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Command List — spiderman.zip ← Back to Overview

; 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.) ; ; Another important point to make, is that if you want to add additional ; definitions for any of these basic command names, then there are limits on ; what kind of parameters you can use, in order to ensure the reliability of ; the helper method. That is, if you add definitions for any of these first ; 11 commands, then you must follow these rules when doing so: ; - Don't use any command string that includes any tildes. (e.g. no "~x", ; no "~30D") ; - In the command string, don't include any direction that isn't preceeded by ; a slash. (e.g. no "F", no "$D") ; - Don't put any non-slashed buttons in a command string redefining one of ; the Hold Dir command names. ; - Using a command string that includes any commas (e.g. no "a,b"), and/or ; setting the time parameter to greater than 1, may be safe, but I wouldn't ; risk it. ; - The first definition of each of these commands must be in the order ; specified below. Any additional definitions can be placed anywhere after ; the first one. ; An example of what is permissible, is adding a definition for the "z" button ; like so (and placed anywhere after the normal one): ; [Command] ; name = "z" ; command = y+b ; time = 1 ; Other than that particular common type of redefinition, it's probably best ; to simply avoid adding definitions for these 11 command names altogether. ; And remember, this paragraph just has to do with the helper method. You'll ; still need to make changes to the XOR code, no matter what type of redefining ; you use with the commands used by it. ; ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 ;--- None of your own command definitions should be above this line. --- ;-| Supers |----------------------------------------------------------- [Command] name = "meteo1" command = ~D, DF, F, z+c time = 25 [Command] name = "meteo2" command = ~D, DB, B, z+c time = 25 [Command] name = "qcf_2p" command = ~D, DF, F, x+y time = 25 [Command] name = "qcf_2p" command = ~D, DF, F, x+z time = 25 [Command] name = "qcf_2p" command = ~D, DF, F, y+z time = 25 [Command] name = "qcb_2p" command = ~D, DB, B, x+y time = 25 [Command] name = "qcb_2p" command = ~D, DB, B, x+z time = 25 [Command] name = "qcb_2p" command = ~D, DB, B, y+z time = 25 [Command] name = "qcf_2k" command = ~D, DF, F, a+b time = 25 [Command] name = "qcf_2k" command = ~D, DF, F, a+c time = 25 [Command] name = "qcf_2k" command = ~D, DF, F, b+c time = 25 [Command] name = "qcb_2k" command = ~D, DB, B, a+b time = 25 [Command] name = "qcb_2k" command = ~D, DB, B, a+c time = 25 [Command] name = "qcb_2k" command = ~D, DB, B, b+c time = 25 ;-| Specials |----------------------------------------------------------- [Command] name = "hcb_x" command = ~F, D, B, x time = 15 [Command] name = "hcb_x" command = ~F, DF, D, DB, B, x time = 15 [Command] name = "hcb_y" command = ~F, D, B, y time = 15 [Command] name = "hcb_y" command = ~F, DF, D, DB, B, y time = 15 [Command] name = "hcb_z" command = ~F, D, B, z time = 15 [Command] name = "hcb_z" command = ~F, DF, D, DB, B, z time = 15 [Command] name = "qcf_x" command = ~D, DF, F, x time = 15 [Command] name = "qcf_y" command = ~D, DF, F, y time = 15 [Command] name = "qcf_z" command = ~D, DF, F, z time = 15 [Command] name = "anti_x" command = ~F, D, F, x time = 15 [Command] name = "anti_y" command = ~F, D, F, y time = 15 [Command] name = "anti_z" command = ~F, D, F, z time = 15 [Command] name = "qcf_a" command = ~D, DF, F, a time = 15 [Command] name = "qcf_b" command = ~D, DF, F, b time = 15 [Command] name = "qcf_c" command = ~D, DF, F, c time = 15 [Command] name = "qcb_x" command = ~D, DB, B, x time = 15 [Command] name = "qcb_y" command = ~D, DB, B, y time = 15 [Command] name = "qcb_z" command = ~D, DB, B, z time = 15 [Command] name = "qcb_a" command = ~D, DB, B, a time = 15 [Command] name = "qcb_b" command = ~D, DB, B, b time = 15 [Command] name = "qcb_c" command = ~D, DB, B, c time = 15 ;-| Recovery Roll |----------------------------------------------------------- [Command] name = "recovery_roll" command = ~B, DB, D, a time = 15 [Command] name = "recovery_roll" command = ~B, DB, D, ~a time = 15 [Command] name = "recovery_roll" command = ~B, DB, D, b time = 15 [Command] name = "recovery_roll" command = ~B, DB, D,~b time = 15 [Command] name = "recovery_roll" command = ~B, DB, D,c time = 15 [Command] name = "recovery_roll" command = ~B, DB, D,~c time = 15 ;-| 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 ;-| Super Jump |----------------------------------------------------------- [Command] name = "DU" command = D, U time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 [Command] name = "2A" command = x+y time = 1 [Command] name = "2A" command = x+z time = 1 [Command] name = "2A" command = y+z time = 1 [Command] name = "2A" command = a+b time = 1 [Command] name = "2A" command = a+c time = 1 [Command] name = "2A" command = b+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| CPU |-------------------------------------------------------------- ; Note that if you make any changes to the basic one-button or recovery ; commands, you'll need to make the same changes to their matching commands here ; and/or in the XOR VarSet controller. That includes things like, for example: ; * changing the recovery command to use a different combination of buttons. ; * renaming the b button command as "d", or the start button command as "s". ; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y". ; * having more than one way to trigger the same command name. ; If you understand how the XOR method works, the proper changes should be obvious. ; If you don't understand it, then simply disable the lines in the XOR VarSet ; controller that correspond to the commands you've altered. [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$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 ;--------------------------------------------------------------------------- ; 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] ;--[ AI ]------------------------------; ; The main purpose of having these next two controllers here at the top of ; StateDef -1 is to make sure the AI helper never changes to a different state, ; but they also improve efficiency by preventing Mugen from wasting time ; processing the entire State -1 for the helper. [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 ; This is generally the best place to put most of your AI directives. For ; example, this controller would only be executed when the CPU is in control: ; ; [State -1, Haha!] ; type = ChangeState ; trigger1 = var(0) ; (Or use "var(58)>0" if you've chosen not to ; ; use the Simplifier variable/controller.) ; trigger1 = ctrl ; trigger1 = StateType = S ; trigger1 = MoveType = I ; trigger1 = P2MoveType = H ; trigger1 = NumEnemy = 1 ; trigger1 = Enemy,GetHitVar(HitTime) > 60 ; trigger1 = PrevStateNo != 195 ; trigger1 = Random < 99 ; value = 195 ;--[ Infinite Tests ]---------------------------------------------- ;[State -1,ChangeState] ;type = ChangeState ;triggerall = !var(0) && statetype != A ;trigger1 = enemynear,statetype = L ;trigger1 = ctrl ;value = 430 ; ;[State -1,ChangeState] ;type = ChangeState ;triggerall = !var(0) ;trigger1 = (stateno = [430,440]) && movecontact ;trigger2 = (stateno = [230,240]) && movecontact ;value = ifelse(stateno = 430,440,ifelse(stateno = 230,240,1310)) ; ;[State -1,ChangeState] ;type = ChangeState ;triggerall = !var(0) && statetype = A ;triggerall = !var(21) && p2bodydist x < 10 ;trigger1 = stateno = 1300 && movecontact ;value = 960 ; ;--[ Basics ]---------------------------------------------- ;--[ Air Recover ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0)&& stateno = 5050 && alive trigger1 = vel y > 0 && canrecover; && random <= 100 value = 5200 ;--[ Ground Recover ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = alive triggerall = var(0)&& stateno = 5100 trigger1 = random <= 500 value = 6500 ;--[ Guard Standing ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && StateType != A && Ctrl&& EnemyNear, Facing != Facing triggerall = stateno != 130 && stateno != 150 && (inguarddist) trigger1 = P2StateType != C && P2MoveType = A && ((p2bodydist X <= 100) || (EnemyNear, NumProj > 0)) ;trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 420) value = 130 persistent = 0 [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && StateType != A && Ctrl && EnemyNear, Facing != Facing triggerall = P2StateType = C && P2MoveType = A && ((p2bodydist X <= 100) || (EnemyNear, NumProj > 0)) trigger1 = StateNo = 150 ;trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 420) value = 152 persistent = 0 ;--[ Guard Crouching ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && StateType != A && Ctrl && EnemyNear, Facing != Facing triggerall = stateno != 131 && stateno != 151 && (inguarddist) trigger1 = P2StateType = C && P2MoveType = A && ((p2bodydist X <= 100) || (EnemyNear, NumProj > 0)) ;trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 420) value = 131 persistent = 0 [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && StateType != A && Ctrl && EnemyNear, Facing != Facing triggerall = P2StateType != C && P2MoveType = A && ((p2bodydist X <= 100) || (EnemyNear, NumProj > 0)) trigger1 = StateNo = 151 ;trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 420) value = 150 persistent = 0 ;--[ Guard Jumping ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && StateType = A && Ctrl && EnemyNear, Facing != Facing triggerall = stateno != 132 && stateno != 152 && (inguarddist) trigger1 = P2MoveType = A && ((p2bodydist X <= 100) || (EnemyNear, NumProj > 0)) trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 420) value = 132 persistent = 0 [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && StateType != A && Ctrl && (EnemyNear, Facing != Facing) && (inguarddist) trigger1 = ctrl && P2MoveType = A && ((EnemyNear,NumHelper !=0) || (EnemyNear, NumProj != 0)) trigger2 = ctrl && (enemynear,hitdefattr =SCA,HA,HP,HT) value = 120 persistent = 0 ;--[ Guard Push Standing]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = alive && !(enemynear,hitdefattr =SCA,HA) triggerall = Var(0) && StateType != A && life > 10 trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 200) trigger1 = stateno = [150,153] value = 6300 ;--[ Guard Push Crouching]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = alive triggerall = Var(0) && StateType != A && life > 10 trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 200) trigger1 = stateno = [150,153] value = 6310 ;--[ Guard Push Jumping]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = alive triggerall = Var(0) && StateType = A && life > 10 trigger1 = ifelse(numhelper(7010)!=0,random >=0,random <= 200) trigger1 = stateno = [154,155] value = 6320 ;--[ Throw 1]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType != A && Ctrl triggerall = (P2BodyDist X = [0,40]) && P2StateType = S trigger1 = Random >= 950 && P2stateno = 100 && ctrl trigger2 = Random <= 50 && ctrl value = ifelse(random >=500,900,910) persistent = 0 ;--[ Throw 2]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) triggerall = StateType = A triggerall = (P2BodyDist X = [0,10]) && P2StateType = A trigger1 = Random >= 950 && ctrl && p2bodydist y = [-40,40] trigger2 = (stateno = [1300,1320]) && movecontact trigger3 = (stateno = 620) && movecontact && random <= 250 trigger4 = (stateno = 640) && movecontact && random <= 250 value = ifelse(random >=500 && frontedgedist >=75,950,ifelse((stateno=[1300,1320]),950,960)) persistent = 0 ;--[ Dash ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = (stateno != [100,106]) && pos y = 0 triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = ctrl && statetype != A && frontedgebodydist >= 70 && (stateno !=[100,105]) && pos y = 0 trigger1 = random <= 500 && (p2bodydist x = [40,320]) && p2movetype != A trigger2 = prevstateno = 1706 && stateno = 52 && p2statetype = L && palno = 11 trigger3 = numhelper(1005) != 0 trigger3 = p2movetype = H && random >= 750 trigger4 = roundstate = 2 && prevstateno = [190,194] trigger5 = stateno = 52 && prevstateno = 7005 trigger6 = (prevstateno = 1600 || prevstateno = 1610 || prevstateno = 1620) && random >= 500 trigger7 = enemynear,stateno = 0 && random >= 500 value = 100 ;--[ Air Dash 1 ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = stateno != 102 triggerall = random <= var(41) triggerall = var(34) = 0 && var(27) = 0 && (enemynear,numproj =0)||(enemynear, NumHelper = 0) && p2movetype != A triggerall = pos y >= -150 triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) && Pos Y < ((enemynear,pos y)-(enemynear,const(size.height))) triggerall = ctrl = 1 && statetype = A && frontedgebodydist >= 70 && stateno !=1301 trigger1 = ctrl && random <= 200 && (p2bodydist x = [140,320]) && p2movetype != A && stateno !=102 trigger2 = numhelper(1005) != 0 trigger2 = p2movetype = H && random >= 650 && (p2bodydist y = [-(var(30)/2),var(30)/2]) && stateno !=102 value = 102 ;--[ Air Dash 2 ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = stateno != 102 triggerall = stateno != 1201 triggerall = random <= var(41) triggerall = var(34) = 0 && var(27) = 0 triggerall = (enemynear,numproj !=0)||(enemynear, NumHelper != 0) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = ctrl = 1 && statetype = A && frontedgebodydist >= 70 && stateno !=1301 trigger1 = backedgedist > 6 trigger1 = p2movetype = H && random >= 650 && Pos Y < ((enemynear,pos y)-(enemynear,const(size.height))) value = 102 ;--[ Dash Back ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = (stateno != [100,106]) && pos y = 0 triggerall = random <= var(41) triggerall = Var(0) && EnemyNear, Facing != Facing triggerall = statetype != A && backedgebodydist >= 10 && ctrl && pos y = 0 && (stateno!