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Command List — RBM.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "QCFx2" command = ~D, DF, F, D, DF time = 24 [Command] name = "QCBx2" command = ~D, DB, B, D, DB time = 24 ;-| Special Motions |-------------------------------------------------------- [Command] name = "DP" command = ~F, D, DF time = 16 [Command] name = "RDP" command = ~B, D, DB time = 16 [Command] name = "QCF" command = ~D, DF, F time = 15 [Command] name = "QCB" command = ~D, DB, B time = 15 [Command] name = "QCBD" command = ~B, DB, D time = 15 [Command] name = "QCFD" command = ~F, DF, D time = 15 [Command] name = "FwdFwd" command = ~F, F time = 14 [Command] name = "BackBack" command = ~B, B time = 14 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y 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 ;-| 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 buffer.time = 1 [Command] name = "b" command = b time = 1 buffer.time = 1 [Command] name = "c" command = c time = 1 buffer.time = 1 [Command] name = "x" command = x time = 1 buffer.time = 1 [Command] name = "y" command = y time = 1 buffer.time = 1 [Command] name = "z" command = z time = 1 buffer.time = 1 [Command] name = "start" command = s time = 1 buffer.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 = $UF time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = /$D time = 1 [Command] name = "holdfwd" ;Required (do not remove) command = /$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 = /$UF time = 1 ;-| Hold Button |----------------------------------------------------------- [Command] name = "hold_a" command = /a time = 1 buffer.time = 1 [Command] name = "hold_b" command = /b time = 1 buffer.time = 1 [Command] name = "hold_c" command = /c time = 1 buffer.time = 1 [Command] name = "hold_x" command = /x time = 1 buffer.time = 1 [Command] name = "hold_y" command = /y time = 1 buffer.time = 1 [Command] name = "hold_z" command = /z time = 1 buffer.time = 1 [Command] name = "hold_start" command = /s time = 1 buffer.time = 1 ;--------------------------------------------------------------------------- ;Release Direction [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;-------------------------------------------------------------------------- ;Release Button [Command] name = "rlsx" command = ~x time = 1 buffer.time = 1;Not sure if this is nessecary? [Command] name = "rlsy" command = ~y time = 1 buffer.time = 1 [Command] name = "rlsz" command = ~z time = 1 buffer.time = 1 [Command] name = "rlsa" command = ~a time = 1 buffer.time = 1 [Command] name = "rlsb" command = ~b time = 1 buffer.time = 1 [Command] name = "rlsc" command = ~c time = 1 buffer.time = 1 [Command] name = "rlss" command = ~s time = 1 buffer.time = 1 ;--------------------------------------------------------------------------- ;Other [Command] name = "highjump" command = $D, $U time = 15 ;--------------------------------------------------------------------------- ;It is VERY important to note, that the placement of Changestates, ;here are HEAVILY important with this buffering system! ;Even more so than default! I'm adding this notation as a constant, ;reminder. Don't forget DW to adjust as needed! ;Also ALWAYS and I mean ALWAYS add these two triggers: ;triggerall = !IsHelper(10371) ;triggerall = numhelper(10371) ;To EVERY Changestate that uses the buffer. You know why! [Statedef -1] [State -1, Tick Fix] type = CtrlSet triggerall = !ctrl trigger1 = (stateno = 52 || stateno = 101 || stateno = 5120) && !AnimTime trigger2 = (stateno = [200,499]) && !AnimTime trigger3 = (stateno = [760,762]) && !AnimTime trigger4 = stateno = 810 && !AnimTime trigger5 = (stateno = 5001 || stateno = 5011 || stateno = 151 || stateno = 153) && HitOver trigger6 = (stateno = [700,715]) && !AnimTime value = 1 [State -1, CtrlSet For Helpers];special thanks to 20S type = CtrlSet trigger1 = IsHelper value = 0 ;[State -1, Hit Count For Helpers];special thanks to 20S ;type = ParentVarAdd ;trigger1 = IsHelper ;trigger1 = MoveHit = 1 ;trigger1 = !HitPauseTime ;trigger1 = !(hitdefattr = SCA, AT) ;var(13) = 1 ;[State -1, Juggle Count For Helpers];special thanks to 20S ;type = ParentVarAdd ;trigger1 = IsHelper ;trigger1 = MoveHit = 1 ;trigger1 = !HitPauseTime ;trigger1 = !(hitdefattr = SCA, AT) ;var(15) = 1 ;[State -1, ProjContact];special thanks to 20S ;type = VarSet ;trigger1 = IsHelper ;trigger1 = MoveContact = 1 && NumTarget ;var(18) = 1 ;[State -1, Root ProjContact];special thanks to 20S ;type = ParentVarSet ;trigger1 = IsHelper ;trigger1 = MoveContact = 1 && NumTarget ;var(18) = 1 [State -1, Grand KF Upper] type = ChangeState value = 3100 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(41) triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(6) [State -1, Kung Fu Barrage Max] type = ChangeState value = 3050 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(40) triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(6) || var(7) [State -1, Kung Fu Barrage] type = ChangeState value = 3000 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(40) triggerall = (helper(10371), var(0)) || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(7)) || (helper(10371), var(8)) || (helper(10371), var(9)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(6) [State -1, EX KF Upper] type = ChangeState value = 1120 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(24) triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, EX KF Palm] type = ChangeState value = 1030 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, EX KF Zankou] type = ChangeState value = 1430 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(3)) && (helper(10371), var(4)) || (helper(10371), var(4)) && (helper(10371), var(5)) || (helper(10371), var(3)) && (helper(10371), var(5)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, EX KF Blow] type = ChangeState value = 1220 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(23) triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, EX KF Knee] type = ChangeState value = 1330 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(22) triggerall = (helper(10371), var(3)) && (helper(10371), var(4)) || (helper(10371), var(4)) && (helper(10371), var(5)) || (helper(10371), var(3)) && (helper(10371), var(5)) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(24) triggerall = (helper(10371), var(2)) || (helper(10371), var(9)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Light+Med Kung Fu Upper] type = ChangeState value = 1100 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(24) triggerall = (helper(10371), var(0)) || (helper(10371), var(7)) || (helper(10371), var(1)) || (helper(10371), var(8)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Strong KF Palm] type = ChangeState value = 1020 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(2)) || (helper(10371), var(9)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Med KF Palm] type = ChangeState value = 1010 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(1)) || (helper(10371), var(8)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Light KF Palm] type = ChangeState value = 1000 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(0)) || (helper(10371), var(7)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Strong Kung Fu Zankou] type = ChangeState value = 1420 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(5)) || (helper(10371), var(12)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Med Kung Fu Zankou] type = ChangeState value = 1410 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(4)) || (helper(10371), var(11)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Light Kung Fu Zankou] type = ChangeState value = 1400 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(21) triggerall = (helper(10371), var(3)) || (helper(10371), var(10)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(23) triggerall = (helper(10371), var(2)) || (helper(10371), var(9)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Light+Med Kung Fu Blow] type = ChangeState value = 1200 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(23) triggerall = (helper(10371), var(0)) || (helper(10371), var(7)) || (helper(10371), var(1)) || (helper(10371), var(8)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Strong KF Knee] type = ChangeState value = 1320 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(22) triggerall = (helper(10371), var(5)) || (helper(10371), var(12)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Med KF Knee] type = ChangeState value = 1310 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(22) triggerall = (helper(10371), var(4)) || (helper(10371), var(11)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Light KF Knee] type = ChangeState value = 1300 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(22) triggerall = (helper(10371), var(3)) || (helper(10371), var(10)) triggerall = roundstate = 2 && statetype != A trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger2 = var(5) [State -1, Alpha Counter(Kick)] type = ChangeState value = 750 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(20) triggerall = (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10)) || (helper(10371), var(11)) || (helper(10371), var(12)) trigger1 = stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && statetype != A trigger1 = power >= 1000 && !var(20) [State -1, Alpha Counter(Punch)] type = ChangeState value = 750 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(20) triggerall = (helper(10371), var(0)) || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(7)) || (helper(10371), var(8)) || (helper(10371), var(9)) trigger1 = stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && statetype != A trigger1 = power >= 1000 && !var(20) [State -1, Counter Movement] type = ChangeState value = 740 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(14);LP+LK detection triggerall = (helper(10371),command = "holdfwd") || (helper(10371),command = "holdback") trigger1 = stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && statetype != A trigger1 = power >= 1000 && !var(20) [State -1, Throw] type = ChangeState value = 800 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = (helper(10371), var(0) && helper(10371), var(1)) || (helper(10371), var(1) && helper(10371), var(2)) || (helper(10371), var(0) && helper(10371), var(2)) trigger1 = (helper(10371),command = "holdfwd")|| (helper(10371),command = "holdback") trigger1 = RoundState = 2 && statetype = S trigger1 = ctrl [State -1, Roll Forward] type = ChangeState value = 710 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(14) ;LP+LK detection triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (stateno = [100,101])) && command = "holdfwd" ;^Usually I assumed you were supposed to specify the Tiny Buffer helper ; in conjuction with "hold" dir triggers. However doing this with rolls ; makes said movement absolute, as the helper doesn't turn with the player. ; So, in this instance, we leave it alone...? When facing right, it works ; as intended. Though when facing left, the helper doesn't turn(and isn't- ; supposed to) so the player will roll the opposite way of intention. [State -1, Roll Back] type = ChangeState value = 715 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(14) ;LP+LK detection triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (stateno = [100,101])) && command = "holdback"; <--- See above why no Tiny Buffer! [State -1, Power Charge] type = ChangeState value = 730 triggerall = !ailevel trigger1 = command = "hold_b" && command = "hold_y" trigger1 = roundstate = 2 && statetype != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (stateno = [100,101]) ;^I'm gonna have to adapt this to the buffering system(maybe?) ;I think it's good... I'll keep this as a reminder still though [State -1, MAX Mode] type = ChangeState value = 770 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(16) ;HP+HK detection triggerall = roundstate = 2 && statetype != A triggerall = var(20) <= 0 && Power >= 1000 trigger1 = ctrl || (stateno = [100,101]) [State -1, Dodge] type = ChangeState value = 700 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this! triggerall = numhelper(10371) triggerall = helper(10371), var(14) ;LP+LK detection triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (stateno = [100,101])) [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !ailevel trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, Run Back] type = ChangeState value = 105 triggerall = !ailevel trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;|Normal Commands|-------------------------------------------------------- [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(0) ; The buffered version of LP triggerall = (helper(10371),command != "holddown") ;^Be sure to include the dir buffer check if needed DW! trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) trigger2= (stateno = 200 || stateno = 400 || stateno = 430) && Time >=5 [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(1) ; The buffered version of MP triggerall = (helper(10371),command != "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(2) ; The buffered version of HP triggerall = (helper(10371),command != "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(3) ; The buffered version of LK triggerall = (helper(10371),command != "holddown") trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(4) ; The buffered version of MK triggerall = (helper(10371),command != "holddown") trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(5) ; The buffered version of HK triggerall = (helper(10371),command != "holddown") trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(0) ; The buffered version of LP triggerall = (helper(10371),command = "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger2= (stateno = 200 || stateno = 400 || stateno = 430) && Time >=5 [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(1) ; The buffered version of MP triggerall = (helper(10371),command = "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(2) ; The buffered version of HP triggerall = (helper(10371),command = "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(3) ; The buffered version of LK triggerall = (helper(10371),command = "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger2= (stateno = 200 || stateno = 400 || stateno = 430) && Time >=5 [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(4) ; The buffered version of MK triggerall = (helper(10371),command = "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(5) ; The buffered version of HK triggerall = (helper(10371),command = "holddown") triggerall = statetype != A trigger1 = ctrl || (stateno = [100,101]) [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(0) ; The buffered version of LP trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Med Punch] type = ChangeState value = 610 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(1) ; The buffered version of MP trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(2) ; The buffered version of HP trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(3) ; The buffered version of LK trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Med Kick] type = ChangeState value = 640 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(4) ; The buffered version of MK trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(5) ; The buffered version of HK trigger1 = statetype = A trigger1 = ctrl [State -1, Taunt] type = ChangeState value = 195 triggerall = !ailevel triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) ;Prevent debug flood. triggerall = helper(10371), var(6) ; The buffered version of Start triggerall = statetype != A triggerall = stateno != [200,699] trigger1 = ctrl || (stateno = [100,101]) trigger2 = var(5) ;------------------------------------------------ ; AI System Moves ;------------------------------------------------ [State -1, AI 5210 Fall Recovery (Air)] type = changestate value = 5210 trigger1 = ailevel && numenemy trigger1 = roundstate = 2 && alive ; condition trigger1 = stateno = 5050 && canrecover trigger1 = vel y > const(movement.air.gethit.airrecover.threshold) trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) [State -1, AI 5200 Fall Recovery (Ground)] type = changestate value = 5200 trigger1 = ailevel && numenemy trigger1 = roundstate = 2 && alive ; condition trigger1 = stateno = 5050 && canrecover trigger1 = vel y > 0 && pos y >= const(movement.air.gethit.groundrecover.ground.threshold) trigger1 = random < (100 * (ailevel ** 2.0 / 64.0)) [State -1, AI 40 Jump] type = changestate value = 40 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype != A && ctrl ; condition trigger1 = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr = SC, AT trigger1 = random < (200 * (ailevel ** 2.0 / 64.0)) ; condition for Divine KFM in particular trigger2 = numtarget(1220) trigger2 = target, stateno = 1290 trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 710 Roll Forward] type = changestate value = 710 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype != A triggerall = (ctrl || (stateno = [100, 101])) ; condition trigger1 = backedgebodydist > 40 trigger1 = enemynear, movetype = A && p2bodydist x < 80 trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 715 Roll Back] type = ChangeState value = 715 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype != A triggerall = (ctrl || (stateno = [100, 101])) ; condition trigger1 = p2bodydist x = [0, 32] trigger1 = p2statetype != A && p2movetype = A trigger1 = !(enemynear, hitdefattr = SCA, NA) || (enemynear, animtime = [-32, -42]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 700 Dodge] type = changestate value = 700 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (stateno = [100, 101])) ; condition trigger1 = (enemynear, movetype = A) && !(enemynear, hitdefattr = SCA, AT) && (p2bodydist x = [0,60]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 105 Dash Backward] type = changestate value = 105 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype = S triggerall = ctrl && (stateno != [100, 106]) ; condition trigger1 = (enemynear, movetype = A) && backedgedist >= 80 trigger1 = (p2bodydist x = [const240p(80), const240p(120)]) trigger1 = (enemynear, vel x) trigger1 = random < (ifelse((enemynear, hitdefattr = SC, AT), 250, 50) * (ailevel ** 2 / 64.0)) ; condition ; condition trigger2 = frontedgedist < backedgedist && p2statetype = L && p2bodydist x = [-8, 32] trigger2 = random < 200 * (ailevel ** 2.0 / 64.0) [State -1, AI 120 Guard] type = changestate value = 120 trigger1 = ailevel && numenemy trigger1 = roundstate = 2 && inguarddist ; condition trigger1 = ctrl && (stateno != [120, 155]) trigger1 = !var(26) || p2bodydist x >= 40 trigger1 = !