;-| 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