || !movehit triggerall = p2dist y >= -85 - (enemynear,vel y*12) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*12) + (enemynear, pos y) <= -12 ) || (p2stateno != [5030,5120]) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 12 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 1020 ignorehitpause = 1 [State AI, Consider Jumping On The Opponent] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (1*(var(55)*var(55))) * ifelse(moveguarded,2,1) * ifelse(p2statetype=C,2,1) triggerall = p2stateno != [5080,5100] triggerall = p2dist y >= -85 - (enemynear,vel y*30) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*30) + (enemynear, pos y) <= -30 ) || (p2stateno != [5030,5120]) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 30 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 1050 + (10*(enemynear,backedgedist<=200)) + (10*(enemynear,backedgedist<=100)) ignorehitpause = 1 [State AI, Consider FLYING AWAY] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (1*(var(55)*var(55))) * ifelse(movehit,2,1) * ifelse(p2dist y <= -100,2,1) triggerall = p2stateno != [5080,5120] triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*7) + (enemynear, pos y) <= -7 ) || (p2stateno != [5030,5120]) triggerall = p2dist y >= -320+p2dist x - (enemynear,vel y*9) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -20 - (p2dist x/1.7) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 7 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 1150 ignorehitpause = 1 [State AI, Consider FLYING AWAY] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (1*(var(55)*var(55))) * ifelse(movehit,2,1) * ifelse(p2dist y <= -100,2,1) triggerall = p2stateno != [5080,5120] triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*7) + (enemynear, pos y) <= -7 ) || (p2stateno != [5030,5120]) triggerall = p2bodydist x<=92 triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -43 - (p2dist x/1.7) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 7 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = ifelse(p2bodydist x<=35,1170,1160) ignorehitpause = 1 [State AI, Consider FLYING AWAY like a coward] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (2*(var(55)*var(55))) triggerall = p2bodydist x >= 180 || random < 50 triggerall = (StateType != A) && (EnemyNear, Facing != Facing) triggerall = (((P2MoveType = A) && (inguarddist)) || (EnemyNear, NumProj > 0)) triggerall = p2statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 7 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 1170 ignorehitpause = 1 [State AI, Consider a loop] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (3*(var(55)*var(55))) triggerall = !numtarget(1150) triggerall = p2stateno != [5080,5120] triggerall = p2bodydist x = [-20,80] triggerall = p2bodydist y = [-60,120] trigger1 = p2stateno != [120,155] trigger1 = stateno = 1155 var(52) = 1155 ignorehitpause = 1 [State AI, Consider flying from behind] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (3*(var(55)*var(55))) * ifelse(anim=1152,3,1) trigger1 = enemynear,backedgebodydist <= 60 trigger1 = stateno = 1150 trigger1 = p2stateno != [120,155] var(52) = 1154 ignorehitpause = 1 [State AI, Consider spawning apocalypse heads] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (2*(var(55)*var(55))) * ifelse(p2movetype=H,2,1) triggerall = p2stateno != [5080,5130] triggerall = p2bodydist x = [ifelse(p2statetype!=A,-5,-5),110-(6*movecontact)] triggerall = p2dist y >= -60 - (enemynear,vel y*6) triggerall = ( p2dist y + (enemynear,const(size.head.pos.y) / ifelse(p2statetype=C,2,1) ) ) <= -21 triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 6 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 500 || p2movetype = H trigger1 = var(9) var(52) = ifelse((p2dist y >= -30 - (enemynear,vel y*5)), 1100 + (random%2*(10)) , 1120) ignorehitpause = 1 [State AI, Consider kicking some ass] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || (random < 100+var(55) && (var(52)!