= [100,105]) trigger1 = enemy,movetype = I && enemy,vel x >= 5 && random <= 50 trigger2 = enemy,movetype = A && enemy,vel x >= 2 && random >= 950 trigger3 = (enemynear,hitdefattr = SCA,NT,ST,HT) && random >= 750 trigger4 = prevstateno = 6300 && random <= 320; && animtime = 0 trigger5 = (StateType != A) && (inguarddist) && !(enemynear,hitdefattr = SCA,HA) trigger5 = (ctrl) && (p2movetype!=A) trigger6 = (enemynear,hitdefattr !=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT) && p2movetype = A && random >= 500 trigger7 = (ctrl) && p2bodydist x >= 75 && (enemynear,numproj !=0)||(enemynear, NumHelper != 0) value = 105 ;--[ Jump ]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = ifelse(p2name = "evil ken",Random <=250,1) triggerall = Stateno != [40,50] triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA) triggerall = statetype != A && ctrl trigger1 = stateno = 100 && random <=500 && p2bodydist x >= 200 && p2movetype != A trigger2 = stateno = 105 && (p2bodydist x >= 75 || enemynear,vel x > 0) && random <=250 trigger3 = stateno = 105 && backedgedist <= 30 && random >=500 trigger4 = stateno = 105 && backedgedist <= 50 && (ctrl) && (enemynear,numproj !=0)||(enemynear, NumHelper != 0) value = ifelse((enemynear,pos y <= -320),700,40) ;--[ Wall Cling ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) triggerall = var(34) = 0 && var(27) = 0 triggerall = backedgedist <= 6 triggerall = ctrl && StateType = A && (pos y=[-300,-50]) trigger1 = random <=250 && p2bodydist x>= 200 trigger2 = (enemynear,hitdefattr = SCA,NP,SP,HP) trigger3 = (inguarddist) && (enemynear,hitdefattr = SCA,NP,SP,HP) trigger3 = (ctrl) && (p2movetype!=A) trigger4 = (enemynear,numproj !=0)||(enemynear, NumHelper != 0) && Pos Y < ((enemynear,pos y)-(enemynear,const(size.height))) && backedgedist < 20 value = 1200 persistent = 0 [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) triggerall = var(34) = 0 && var(27) = 0 triggerall = frontedgedist <= 6 triggerall = ctrl && StateType = A && (pos y=[-300,-50]) trigger1 = random <=250 && p2bodydist x<= -200 trigger2 =(enemynear,hitdefattr = SCA,NP,SP,HP) trigger3 =(inguarddist) && (enemynear,hitdefattr = SCA,NP,SP,HP) trigger4 = (ctrl) && (p2movetype!=A) trigger5 = (enemynear,numproj !=0)||(enemynear, NumHelper != 0) && Pos Y < ((enemynear,pos y)-(enemynear,const(size.height))) && frontedgedist < 20 value = 1210 persistent = 0 [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) trigger1 = stateno = 1200 && animtime = 0 trigger1 = (enemynear,numproj !=0)||(enemynear, NumHelper != 0) trigger2 = stateno = 1210 && animtime = 0 trigger2 = (enemynear,numproj !=0)||(enemynear, NumHelper != 0) value = 1201 persistent = 0 ;--[ Super Attacks ]---------------------------------------------- ;--[ Spider Tracer ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && palno !=12 triggerall = StateType != A && power >= 1000 && (inguarddist) && (enemynear,time <= 12) trigger1 = ctrl && (enemynear,hitdefattr = SCA,HA,HT) && enemynear,time >= 2; && ifelse(numhelper(7010)!=0,random >=0,random >= ((LifeMax/life)*100)) trigger2 = (Stateno=[200,450]) && movecontact && (enemynear,hitdefattr = SCA,HA,HT); && ifelse(numhelper(7010)!=0,random >=0,random <= 750) trigger3 = p2movetype = A && (stateno = [200,450]) && movecontact&& (enemynear,hitdefattr = SCA,HA,HT) trigger4 = p2movetype = A && (stateno = 3000) && movecontact&& (enemynear,hitdefattr = SCA,HA,HT) trigger5 = ctrl && !(enemynear,hitdefattr = SCA,NP,SP,HP) && p2movetype = A && p2bodydist X <= 60 && p2bodydist y >= -60 && random <= 250 value = 7000 persistent = 0 ;--[ Maximum Spider ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = palno !=12 triggerall = Var(0) && StateType != C triggerall = enemynear,ctrl = 0 triggerall = backedgedist >= 0 triggerall = power >= 1000 && prevstateno != 620 && prevstateno != 650 && !(p2bodydist x >= 240) && (enemynear,statetype != L) trigger1 = ctrl && p2statetype = A && random <= 20 && (enemynear,ctrl = 0) && p2bodydist x <= 150 trigger2 = numhelper(1005) != 0 trigger2 = ctrl && helper(1005),numtarget >= 1 && p2movetype = H && random >= 350 && (stateno = 52 || (prevStateNo = 52)) trigger3 = stateno = 3000 && movehit && hitcount >= 4 && random <= (hitcount)*50 trigger4 = (prevstateno = [6300,6320]) && !(enemynear,hitdefattr=A,HA) trigger5 = ctrl && enemy,numproj > 0 && random >= 600 trigger6 = ctrl && numhelper(7010) !=0 value = 2000 persistent = 0 ;--[ Crawler Assualt ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = palno !=12 && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = Var(0) && StateType != A && pos Y = 0 && power >= 1000 trigger1 = ctrl && p2statetype = L && (p2bodydist x = [-10,30]) && p2stateno != [5120,5205] trigger2 = (StateNo = [200,440]) && MoveGuarded = 1 && Random >= 900 trigger3 = stateno = 450 && movecontact && random > 500 trigger4 = prevstateno = 915 && p2movetype = H && random > 700 value = 3000 persistent = 0 ;--[ Ultimate Web Throw ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = palno !=12 triggerall = Var(0) && StateType != A && pos Y = 0 && (p2bodydist x = [60,200]) && enemynear,pos y >= -100 triggerall = power >= 1000 triggerall = enemynear,ctrl = 0 trigger1 = ctrl && p2stateno = 100 && random >= 955 trigger2 = ctrl && enemynear,vel x >= 1 && !(enemynear,hitdefattr = SCA,NP,SP,HP) && random >= 700 trigger3 = ctrl && p2movetype = H && enemynear,pos y <= -25 && random >= 980 trigger4 = prevstateno = 6310 && stateno = 140 && random >= 700; && animtime = 0 value = 4000 persistent = 0 ;--[ Seperation Anxeity ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = palno !=12 triggerall = Var(0) && StateType != A && pos Y = 0 && p2bodydist x > 40 && numprojid(6005) =0 triggerall = power >= 3000 && statetype != A && p2statetype != L triggerall = enemynear,ctrl = 0 trigger1 = stateno = 220 && movehit && time >= 10 && p2movetype != A && ifelse((enemynear,life<= 500),random >= 750,random >=250) trigger2 = p2statetype = S && stateno = 250 && movehit && p2movetype != A && ifelse((enemynear,life<= 500),random >= 750,random >=250) trigger3 = ctrl && (enemynear,ctrl =0) && enemynear,pos y >= -50 && enemynear,statetype != L && ifelse((enemynear,life<= 500),random >= 900,random >=250) value = 6000 persistent = 0 ;--[Combo Recovery]------------------------- [State -1, ] type = ChangeState value = 9500 triggerall = random <= var(41) triggerall = stateno = [5000,5100] triggerall = power >= 350 && palno = 12 triggerall = var(0) trigger1 = movetype = H && random >=700 ignorehitpause = 1 ;--[ Special Attacks ]---------------------------------------------- ;--[ Spider-Sense Starter 1]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) triggerall = !(enemynear,hitdefattr = SCA,HA) triggerall = statetype != A && EnemyNear, Facing != Facing && (inguarddist) && (enemynear,time <= 3) trigger1 = Ctrl && P2MoveType = A && (p2bodydist X = [-40,80]) && stateno !=100 trigger2 = p2movetype = A && (stateno = [200,450]) && movecontact && !