(enemynear, hitdefattr = SCA, AT) && (enemynear, time < 120) trigger1 = statetype != A || p2statetype = A trigger1 = ifelse(statetype = A, ((var(3) != [1, 2]) || stateno = 5210), 1) trigger1 = random < (cond((enemynear, hitdefattr = SCA, NA), 100, cond((enemynear, hitdefattr = SCA, SA), 333, 1000)) * (ailevel ** 2.0 / 64.0)) [State -1, AI 750 Zero Counter] type = changestate value = 750 trigger1 = ailevel && numenemy trigger1 = stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && statetype != A trigger1 = power >= 1000 ; condition trigger1 = (p2bodydist x = [0,50]) && (life < 0.5 * lifemax) trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) [State -1, AI 740 Counter Movement] type = ChangeState value = 740 trigger1 = ailevel && numenemy trigger1 = stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && statetype != A trigger1 = power >= 1000 && !var(20) ; condition trigger1 = (p2bodydist x = [0,50]) && (life < 0.5 * lifemax) trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) [State -1, AI 730 Power Charge] type = changestate value = 730 triggerall = ailevel && numenemy trigger1 = roundstate = 2 && statetype != A ; condition trigger1 = ctrl && power < const(data.power) && power < powerMax && prevstateno != 5120 && !var(20) trigger1 = !inguarddist && p2bodydist x >= 160 trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 770 MAX Mode] type = ChangeState value = 770 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype != A triggerall = var(20) <= 0 && Power >= 1000 triggerall = enemynear, life > (enemynear, lifemax / 6.0) triggerall = life > (lifemax / 5.0) triggerall = ctrl || (stateno = [100,101]) ; condition trigger1 = p2bodydist x >= 160 trigger1 = enemynear, movetype != A trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = enemynear, stateno = 5110 trigger2 = enemynear, time < enemynear, const(data.liedown.time) - 20 trigger2 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = p2statetype = L trigger3 = p2bodydist x >= 160 trigger3 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 800 Throw] type = changestate value = 800 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype = S triggerall = p2statetype != A && p2statetype != L && p2movetype != H ;Clsn1: 1 ; Clsn1[0] = 7, -48, 35, 0 triggerall = (p2bodydist x = [-8, 35 - const(size.ground.front)]) && (p2dist y = [-72, 8]) ; condition trigger1 = ctrl trigger1 = random < (125 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = ctrl && (p2stateno = [120,140]) trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 100 Run] type = changestate value = 100 triggerall = ailevel && numenemy triggerall = roundstate = 2 && statetype = S trigger1 = ctrl && (stateno != [100,106]) trigger1 = (enemynear, movetype != A) && p2bodydist x >= 120 trigger1 = random < (100 * (ailevel ** 2.0 / 64.0)) ;------------------------------------------------ ; AI Normal Moves ;------------------------------------------------ [State -1, AI 440 Crouching Medium Kick] type = changestate value = 440 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 17, -20, 81, 0 triggerall = p2bodydist x = [-const240p(8), (81 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-20 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 4)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 4) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 240 Stand Medium Kick] type = changestate value = 240 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 6 ;Clsn1: 1 ; Clsn1[0] = 16, -43, 68, -23 triggerall = p2bodydist x = [-const240p(8), (68 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-43 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 6)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 6) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 410 Crouching Medium Punch] type = changestate value = 410 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 8, -51, 56, -36 ; startup = 8 ;Clsn1: 1 ; Clsn1[0] = 25, -88, 55, -43 triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (55 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-88 * const(size.yscale), const240p(8)] trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 4)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = p2bodydist x = [-const240p(8), (56 - const(size.ground.front)) * const(size.xscale)] trigger2 = p2dist y = [-51 * const(size.yscale), const240p(8)] trigger2 = movehit && (enemynear, gethitvar(hittime) >= 5) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 250 Standing Strong Kick] type = changestate value = 250 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 8 ;Clsn1: 1 ; Clsn1[0] = 5, -70, 70, -50 triggerall = p2bodydist x = [-const240p(8), (70 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-70 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 8)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 8) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 430 Crouching Light Kick] type = changestate value = 430 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 10, -15, 68, 0 triggerall = p2bodydist x = [-const240p(8), (68 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-15 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 4)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 4) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 400 Crouching Light Punch] type = changestate value = 400 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 8, -51, 56, -36 triggerall = p2bodydist x = [-const240p(8), (56 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-51 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 4)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 4) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 210 Stand Medium Punch] type = changestate value = 210 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 27, -88, 73, -59 triggerall = p2bodydist x = [-const240p(8), (73 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-88 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 7)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 7) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 200 Stand Light Punch] type = changestate value = 200 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 5 ;Clsn1: 1 ; Clsn1[0] = 17, -84, 63, -67 triggerall = p2bodydist x = [-const240p(8), (63 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-84 * const(size.yscale), const240p(8)] triggerall = p2statetype != C ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 5)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 5) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 230 Stand Light Kick] type = changestate value = 230 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 5 ;Clsn1: 1 ; Clsn1[0] = 16, -43, 68, -23 triggerall = p2bodydist x = [-const240p(8), (68 