=[200,640])) triggerall = var(55) triggerall = random < (6*(var(55)*var(55))) triggerall = random < 250 + ((lifemax - life)/16) triggerall = p2stateno != 5120 triggerall = statetype != A triggerall = power >= 1500 triggerall =(p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || (random < 100) triggerall = (prevstateno != [3000,3902]) || (stateno = [3000,3902]) triggerall = time >= 7-var(55) || random < 10 triggerall = !numhelper(2000) triggerall = (p2stateno != 739) || (p2movetype != H) trigger1 = var(9) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 250 trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = ifelse(random<500&&p2statetype!=L,2000,2100) ignorehitpause = 1 [State AI, Consider explaining everything] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || ( (random < 80+var(55)) && (var(52)!=[200,255]) && (var(52)!=[400,450]) ) triggerall = var(55) triggerall = random < (5*(var(55)*var(55))) * ifelse(movehit,2,1) triggerall = random < 300 + ((lifemax - life)/16) triggerall = p2stateno != [5080,5140] triggerall = enemynear,prevstateno != 5120 triggerall = p2bodydist x = [-35,37] triggerall = p2dist y >= -123 - (enemynear,vel y*2) triggerall = ( enemynear, vel y <= 0 ) || ( (enemynear, vel y*2) + (enemynear, pos y) <= -2 ) || (p2stateno != [5030,5120]) triggerall = power >= 1500 triggerall = (p2movetype = H) || (enemynear, ctrl = 0) || (enemynear, statetype = A) || random < 150 triggerall = (p2stateno != [120,165]) || (enemynear, statetype != C) triggerall = (prevstateno != [2000,3902]) || (stateno = [2000,3902]) triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 triggerall = (enemynear,GetHitVar(hittime) >= 2 ) || (p2movetype != H) || (p2statetype = A) || (p2stateno != [5000,5025]) triggerall = (p2stateno != 739) || (p2movetype != H) trigger1 = var(9) trigger1 = stateno != 40 trigger1 = stateno != 20 || random < 250 trigger1 = (stateno != 210 && stateno != 220) || (movecontact >= 6) var(52) = 2200 ignorehitpause = 1 [State AI, Consider Throwing] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 900 triggerall = var(55) triggerall = random < (15*(var(55)*var(55))) triggerall = p2stateno != [5080,5130] triggerall = abs(p2bodydist x) < 6 triggerall = statetype != A triggerall = p2movetype != H triggerall = p2statetype != A triggerall = prevstateno != [800,830] triggerall = var(8) = 0 trigger1 = stateno != 40 trigger1 = ctrl var(52) = ifelse(random < (6*(var(55)*var(55)))&&power>=1500,2200,800) ignorehitpause = 1 [State AI, Consider Advancing] type = VarSet triggerall = var(55) triggerall = var(52) = 0 || random < 80+var(55) triggerall = random < (3*(var(55)*var(55))) triggerall = ((enemynear, ctrl = 0) && p2movetype != A) || (p2movetype = A && (enemynear, facing = facing)) triggerall = (p2stateno != [5080,5130]) || (p2bodydist x = [45,100]) triggerall = p2bodydist x >= 45 triggerall = statetype != A triggerall = time >= 7-var(55) || random < 10 trigger1 = stateno != 40 trigger1 = stateno != 100 trigger1 = ctrl trigger1 = !moveguarded var(52) = 41 [State AI, Consider jumping in] type = VarSet triggerall = numenemy triggerall = var(52) = 0 || random < 80+var(55) + (100*(stateno = 640)) + (100*(stateno = 240)) triggerall = var(55) triggerall = p2stateno != [5080,5130] triggerall = statetype != A || stateno = 640 triggerall = p2statetype = A && p2movetype = H triggerall = (enemynear, pos y <= -45) trigger1 = ctrl || stateno = 100 || stateno = 40 trigger2 = stateno = 240 || stateno = 640 || stateno = 1402 || stateno = 1403 trigger2 = !(var(22) & floor(exp(0*ln(2)) + 0.5) ) || statetype != A trigger2 = movecontact var(52) = ifelse(p2bodydist x>=20,ifelse(p2bodydist x>=160,44,41),42) ignorehitpause = 1 [State AI, Guard S] type = ChangeState triggerall = stateno != 40 triggerall = stateno != [10,14] triggerall = random < 125*var(55) triggerall = (var(55)) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) && (var(50)<40) trigger1 = (((P2MoveType = A) && (inguarddist)) || (EnemyNear, NumProj > 0)) value = ifelse(random<500,14,40) ; AI END ;=========================================================================== ;--------------------------------------------------------------------------- ;A