(enemynear,hitdefattr = SCA,HA,HT,HP) trigger3 = ctrl && p2statetype = A && (enemynear,hitdefattr = A,NA,SA) && !(enemynear,hitdefattr = SCA,HA,HT,HP) value = ifelse((enemynear,hitdefattr = C,NA,SA) || p2statetype = C,1600,ifelse((enemynear,hitdefattr = A,NA,SA) || p2statetype=A,1620,ifelse((enemynear,hitdefattr = S,NA,SA) || p2statetype=S,1610,120))) ;--[ Spider-Sense Starter 2]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) triggerall = !(enemynear,hitdefattr = SCA,HA) triggerall = (StateType != A) && (inguarddist) trigger1 = (enemynear, vel x=0) && (P2MoveType = A) && (enemynear, NumHelper != 0) && (ctrl) trigger2 = (ctrl) && (p2movetype!=A) && (inguarddist) value = ifelse((enemynear,hitdefattr = C,NA,SA) || p2statetype = C,1600,ifelse((enemynear,hitdefattr = A,NA,SA) || p2statetype=A,1620,ifelse((enemynear,hitdefattr = S,NA,SA) || p2statetype=S,1610,120))) ignorehitpause = 1 ;--[ Spider-Sense Starter 3]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = var(0) && !(enemynear,hitdefattr =SCA,HA) triggerall = random <= var(41) triggerall = !(enemynear,hitdefattr = SCA,HA) triggerall = (enemynear, numproj != 0) && (StateType != A) trigger1 = ctrl value = ifelse((enemynear,hitdefattr = C,NA,SA) || p2statetype = C,1600,ifelse((enemynear,hitdefattr = A,NA,SA) || p2statetype=A,1620,ifelse((enemynear,hitdefattr = S,NA,SA) || p2statetype=S,1610,120))) ignorehitpause = 1 ;--[ Web Ball Starter 1]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = numhelper(1005) != 0 triggerall = !var(21) triggerall = random <= var(41) triggerall = ifelse(statetype = A,!var(21),1) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = stateno != 100 && ifelse(statetype = A,(p2bodydist y =[(p2bodydist x-5),p2bodydist x-55]),p2bodydist y >= 200) && ifelse(statetype != A,random >= 500,random <= 200) trigger1 = ctrl && enemy,vel y > 0 && enemy,pos y > -80 && random <= 200 trigger2 = statetype = A && stateno = 650 && movecontact && random <= 500 && frontedgedist >= 75 trigger3 = (enemynear,numproj > 0) && random >= 500 value = ifelse(p2bodydist x >= 250,1010+((statetype=A)*100),1000+((statetype=A)*100)) ;--[ Web Ball Starter 2]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = numhelper(1005) != 0 triggerall = random <= var(41) triggerall = ifelse(statetype = A,!var(21),1) triggerall = Var(0) && stateno != 100 && stateno != 105 && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = ifelse(statetype != A,(enemynear,statetype != L) && random <= 100,random <= 200) trigger1 = ctrl && p2bodydist x >= 150 && random <= 100 value = 1020+((statetype=A)*100) ;--[ Web Swing Starter 1]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(34) < 3 triggerall = Var(0) triggerall = palno != 11 && !(enemynear,hitdefattr =SCA,HA,HP,HT) && (enemynear,numproj =0)||(enemynear, NumHelper = 0) trigger1 = ctrl && p2bodydist x >= 60 && (p2bodydist y = [-60,60]) && ifelse(stateno = 100,random >= 900,random = 999) trigger2 = moveguarded && (stateno = [600,650]) && (Pos Y = [(enemynear,pos y),((enemynear,pos y)+(enemynear,const(size.head.pos.y)))]) trigger3 = ctrl && (prevstateno = 52 || stateno = 52) && p2bodydist x >= 100 && random >= 750 trigger4 = ctrl && stateno = 102 && p2bodydist x <= 40 && vel y <= -4 && (Pos Y = [(enemynear,pos y),((enemynear,pos y)+(enemynear,const(size.head.pos.y)))]) trigger5 = ctrl && statetype = A && p2bodydist x <= -30 && (p2dist y = [var(30)/2,var(30)+((var(30)<=60)*25)])&& random <= 550 trigger6 = stateno = 450 && movecontact && p2bodydist x > 50 trigger7 = stateno = 102 && frontedgedist < 6 && p2bodydist x < -100 value = ifelse(p2bodydist x >= 200,1320,ifelse(p2bodydist x >= 130,1310,1300)) ;--[ Anti-Air Starter 1]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = (stateno != [1400,1420]) && pos y = 0 || (prevstateno !=[1400,1420]) triggerall = Var(0) && palno != 11 triggerall = StateType != A triggerall = p2statetype != C && p2bodydist x >= 5 && (enemynear,vel x >= 0) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = ctrl && (p2bodydist x = [10,135]) && (enemynear,pos y = [-50,-120]) && random <= 500 trigger2 = stateno = 450 && movecontact && p2bodydist x<= 50 value = ifelse((p2bodydist x >= 100 || enemynear,pos y <= -90),1420,ifelse(p2bodydist x >= 50 || enemynear,pos y <= -50,1410,ifelse(p2movetype = A && p2bodydist y <= -50 && (inguarddist),1620,1400))) ;--[ Anti-Air Starter 2]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) triggerall = statetype != A ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = ctrl && (p2bodydist y = [-180,-60]) && (p2bodydist x = [-20,100]); && random >= 500 trigger2 = stateno = 220 && movehit trigger3 = stateno = 140 && (prevstateno = [6300,6310]) && !(enemynear,hitdefattr=SCA,HA); && (enemynear,ctrl = 0) value = ifelse((enemy,vel x < 0) && p2bodydist x >= 20 && p2dist y <= -20,1510,ifelse(p2bodydist x <= 30 &&((enemynear,vel x = [-3,3])) && p2dist y <= -20,1520,ifelse(p2dist y >= -20,1500,ifelse(palno!=11,1420,1720)))) ;--[ Spectacular Starter ;Stealth Mode]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) triggerall = StateType != A && palno = 10 triggerall = !var(21) trigger1 = numhelper(1005) != 0 trigger1 = prevstateno = 1000 && random <= 50 trigger2 = numhelper(1005) != 0 trigger2 = prevstateno = 1010 && random <= 100 trigger3 = numhelper(1005) != 0 trigger3 = prevstateno = 1020 && random <= 150 trigger4 = ctrl && p2bodydist x >= 100 && (enemynear,ctrl = 0) && random <= 150 trigger5 = ctrl && (prevstateno = 52 || stateno = 52) && p2bodydist x >= 100 && random <= 50 trigger6 = (StateType != A) && (inguarddist) && !(enemynear,hitdefattr = SCA,HA) trigger6 = (ctrl) && (p2movetype!=A) value = ifelse((inguarddist),1820,ifelse((enemynear,backedgedist = [30,100]) && (enemynear,ctrl=0),1810,1800)) ;--[ Bounding Assault ;Armor Mode]-------------------------------- [State -1,ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && random <= 250 triggerall = StateType != A && (palno = [11,12]) && (p2bodydist y = [-20,40])&& (p2bodydist x >= 80) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = numhelper(1005) != 0 trigger1 = prevstateno = 1000 && random <= 50 trigger2 = numhelper(1005) != 0 trigger2 = prevstateno = 1010 && random <= 100 trigger3 = numhelper(1005) != 0 trigger3 = prevstateno = 1020 && random <= 150 trigger4 = ctrl && (p2bodydist x = [80,150]) && random <= 150 trigger5 = ctrl && (prevstateno = 52 || stateno = 52) && p2bodydist x >= 100 && random <= 350 trigger6 = (StateType != A) && (inguarddist) && !(enemynear,hitdefattr = SCA,HA) trigger6 = (ctrl) && (p2movetype!