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-43 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 5)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 5) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 220 Stand Strong Punch] type = changestate value = 220 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 16, -76, 65, -56 triggerall = p2bodydist x = [-const240p(8), (65 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-76 * const(size.yscale), const240p(8)] triggerall = p2statetype != C ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 7)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 7) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 420 Crouching Strong Punch] type = changestate value = 420 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 20, -65, 64, -42 triggerall = p2bodydist x = [-const240p(8), (64 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-65 * const(size.yscale), const240p(8)] triggerall = p2statetype != A ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 7)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 7) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 450 Crouching Strong Kick] type = changestate value = 450 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 17, -20, 81, 0 triggerall = p2bodydist x = [-const240p(8), (81 - const(size.ground.front)) * const(size.xscale)] triggerall = p2dist y = [-20 * const(size.yscale), const240p(8)] triggerall = (p2statetype = S || (p2statetype = C && p2movetype = H)) && !(enemynear, hitfall) ; condition trigger1 = statetype != A trigger1 = ctrl || (stateno = [100,101]) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) + (150 * (enemynear, gethitvar(hittime) >= 7)) ; condition trigger2 = (((stateno = [200, 499]) && !animtime) || (ctrl && (enemynear, gethitvar(hitcount)))) trigger2 = movehit && (enemynear, gethitvar(hittime) >= 7) trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) ;------------------------------------------------ ;AI Jummping Normal Moves ;------------------------------------------------ [State -1, AI 620 Jump Strong Punch] type = changestate value = 620 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; triggerall = vel y > 0 || p2statetype = A ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 15, -71, 58, -41 ; condition trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x = [-8, (58 + (7 * (vel x + enemynear, vel x)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-71 - 16) * const(size.yscale), (-41 + 72 + (32 * vel y * (vel y > 0))) * const(size.yscale)] trigger1 = vel y > 0 || p2statetype = A trigger1 = random < (cond((p2statetype != A) && (pos y < -66 * const(size.yscale)), 25, 150) * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = statetype = A trigger2 = ctrl trigger2 = vel y > 0 trigger2 = p2bodydist x > 0 trigger2 = p2dist y > -71 && abs(p2dist y) = [p2dist x, p2dist x + const240p(72)] trigger2 = p2statetype != A trigger2 = random < (250 * (ailevel ** 2.0 / 64.0)) [State -1, AI 610 Jump Med Punch] type = changestate value = 610 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; triggerall = vel y > 0 || p2statetype = A ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 15, -71, 58, -41 ; condition trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x = [-8, (58 + (6 * (vel x + enemynear, vel x)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-71 - 16) * const(size.yscale), (-41 + 72 + (32 * vel y * (vel y > 0))) * const(size.yscale)] trigger1 = random < (cond((p2statetype != A) && (pos y < -66 * const(size.yscale)), 25, 150) * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = ctrl trigger2 = vel y > 0 trigger2 = p2bodydist x > 0 trigger2 = p2dist y > -71 && abs(p2dist y) = [p2dist x, p2dist x + const240p(72)] trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 640 Jump Med Kick] type = changestate value = 640 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; triggerall = vel y > 0 || p2statetype = A ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = -20, -47, 67, -26 ; condition trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x = [-8, (67 + (7 * (vel x + enemynear, vel x)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-47 - 16) * const(size.yscale), (-26 + 72 + (32 * vel y * (vel y > 0))) * const(size.yscale)] trigger1 = random < (cond((p2statetype != A) && (pos y < -66 * const(size.yscale)), 25, 150) * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = statetype = A trigger2 = ctrl trigger2 = vel y > 0 trigger2 = p2bodydist x > 0 trigger2 = p2dist y > -47 && abs(p2dist y) = [p2dist x, p2dist x + const240p(72)] trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 650 Jump Strong Kick] type = changestate value = 650 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; triggerall = vel y > 0 || p2statetype = A triggerall = p2statetype != C ; condition for Divine KFM in particular triggerall = !numtarget(1220) ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 1, -108, 44, -48 ; condition trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x = [-8, (44 + (7 * (vel x + enemynear, vel x)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-108 - 16) * const(size.yscale), (-48 + 72 + (32 * vel y * (vel y > 0))) * const(size.yscale)] trigger1 = vel y > 0 || p2statetype = A trigger1 = random < (cond((p2statetype != A) && (pos y < -66 * const(size.yscale)), 25, 150) * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = statetype = A trigger2 = ctrl trigger2 = vel y > 0 trigger2 = p2bodydist x > 0 trigger2 = p2dist y > -108 && abs(p2dist y) = [p2dist x, p2dist x + const240p(72)] trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 600 Jump Light Punch] type = changestate value = 600 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; triggerall = vel y > 0 || p2statetype = A ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 10, -78, 51, -53 ; condition trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x = [-8, (51 + (4 * (vel x + enemynear, vel x)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-78 - 16) * const(size.yscale), (-53 + 72 + (32 * vel y * (vel y > 0))) * const(size.yscale)] trigger1 = vel y > 0 || p2statetype = A trigger1 = random < (cond((p2statetype != A) && (pos y < -66 * const(size.yscale)), 25, 100) * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = statetype = A trigger2 = ctrl trigger2 = vel y > 0 trigger2 = p2bodydist x > 0 trigger2 = p2dist