BUS?! [State -1, A BUS?!] type = ChangeState value = 2000 triggerall = (var(55)<5 && (command = "Bus")) || (var(52) = 2000) triggerall = !numhelper(2000) triggerall = power >= 1500 trigger1 = var(9) [State -1, Worms Armageddon Indeed] type = ChangeState value = 2100 triggerall = (var(55)<5 && (command = "Arma")) || (var(52) = 2100) triggerall = !numhelper(2000) triggerall = power >= 1500 trigger1 = var(9) [State -1, This will explain everything] type = ChangeState value = 2200 triggerall = (var(55)<5 && (command = "MikeDawson")) || (var(52) = 2200) triggerall = power >= 1500 trigger1 = var(9) ;=========================================================================== ;--------------------------------------------------------------------------- ;Headbutt to the ground [State -1, FLY AWAY] type = ChangeState value = 1150 triggerall = (var(55)<5 && (command = "DP_p")) || (var(52) = [1150,1170]) trigger1 = var(9) [State -1, Headbutt] type = ChangeState value = 1000 triggerall = (var(55)<5 && (command = "QCF_p")) || (var(52) = [1000,1020]) trigger1 = var(9) [State -1, Reversebutt] type = ChangeState value = 1050 triggerall = (var(55)<5 && (command = "RDP_p")) || (var(52) = [1050,1070]) trigger1 = var(9) [State -1, Apocalypse Heads] type = ChangeState value = 1100 triggerall = (var(55)<5 && (command = "QCB_p")) || (var(52) = [1100,1120]) trigger1 = var(9) ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = (command = "z" && (command = "holdfwd" || command = "holdback") && command != "holddown") || var(52) = 800 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 11 trigger1 = (p2statetype = S) || (p2statetype = C) ;trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = (var(55)<5 && (command = "BB")) || (var(52) = 105) trigger1 = statetype = S trigger1 = ctrl [State -1, Stand Golf Club Strike] type = ChangeState value = 250 triggerall = (var(55)<5 && (command = "golfstrike" && command != "holddown")) || var(52) = 250 trigger1 = statetype != A trigger1 = ctrl [State -1, Stand Force Fart] type = ChangeState value = 222 triggerall = (var(55)<5 && (command = "z" && command = "holdfwd" && command != "holddown")) || var(52) = 222 trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = (var(55)<5 && (command = "x" && command != "holddown")) || var(52) = 200 trigger1 = statetype != A trigger1 = ctrl [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = (var(55)<5 && (command = "y" && command != "holddown")) || var(52) = 210 trigger1 = statetype != A trigger1 = ctrl [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = (var(55)<5 && (command = "z" && command != "holddown")) || var(52) = 220 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = (var(55)<5 && (command = "x" && command = "holddown")) || var(52) = 400 trigger1 = statetype != A trigger1 = ctrl || stateno = 14 [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = (var(55)<5 && (command = "y" && command = "holddown")) || var(52) = 410 trigger1 = statetype != A trigger1 = ctrl || stateno = 14 [State -1, Crouching Hard Punch] type = ChangeState value = 420 triggerall = (var(55)<5 && (command = "z" && command = "holddown")) || var(52) = 420 trigger1 = statetype != A trigger1 = ctrl || stateno = 14 ;--------------------------------------------------------------------------- ;JLP [State -1, J.L.P] type = ChangeState value = 600 triggerall = (var(55)<5 && command = "holdx") || var(52) = 600 trigger1 = statetype = A trigger1 = ctrl [State -1, J.M.P] type = ChangeState value = 610 triggerall = (var(55)<5 && command = "y") || var(52) = 610 trigger1 = statetype = A trigger1 = ctrl [State -1, J.H.P] type = ChangeState value = 620 triggerall = (var(55)<5 && command = "z") || var(52) = 620 trigger1 = statetype = A trigger1 = ctrl [State -1, Air combo lol] type = ChangeState value = 40 triggerall = (command = "holdup") || var(52) = [40,45] trigger1 = var(55) trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 1100 || stateno = 1110 || stateno = 1120 trigger2 = movehit
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