=A) value = ifelse((inguarddist)||p2bodydist x<= 120,1720,ifelse((p2bodydist x <= 50),1700,1710)) ;--[ Starter Attacks ]---------------------------------------------- ;--[ Combo Starter 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && p2statetype != A && p2statetype != L && (p2bodydist X = [0,50]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = p2statetype != C && Random <= 350 && Ctrl trigger2 = stateno = 200 && moveguarded trigger3 = random >= 750 && stateno = 52 && prevstateno = 50 || (prevstateno = [600,650]) value = ifelse(stateno = 200,420,ifelse(p2movetype = A,400,200)) persistent = 0 ;--[ Combo Starter 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && p2statetype != A && p2statetype != L && (p2bodydist X = [0,50]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = p2statetype != C && Ctrl && Random >= 750 trigger2 = stateno = 230 && moveguarded trigger3 = ctrl && stateno = 106 && Random >= (650*(palno >= 10)) value = ifelse(stateno = 230,450,ifelse(p2movetype = A,430,230)) persistent = 0 ;--[ Combo Starter 3 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && Ctrl && p2statetype != A ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = p2statetype = C && p2bodydist X <= 50 && Random <= 550 trigger2 = p2statetype = S && (p2bodydist X = [0,45]) && Random >= 990 trigger3 = (p2bodydist X = [0,20]) && p2statetype = L && Random <= 300; && prevstateno != 400 value = Ifelse(random >= 400 || prevstateno != 11,430,400) ;--[ Combo Starter 4 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && Ctrl && p2statetype != A && (p2bodydist X = [0,45]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = p2statetype != A && p2movetype = A && Random >= 550 value = Ifelse(random >= 400,430,400) ;--[ OTG Starter 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && p2statetype = L && ctrl ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = (p2bodydist X = [0,45])&& Random >= 900 value = 430 persistent = 0 ;--[ Dash-In Starter ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = numhelper(1005) != 0 triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno != 11 ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = (StateNo = 100) && p2bodydist x <= 60 value = ifelse(stateno = 100 && random >= 650,210,ifelse(stateno = 100 && p2movetype = H,220,430)) persistent = 0 ;--[ Air Combo Starter 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType = A && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType = A && Ctrl && p2statetype = A && (p2bodydist x = [-10,60]) && (p2bodydist y = [-70,70]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = prevstateno != 600 && stateno = 701 && time = var(18) trigger2 = ctrl && (pos y = [(enemynear,pos y)-5,(enemynear,pos y)+5]) && random <= 350 && palno = 11 value = ifelse(random >= 420,600,630);IfElse(p2bodydist x <= 15,600,IfElse(StateNo = p2bodydist x <= 40 ,630,1100)) persistent = 0 ;--[ Air Combo Starter 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType = A && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType = A && Ctrl && p2statetype = A && (p2bodydist x = [-10,60]) && (p2bodydist y = [0,var(30)]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = ctrl && stateno != 701 value = ifelse(random >= 420,610,640) persistent = 0 ;--[ Jump-In Combo Starter 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType = A && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != S && Ctrl && p2statetype = S && (p2bodydist x = [0,75]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = Statetype = A && vel y > 0+((var(30)>=100)*3) && p2dist y = [var(30)/2,var(30)+((var(30)<=60)*50)] value = IfElse(p2bodydist x <= 15,600,IfElse(StateNo = 600 && p2bodydist x <= 40 ,630,IfElse(StateNo = 630,640,650))) persistent = 0 ;--[ Jump-In Combo Starter 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType = A && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != S && Ctrl && (p2bodydist x = [-60,65]) && stateno = 102 && (p2bodydist y = [10,var(30)]) ;&& (p2dist y = [var(30)/2,var(30)+((var(30)<=60)*50)]) ;triggerall = ifelse(numpartner = 1,(TeamMode = simul)&&(partner, name="Spiderman")&&(partner, AuthorName="Seth Zankuten") && !(partner,hitdefattr =SCA,NT,ST,HT) && (enemynear,movetype = H),Var(0)) trigger1 = Statetype = A && vel y > 0 ;+((var(30)>=100)*3) ; && (p2dist y = [var(30)/2,var(30)+((var(30)<=60)*50)]) trigger2 = Statetype = A && (p2dist y = [20,-75]) value = IfElse(vel x <= 6,600,IfElse((vel x = [6,9]),630,IfElse(vel x > 8,650,1300))) persistent = 0 ;--[ EX-Combos Attacks ]---------------------------------------------- ;--[ Steath Mode ]-------------------------------- ;--[ Spectacular Rave 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = p2statetype = A && var(21) = 0 && StateType = A && (palno = 10 || palno = 12) trigger1 = (StateNo = [600,640]) && (MoveContact); && (p2bodydist x = [-10,70]) value = IfElse(StateNo = 600,630,IfElse(StateNo = 630,610,IfElse(StateNo = 610,640,IfElse(StateNo = 640 && frontedgedist < backedgedist,1800,1810))));IfElse(StateNo = 1320,950,IfElse(palno = 11,650,1320)))))) persistent = 0 ;--[ Spectacular Rave 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = p2statetype = A && var(21) = 1 && StateType = A && (palno = 10 || palno = 12) && Stateno != 620 trigger1 = (StateNo = [600,640]) && (MoveContact) trigger2 = (StateNo = 1300) && (MoveContact) trigger3 = (StateNo = [1800,1817]) && (MoveContact) value = IfElse((StateNo = [1800,1817]),600,IfElse(StateNo = 600,630,IfElse(StateNo = 630,610,IfElse(StateNo = 610,640,IfElse(StateNo = 640 && power >= 1000 && palno = 10,2500,620))))) persistent = 0 ;--[ Spectacular Rave 3 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = p2statetype != A && StateType = A && (palno = 10 || palno = 12) && var(21) = 1 trigger1 = (StateNo = [600,640]) && (MoveContact) && stateno !=620 trigger2 = (StateNo = 1300) && (MoveContact) trigger3 = (StateNo = [1800,1817]) && (MoveContact) value = IfElse((StateNo = [1800,1817]),600,IfElse(StateNo = 600,630,IfElse(StateNo = 630,610,IfElse(StateNo = 610,640,620)))) persistent = 0 ;--[ Spectacular Rave 4 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType = A && (palno = 10 || palno = 12) && var(21) = 1 trigger1 = (StateNo = [600,640]) && (MoveContact) trigger2 = (StateNo = 1827) && (MoveContact) value = IfElse(StateNo = 1827 && frontedgedist >= 70,620,600) persistent = 0 ;--[ Armor Mode ]-------------------------------- ;--[ Dash-In Blitz ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = numhelper(1005) != 0 triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno != 11 trigger1 = ctrl && (prevstateNo = 100) && p2bodydist x <= 120 value = ifelse(prevstateno = 100 && frontedgedist < 120,210,ifelse(stateno = 100 && frontedgedist>=120,1510,50)) persistent = 0 ;--[ Bounding Blitz 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno= 11 && p2bodydist x <= 50 trigger1 = (StateNo = [200,210]) && (MoveContact) value = IfElse(StateNo = 200,210+(random <=420)*200,IfElse(StateNo = 210 && p2bodydist x >= 55,1720,ifelse(Stateno = 210 && p2statetype != A,450,700))) persistent = 0 ;--[ Bounding Blitz 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno= 11 && p2bodydist x <= 50 trigger1 = (StateNo = 220) && (MoveContact) value = IfElse(StateNo = 220 && random <= 750 && frontedgedist < 130,1710,IfElse(StateNo = 220 && frontedgedist < 130,1700,1500)) persistent = 0 ;--[ Bounding Blitz 3 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno= 11 && p2bodydist x <= 50 trigger1 = (StateNo = [230,240]) && (MoveContact) value = IfElse(StateNo = 230 && p2statetype != A,240,IfElse(StateNo = 230 && p2statetype = A,210,ifelse(stateno = 240 && prevstateno = 430,ifelse(power >=1000,4000,1720),220))) persistent = 0 ;--[ Bounding Blitz 4 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno= 11 && p2bodydist x <= 60 trigger1 = (StateNo = 100) && prevstateno = 52 && random >= 500 trigger2 = (StateNo = 430) && movecontact trigger3 = (StateNo = 240) && movecontact trigger4 = Stateno = 52 && p2bodydist x <= 20 && p2statetype = L value = IfElse(StateNo = 100 || stateno = 52 && p2statetype = L,430,IfElse(StateNo = 430 && frontedgedist<backedgedist,240,ifelse(stateno=240 && power >=1000,4000,Ifelse(stateno = 100 && p2statetype !