y > -78 && abs(p2dist y) = [p2dist x, p2dist x + const240p(72)] trigger2 = p2statetype != A trigger2 = random < 0 [State -1, AI 630 Jump Light Kick] type = changestate value = 630 triggerall = ailevel triggerall = roundstate = 2 triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) ; triggerall = vel y > 0 || p2statetype = A ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 3, -56, 39, -34 ; condition trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x = [-8, (39 + (7 * (vel x + enemynear, vel x)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-56 - 16) * const(size.yscale), (-34 + 72 + (32 * vel y * (vel y > 0))) * const(size.yscale)] trigger1 = vel y > 0 || p2statetype = A trigger1 = random < (cond((p2statetype != A) && (pos y < -66 * const(size.yscale)), 25, 100) * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = statetype = A trigger2 = ctrl trigger2 = vel y > 0 trigger2 = p2bodydist x > 0 trigger2 = p2dist y > -56 && abs(p2dist y) = [p2dist x, p2dist x + const240p(72)] trigger2 = p2statetype != A trigger2 = random < 0 ;------------------------------------------------ ;AI EX Moves ;------------------------------------------------ [State -1, AI 1220 EX KF Blow] type = changestate value = 1220 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = p2statetype != A triggerall = var(4) ; condition ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = -14, -76, 93, -50 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (93 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-76 * const(size.yscale), const240p(8)] trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 93) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -76) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = !(stateno = 210) trigger2 = p2statetype != A trigger2 = enemynear, gethitvar(hittime) >= 10 trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1030 EX KF Palm] type = changestate value = 1030 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200, 499]) triggerall = p2statetype != A ; condition ; startup = 11 ;Clsn1: 1 ; Clsn1[0] = 68, -66, 9, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (116 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-66 * const(size.yscale), const240p(8)] trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 98) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -66) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = p2statetype != A trigger2 = enemynear, gethitvar(hittime) >= 11 trigger2 = random < (150 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1430 EX KF Zankou] type = changestate value = 1430 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = p2statetype != A ; condition ; startup = 9 ;Clsn1: 1 ; Clsn1[0] = 22, -57, 48, 0 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (80 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-57 * const(size.yscale), const240p(8)] trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 80) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -27) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = !(stateno = 210) trigger2 = p2statetype != A trigger2 = enemynear, gethitvar(hittime) >= 11 trigger2 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1330 EX KF Knee] type = changestate value = 1330 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 0, -70, 31, -33 ;Clsn1: 1 ; Clsn1[0] = 3, -81, 34, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-81 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 50 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-8, (54 * 2.0 / 3.0) - const(size.ground.front)] trigger2 = p2dist y = [-32, 8] trigger2 = movehit trigger2 = !(stateno = 210) trigger2 = p2statetype != A trigger2 = enemynear, gethitvar(hittime) >= 7 trigger2 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, (54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)] trigger3 = p2dist y = [-81, -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1120 EX KF Upper] type = changestate value = 1120 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) ; condition ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 20, -64, 47, -36 ;Clsn1: 1 ; Clsn1[0] = 24, -133, 47, -48 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((47 + ((4 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-133 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-8, (47 * 2.0 / 3.0) - const(size.ground.front)] trigger2 = p2dist y = [-32, 8] trigger2 = movehit trigger2 = p2statetype != A trigger2 = enemynear, gethitvar(hittime) >= 4 trigger2 = stateno != 210 && stateno != 440 trigger2 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, (47 + ((6 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)] trigger3 = p2dist y = [-133, -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (50 * (ailevel ** 2.0 / 64.0)) ;------------------------------------------------ ;AI Special Moves ;------------------------------------------------ [State -1, AI 1110 Strong Kung Fu Upper] type = changestate value = 1110 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A ; condition ; startup = 5 ;Clsn1: 1 ; Clsn1[0] = 20, -64, 47, -36 ; startup = 12 ;Clsn1: 1 ; Clsn1[0] = 24, -133, 47, -48 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((47 + ((5 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-133 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 200 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-8, 28 - const(size.ground.front)] trigger2 = p2dist y = [-32, 8] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 6 trigger2 = stateno != 210 && stateno != 440 trigger2 = p2statetype != A trigger2 = random < (150 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, ((47 + ((5 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger3 = p2dist y = [(-133 - enemynear, vel y) * const(size.yscale), -20 - (7 * enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1100 Light+Med Kung Fu Upper] type = changestate value = 1100 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A ; condition ; startup = 4 ;Clsn1: 1 ; Clsn1[0] = 20, -64, 47, -36 ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = 24, -133, 47, -48 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((47 + ((4 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-133 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 200 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-8, 28 - const(size.ground.front)] trigger2 = p2dist y = [-32, 8] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 4 trigger2 = stateno != 210 && stateno != 440 trigger2 = p2statetype != A trigger2 = random < (150 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, ((47 + ((4 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger3 = p2dist y = [(-133 - enemynear, vel y) * const(size.yscale), -20 - (7 * enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1020 Strong KF Palm] type = changestate value = 1020 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200,499]) ; condition ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = 68, -66, 69, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (72 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-66 * const(size.yscale), const240p(8)] trigger1 = p2bodydist x >= (40 * const(size.ground.front)) * const(size.xscale) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-8, (98 * 2.0 / 3.0) - const(size.ground.front)] trigger2 = p2dist y = [-66 * 2.0 / 3.0, 8] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 10 trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1010 Med KF Palm] type = changestate value = 1010 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200,499]) ; condition ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = 68, -66, 9, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (70 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-66 * const(size.yscale), const240p(8)] trigger1 = p2bodydist x >= (40 - const(size.ground.front)) * const(size.xscale) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-8, (70 * 2.0 / 3.0) - const(size.ground.front)] trigger2 = p2dist y = [-66 * 2.0 / 3.0, 8] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 11 trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1000 Light KF Palm] type = changestate value = 1000 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200,499]) ; condition ; startup = 9 ;Clsn1: 1 ; Clsn1[0] = 68, -66, 9, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (68 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-66 * const(size.yscale), const240p(8)] trigger1 = p2bodydist x >= (40 * const(size.ground.front)) * const(size.xscale) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 68) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -66) * const(size.yscale)), const240p(8)] trigger2 = enemynear, gethitvar(hittime) >= 9 trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1420 Strong Kung Fu Zankou] type = changestate value = 1420 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200, 499]) ; condition ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = 7, -74, 39, 0 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (48 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-74 * const(size.yscale), const240p(8)] trigger1 = p2bodydist x >= (36 * const(size.ground.front)) * const(size.xscale) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 48) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -74) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 9 trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1410 Med Kung Fu Zankou] type = changestate value = 1410 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200, 499]) ; condition ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = 7, -74, 39, 0 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (48 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-74 * const(size.yscale), const240p(8)] trigger1 = p2bodydist x >= (36 * const(size.ground.front)) * const(size.xscale) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 48) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -74) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 9 trigger2 = p2statetype != A trigger2 = random < (150 * (ailevel ** 2.0 / 64.0)) [State -1, AI 1400 Light Kung Fu Zankou] type = changestate value = 1400 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200, 499]) ; condition ; startup = 10 ;Clsn1: 1 ; Clsn1[0] = 7, -74, 39, 0 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (39 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-74 * const(size.yscale), const240p(8)] trigger1 = p2bodydist x >= (36 * const(size.ground.front)) * const(size.xscale) trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 39) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -74) * const(size.yscale)), const240p(8)] trigger2 = enemynear, gethitvar(hittime) >= 10 trigger2 = p2statetype != A trigger2 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, 1210 AI Strong Kung Fu Blow] type = changestate value = 1210 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200, 499]) ; condition ; startup = 18 ;Clsn1: 1 ; Clsn1[0] = -14, -76, 93, -50 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (93 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-76 * const(size.yscale), const240p(8)] trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 93) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -76) * const(size.yscale)), const240p(8)] trigger2 = enemynear, gethitvar(hittime) >= 18 trigger2 = p2statetype != A trigger2 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, 1200 AI Light+Med Kung Fu Blow] type = changestate value = 1200 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != A) || (enemynear, stateno = [200, 499]) ; condition ; startup = 14 ;Clsn1: 1 ; Clsn1[0] = -14, -76, 93, -50 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (93 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-76 * const(size.yscale), const240p(8)] trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 93) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -76) * const(size.yscale)), const240p(8)] trigger2 = enemynear, gethitvar(hittime) >= 14 trigger2 = p2statetype != A trigger2 = random < (50 * (ailevel ** 2.0 / 64.0)) [State -1, 1320 AI Strong KF Knee] type = changestate value = 1320 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 0, -70, 31, -33 ;Clsn1: 1 ; Clsn1[0] = 3, -81, 34, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-81 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 150 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 54) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -70) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = !(stateno = 210) trigger2 = enemynear, gethitvar(hittime) >= 7 trigger2 = p2statetype != A trigger2 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger3 = p2dist y = [(-81 - enemynear, vel y) * const(size.yscale), -20 - (7 * enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, 1310 AI Med KF Knee] type = changestate value = 1310 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 0, -70, 31, -33 ;Clsn1: 1 ; Clsn1[0] = 3, -81, 34, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-81 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 150 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 54) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -70) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = !(stateno = 210) trigger2 = enemynear, gethitvar(hittime) >= 7 trigger2 = p2statetype != A trigger2 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger3 = p2dist y = [(-81 - enemynear, vel y) * const(size.yscale), -20 - (7 * enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (200 * (ailevel ** 2.0 / 64.0)) [State -1, 1300 AI Light KF Knee] type = changestate value = 1300 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A ; condition ; startup = 7 ;Clsn1: 1 ; Clsn1[0] = 0, -70, 31, -33 ;Clsn1: 1 ; Clsn1[0] = 3, -81, 34, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-81 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 150 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(5) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 54) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -70) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = !(stateno = 210) trigger2 = enemynear, gethitvar(hittime) >= 7 trigger2 = p2statetype != A trigger2 = random < (25 * (ailevel ** 2.0 / 64.0)) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, ((54 + ((7 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger3 = p2dist y = [(-81 - enemynear, vel y) * const(size.yscale), -20 - (7 * enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (200 * (ailevel ** 2.0 / 64.0)) ;------------------------------------------------ ;AI Super Moves ;------------------------------------------------ [State -1, AI 3050 Kung Fu Barrage Max] type = changestate value = 3050 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !(enemynear, ctrl) && ((enemynear, stateno != [120, 155]) || enemynear, statetype = A) triggerall = p2statetype != A || (stateno = [1000, 1030]) || stateno = 1430 triggerall = !numtarget(1030) && !numtarget(1220) ; condition ; startup = 11 ;Clsn1: 1 ; Clsn1[0] = 68, -66, 69, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (96 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-66 * const(size.yscale), const240p(8)] trigger1 = p2movetype != A trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(6) || var(7) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 96) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -66) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 11 trigger2 = !(stateno = 3000 && animelemtime(14) < 0) trigger2 = random < (cond((stateno = [200, 499]), 50, 200 * (ailevel ** 2.0 / 64.0))) [State -1, AI 3000 Kung Fu Barrage] type = changestate value = 3000 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = !(enemynear, ctrl) && ((enemynear, stateno != [120, 155]) || enemynear, statetype = A) triggerall = p2statetype != A || (stateno = [1000, 1030]) || stateno = 1430 triggerall = !numtarget(1030) && !numtarget(1220) ; condition ; startup = 11 ;Clsn1: 1 ; Clsn1[0] = 68, -66, 9, -44 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-const240p(8), (96 - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [-66 * const(size.yscale), const240p(8)] trigger1 = p2movetype != A trigger1 = random < (50 * (ailevel ** 2.0 / 64.0)) ; condition trigger2 = var(6) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 96) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -66) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 11 trigger2 = random < (cond((stateno = [200, 499]), 50, 200 * (ailevel ** 2.0 / 64.0))) [State -1, AI 3100 Grand KF Upper] type = changestate value = 3100 triggerall = ailevel triggerall = numenemy triggerall = p2statetype != L && p2stateno != 5120 && p2stateno != 5201 triggerall = !var(16) && (var(15) < 1) triggerall = roundstate = 2 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !(enemynear, ctrl) && ((enemynear, stateno != [120, 155]) || enemynear, statetype = A) triggerall = !numtarget(1030) && !numtarget(1220) ; condition ; startup = 5 ;Clsn1: 1 ; Clsn1[0] = 28, -133, 55, -40 trigger1 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger1 = p2bodydist x = [-8, ((55 + ((5 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger1 = p2dist y = [(-133 - enemynear, vel y)* const(size.yscale), -8 - (enemynear, vel y * (enemynear, vel y > 0))] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > const240p(-2) trigger1 = p2movetype = A || (p2statetype = A && (enemynear, stateno != [120, 155])) trigger1 = (p2bodydist x > 0) && (facing != enemynear, facing) trigger1 = random < (cond(p2statetype != A, 25, 50 * (ailevel ** 2.0 / 64.0))) ; condition trigger2 = var(6) trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 55) - const(size.ground.front))) * const(size.xscale)] trigger2 = p2dist y = [ceil(((3 / 5.0) * -133) * const(size.yscale)), const240p(8)] trigger2 = movehit trigger2 = enemynear, gethitvar(hittime) >= 5 trigger2 = stateno != 210 && stateno != 440 trigger2 = !(movecontact >= 2) trigger3 = random < (cond((stateno = [200, 499]), 50, 200 * (ailevel ** 2.0 / 64.0))) ; condition trigger3 = ctrl || stateno = 40 || stateno = 52 || (stateno = [100,101]) trigger3 = p2bodydist x = [-8, ((55 + ((5 * enemynear, vel x) * p2statetype = A)) - const(size.ground.front)) * const(size.xscale)] trigger3 = p2dist y = [(-133 - enemynear, vel y) * const(size.yscale), -20 - (7 * enemynear, vel y * (enemynear, vel y > 0))] trigger3 = enemynear, statetype = A && enemynear, hitfall trigger3 = !(enemynear, stateno = [820, 821]) trigger3 = random < (50 * (ailevel ** 2.0 / 64.0)) ;------------------------------------------------ [State -1, AI 195 Taunt] type = changestate value = 195 triggerall = ailevel && numenemy triggerall = statetype != A && Life >= 0.5 * LifeMax triggerall = (enemynear, Life) <= 0.5 * (enemynear, LifeMax) ; condition trigger1 = ctrl || (stateno = [100,101]) trigger1 = p2dist x >= 160 && !(enemynear, ctrl) trigger1 = (enemynear, movetype = H) && (enemynear, hitfall) trigger1 = random < (25 * (ailevel ** 2.0 / 64.0))
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