=L && frontedgedist <= 120,1520,1720)))) persistent = 0 ;--[ Bounding Blitz 5 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno= 11 && p2bodydist y <= -20 trigger1 = Ctrl && (PrevStateNo = 4505) && (enemynear,movetype = H) trigger2 = Ctrl && (StateNo = 100) && enemynear,movetype = H value = IfElse(PrevStateNo = 4505 && p2bodydist x >= 100,100,IfElse(PrevStateNo = 4505 && p2bodydist y <=-70 && frontedgedist<backedgedist,700,ifelse(PrevStateNo = 4505 && p2bodydist x <= 50 && p2bodydist y <= -40,210,200))) persistent = 0 ;--[ Bounding Blitz 6 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = StateType != A && palno= 11 trigger1 = (StateNo = 250) && (movecontact) trigger2 = (StateNo = [400,410]) && (movecontact) && p2bodydist x <= 50 value = IfElse(StateNo = 400,410,IfElse(StateNo = 410,250,ifelse(StateNo = 250 && power >= 1000 && backedgedist <= 100,2000,ifelse(stateno = 250 && power>=1000,4500,1000)))) persistent = 0 ;--[ NON-EX Combos Attacks ]---------------------------------------------- ;--[ Jump-In Rave 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType = A && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = p2statetype = S trigger1 = (StateNo = [600,640]) && (MoveContact); && (p2bodydist x = [-10,70]) value = IfElse(Stateno = 600,630,IfElse(StateNo = 630 && p2bodydist x <= 40 ,610,IfElse(StateNo = 610,640,650))) persistent = 0 ;--[ Jump-In Rave 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = p2statetype = S && StateType = A trigger1 = (StateNo = [600,620]) && (MoveContact); && (p2bodydist x = [-10,70]) value = IfElse(Stateno = 600,610,IfElse(StateNo = 610,620,650)) persistent = 0 ;--[ Air Rave 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && !(enemynear,hitdefattr =SCA,HA,HP,HT) triggerall = p2statetype = A && StateType = A && palno !=10 && var(18) = 12 trigger1 = (StateNo = [600,630]) && (MoveContact) && stateno != 620; && (p2bodydist x = [-10,70]) value = IfElse(StateNo = 600,630,IfElse(StateNo = 630,610,640));IfElse(StateNo = 610,640,IfElse(StateNo = 640 && palno != 11,1320,IfElse(StateNo = 1320,950,IfElse(palno = 11,650,1320)))))) persistent = 0 ;--[ Air Rave 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && p2statetype = A && StateType = A && palno !=10 && var(18) = 2 trigger1 = (StateNo = [600,610]) && (MoveContact) value = IfElse(StateNo = 600,610,650) persistent = 0 ;--[ Air Rave 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = var(0) && p2statetype = A && StateType = A && palno !=10 && var(18) = 2 trigger1 = (StateNo = [630,640]) && (MoveContact) value = IfElse(StateNo = 630,640,650) persistent = 0 ;--[ Air Rave Finisher ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0)&& StateType = A && (palno !=[10,11]) && !(enemynear,hitdefattr =SCA,HA,HP,HT) trigger1 = (StateNo = 640) && (MoveContact) value = IfElse(StateNo = 640 && random >= (frontedgedist > 40)*750,1320,650) persistent = 0 ;--[ Combo 1 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType != A && !(enemynear,hitdefattr =SCA,HA,HP,HT); && palno != 11 trigger1 = (StateNo = [200,210]) && (MoveContact) && Random >= 900*(palno=11) value = IfElse(StateNo = 200,210+(random >=900)*200+(random<=350)*10,IfElse(StateNo = 210 && p2bodydist x >= 55,1510,ifelse((palno = [10,12])&& palno!=11 && random >= 500,1800,ifelse(p2statetype != A,450,700)))) persistent = 0 ;--[ Combo 1.5 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType != A && (palno != 12) && !(enemynear,hitdefattr =SCA,HA,HP,HT) trigger1 = StateNo = 220 && (MoveContact) && Random <= 250 && Random >= 900*(palno=11) value = IfElse(random >= 500 && p2bodydist x <= 60 && palno != 11,1420,IfElse(StateNo = 220 && power >= 3000,6000,ifelse(power>=1000 && frontedgedist <= 100,3000,1500))) persistent = 0 ;--[ Combo 2 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType != A && !(enemynear,hitdefattr =SCA,HA,HP,HT) trigger1 = (StateNo = [230,250]) && (MoveContact) && Random >= 900*(palno=11) value = IfElse(StateNo = 230,240+((random >=500)||(prevstateno = 52))*200,IfElse(StateNo = 240 && (palno=[11,12]),1700,IfElse(StateNo = 240,250,IfElse(StateNo = (p2statetype=S)*250 && palno !=11,1300,IfElse(palno=11,1720,700))))) persistent = 0 ;--[ Combo 3 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType != A && !(enemynear,hitdefattr =SCA,HA,HP,HT) trigger1 = (StateNo = [400,420]) && (MoveContact) && Random >= 900*(palno=11) value = IfElse(StateNo = 400,410+(random >=700)*-200,IfElse(StateNo = 410,420,IfElse(StateNo = 420 && frontedgedist <= 100 && power >= 1000 && palno !=12,3000,1500))) persistent = 0 ;--[ Combo 4 ]-------------------------------- [State -1, ChangeState] type = ChangeState triggerall = random <= var(41) triggerall = Var(0) && StateType != A && !(enemynear,hitdefattr =SCA,HA,HP,HT) trigger1 = (StateNo = [430,440]) && (MoveContact) && Random >= 900*(palno=11) trigger2 = (StateNo = 250) && (MoveContact) && Random <= 300 value = IfElse(StateNo = 430,440+((random >=750)&&(p2statetype = A))*-200,IfElse(StateNo = 440,250,IfElse(StateNo = 250,ifelse((palno = [10,12])&& palno !=11 && random >= 500,1800,700),1000))) persistent = 0 ;--------------------------------------------------------------------------- ;--{Super Attacks}------------------------- ;--------------------------------------------------------------------------- [State -1, ] type = ChangeState value = 2000;+((palno=10)*500) triggerall = !var(0) triggerall = palno !=12 triggerall = power >= 1000 triggerall = command = "qcf_2p" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact trigger20= stateno = 3000 && movecontact [State -1, ] type = ChangeState value = 3000 triggerall = !var(0) triggerall = palno !=12 triggerall = power >= 1000 triggerall = command = "qcf_2k" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 4000;+((palno=11)*500) triggerall = !var(0) triggerall = palno !=12 triggerall = power >= 1000 triggerall = command = "qcb_2p" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 3000 && movecontact [State -1, ] type = Null value = 15000 triggerall = !var(0) triggerall = palno !=12 triggerall = power >= 3000 triggerall = command = "meteo1" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 6000 triggerall = !var(0) triggerall = palno !=12 triggerall = power >= 3000 triggerall = command = "meteo2" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 7000 triggerall = !var(0) triggerall = palno !=12 triggerall = power >= 1000 triggerall = command = "qcb_2k" triggerall = statetype != A && numhelper(7010) = 0 trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 3000 && movecontact ;--{Special Attacks}------------------------- [State -1, ] type = ChangeState value = 9500 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = stateno = [5000,5100] triggerall = power >= 350 && palno = 12 triggerall = command = "2A" trigger1 = movetype = H ignorehitpause = 1 ;--{Special Attacks}------------------------- [State -1, ] type = ChangeState value = 1500 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "hcb_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1510 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "hcb_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1520 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "hcb_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1400 triggerall = palno != 11 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "anti_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1410 triggerall = palno != 11 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "anti_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1420 triggerall = palno != 11 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "anti_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1000 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = NumHelper(1005) = 0 triggerall = command = "qcf_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1010 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = NumHelper(1005) = 0 triggerall = command = "qcf_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1020 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = NumHelper(1005) = 0 triggerall = command = "qcf_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1100 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = NumHelper(1005) = 0 triggerall = !var(21) triggerall = command = "qcf_x" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact [State -1, ] type = ChangeState value = 1110 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = NumHelper(1005) = 0 triggerall = !var(21) triggerall = command = "qcf_y" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact [State -1, ] type = ChangeState value = 1120 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = NumHelper(1005) = 0 triggerall = !var(21) triggerall = command = "qcf_z" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact ;Wall Cling (back) [State -1] type = ChangeState value = 1200 triggerall = command = "holdfwd" triggerall = var(34) = 0 && var(27) = 0 trigger1 = Pos Y < -50 trigger1 = Pos Y > -300 trigger1 = ctrl = 1 trigger1 = statetype = A trigger1 = BackEdgeDist < 2 trigger1 = Stateno != 1201 trigger1 = Stateno != 1202 trigger1 = Stateno != 1210 ;Wall Cling (front) [State -1] type = ChangeState value = 1210 triggerall = command = "holdback" triggerall = stateno != 102 trigger1 = Pos Y < -50 trigger1 = Pos Y > -300 trigger1 = ctrl = 1 trigger1 = statetype = A trigger1 = FrontEdgeDist < 2 trigger1 = Stateno != 1200 trigger1 = Stateno != 1201 trigger1 = Stateno != 1202 [State -1, ] type = ChangeState value = 1300 triggerall = (!var(20)) triggerall = palno != 11 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcb_a" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact [State -1, ] type = ChangeState value = 1310 triggerall = (!var(20)) triggerall = palno != 11 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcb_b" triggerall = var(34)< 3 trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact [State -1, ] type = ChangeState value = 1320 triggerall = (!var(20)) triggerall = palno != 11 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcb_c" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact [State -1, ] type = ChangeState value = 1600 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcf_a" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1610 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcf_b" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact [State -1, ] type = ChangeState value = 1620 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcf_c" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact ;--------------------------- ;EX-Mode Attacks ;--------------------------- ;--Bounding Assault (light) [State -1, ] type = ChangeState value = 1700 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcb_x" triggerall = statetype != A && palno = [11,12] trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact ;--Bounding Assault (Medium) [State -1, ] type = ChangeState value = 1710 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcb_y" triggerall = statetype != A && palno = [11,12] trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact ;--Bounding Assault (Fierce) [State -1, ] type = ChangeState value = 1720 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "qcb_z" triggerall = statetype != A && palno = [11,12] trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact ;--------------------------- ;EX-Mode Attacks ;--------------------------- ;--Spectacular Moves (light) [State -1, ] type = ChangeState value = 1800 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = !var(21) triggerall = command = "qcb_x" triggerall = palno = 10 || palno = 12 && statetype = A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact ;--Spectacular Moves (light) [State -1, ] type = ChangeState value = 1810 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = !var(21) triggerall = command = "qcb_y" triggerall = palno = 10 || palno = 12 && statetype = A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact ;--Spectacular Moves (light) [State -1, ] type = ChangeState value = 1820 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = !var(21) triggerall = command = "qcb_z" triggerall = palno = 10 || palno = 12 && statetype = A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 250 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10= stateno = 420 && movecontact trigger11= stateno = 430 && movecontact trigger12= stateno = 440 && movecontact trigger13= stateno = 450 && movecontact trigger14= stateno = 600 && movecontact trigger15= stateno = 610 && movecontact trigger16= stateno = 620 && movecontact trigger17= stateno = 630 && movecontact trigger18= stateno = 640 && movecontact trigger19= stateno = 650 && movecontact ;--{Throw Attacks}------------------------- [State -1, ] type = ChangeState value = 900 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command != "holddown" triggerall = statetype = S && enemynear,statetype = S triggerall = p2bodydist x <= 10 triggerall = ctrl trigger1 = command = "holdfwd" && command = "z" [State -1, ] type = ChangeState value = 910 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command != "holddown" triggerall = statetype = S && enemynear,statetype = S triggerall = p2bodydist x <= 10 triggerall = ctrl trigger1 = command = "holdfwd" && command = "c" [State -1, ] type = ChangeState value = 950 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = pos y <= -30 triggerall = statetype = A && enemynear,statetype = A triggerall = p2bodydist x <= 10 triggerall = command = "holdfwd" && command = "z" trigger1 = ctrl && p2bodydist y = [-20,20] trigger2 = stateno = 1300 && movecontact trigger3 = stateno = 1310 && movecontact trigger4 = stateno = 1320 && movecontact [State -1, ] type = ChangeState value = 960 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = pos y <= -30 triggerall = statetype = A && enemynear,statetype = A triggerall = p2bodydist x <= 10 && p2bodydist y = [-20,20] triggerall = command = "holdfwd" && command = "c" trigger1 = ctrl ;--{Normal Attacks}------------------------- [State -1, ] type = ChangeState value = 200 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command != "holddown" trigger1 = command = "x" trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 210 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact [State -1, ] type = ChangeState value = 220 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact [State -1, ] type = ChangeState value = 230 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 240 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact [State -1, ] type = ChangeState value = 250 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact [State -1, ] type = ChangeState value = 400 triggerall = ifelse(var(41)>500,!var(0),1) trigger1 = command = "x" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 410 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact [State -1, ] type = ChangeState value = 420 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact [State -1, ] type = ChangeState value = 430 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl [State -1, ] type = ChangeState value = 440 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact [State -1, ] type = ChangeState value = 450 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact [State -1, ] type = ChangeState value = 600 triggerall = ifelse(var(41)>500,!var(0),1) trigger1 = command = "x" trigger1 = statetype = A trigger1 = ctrl [State -1, ] type = ChangeState value = 610 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact [State -1, ] type = ChangeState value = 620 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "z" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact trigger5 = stateno = 640 && movecontact [State -1, ] type = ChangeState value = 630 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "a" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact [State -1, ] type = ChangeState value = 640 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "b" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact [State -1, ] type = ChangeState value = 650 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = command = "c" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact [State -1, ] type = ChangeState value = 195 triggerall = ifelse(var(41)>500,!var(0),1) triggerall = stateno != 100 triggerall = stateno != 102 triggerall = stateno != 105 triggerall = stateno != 195 trigger1 = command = "start" trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, ] type = ChangeState value = 100 triggerall = ifelse(var(41)>500,var(0),1) triggerall = stateno != 100 triggerall = stateno != 102 triggerall = stateno != 105 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, ] type = ChangeState value = 102 triggerall = ifelse(var(41)>500,var(0),1) triggerall = var(34) = 0 && var(27) = 0 triggerall = stateno != 100 triggerall = stateno != 102 triggerall = stateno != 105 triggerall = stateno != 1201 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, ] type = ChangeState value = 105 triggerall = !var(0) triggerall = stateno != 100 triggerall = stateno != 102 triggerall = stateno != 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Super Jump [State -1, ] type = ChangeState value = 700 triggerall = !var(0) triggerall = stateno != 100 triggerall = stateno !=105 trigger1 = command = "DU" trigger1 = statetype != A trigger1 = ctrl [State -1, Fall] type = VarSet triggerall = alive trigger1 = command = "recovery_roll" trigger1 = stateno = 5050 || stateno = 5071 || stateno = 5100 v = 40 value = 1 [State -1, roll] type = ChangeState triggerall = alive trigger1 = Var(40) = 1 trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 6500 ;-------------------guardpush [State -1, Guard Push stand] type = ChangeState value = 6300 + (statetype = C)*10 triggerall = command = "guardpush" && statetype != A trigger1 = stateno = [150,153] [State -1, Guard Push aerial] type = ChangeState value = 6320 triggerall = command = "guardpush" && statetype = A trigger1 = stateno = [154,155] ;-------------------------------------------------------------------- ; Stage Interaction Varables and helpers. Unknown stage only! ;-------------------------------------------------------------------- [State -1] type = Varset trigger1 = Floor(Pos Z = 6) sysvar(3) = 1 [State -1] type = helper trigger1 = sysvar(3) = 1 && !numhelper(666000) helpertype = Normal id = 666000 name = "soundFX helper" pos = 0,99990 stateno = 666000 supermovetime = 999999999 pausemovetime = 999999999 ;----------------------------------------------------------------------- [Statedef 666000] type = s movetype = i physics = n [State 0, ] type = AssertSpecial trigger1 = 1 flag = noshadow flag2 = nomusic flag3 = invisible [State 0] type = NotHitBy trigger1 = 1 value = SCA [State 0] type = PlayerPush trigger1 = 1 value = 1 [State 0];water in the BG type = PlaySnd trigger1 = time = 0 value = f6000,0 volume = 100 channel = -1 loop = 1 ;---------------------------------------------------------- ;these state controllers below are for the lighting effects ;---------------------------------------------------------- [State 0, ];timing variables type = VarAdd triggerall = root,sysvar(3) = 1 trigger1 = 1 v = 1 value = 1 [State 0];lightning strikes type = PlaySnd trigger1 = var(1) = 100 || var(1) = 321 value = f6000,2 volume = 100 channel = -1 [State 0] type = allpalfx trigger1 = var(1) = 91 || var(1) = 312 time = 5 add = 0,0,0 mul = 256,256,256 sinadd = 0,0,0,1 invertall = 1 color = 256 [State 0, ];resets everything above and the process starts over. type = Varset trigger1 = var(1) = 509 v = 1 value = 0 ;---------------------------------------------------------- ;------------------- ;MEE Template Files ; provided by ; Kitsune Sniper ; *** ; Thanks, Kitsune! ;-------------------
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