; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[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 = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;-| AI |--------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
Command=z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "9_Syllables_Stab"
command = ~D,F,D,F,x
time = 28
[Command]
name = "9_Syllables_Stab"
command = ~D,B,D,F,~z
time = 28
[Command]
name = "Moses'_Miracle"
command =~D,B,D,B,x
time = 25
[Command]
name = "Moses'_Miracle"
command = ~D,B,D,B,~x
time = 25
[Command]
name = "Esoterica"
command =~D,F,D,F,z
time = 25
[Command]
name = "Esoterica"
command=~D,F,D,F,~z
time = 25
[Command]
name = "Heaven's_Wind"
command =~D,F,D,F,b
time = 25
[Command]
name = "Heaven's_Wind"
command=~D,F,D,F,~b
time = 25
[Command]
name = "Godhand"
command =~D,F,D,F,c
time = 25
[Command]
name = "Godhand"
command=~D,F,D,F,~c
time = 25
[Command]
name = "Splitting_Sea"
command =~D,B,D,B,z
time = 25
[Command]
name = "Splitting_Sea"
command =~D,B,D,B,~z
time = 25
[Command]
name = "Miracle"
command =~D,B,D,B,b
time = 35
[Command]
name = "Miracle"
command =~B,$D,F,B,$D,F,~z
time = 35
;-| Special Motions |------------------------------------------------------
[Command]
name = "RevitalizingWind_light"
command =~D,F,x
time = 15
[Command]
name = "RevitalizingWave_light"
command =~D,F,~x
time = 15
[Command]
name = "RevitalizingWind_medium"
command =~D,F,y
time = 15
[Command]
name = "RevitalizingWave_medium"
command =~D,F,~y
time = 15
[Command]
name = "RevitalizingWind_heavy"
command =~D,F,z
time = 15
[Command]
name = "RevitalizingWave_heavy"
command =~D,F,~z
time = 15
[Command]
name = "FortuneBomb_light"
command =~F,D,DF,x
time = 15
[Command]
name = "FortuneBomb_light"
command =~F,D,DF,~x
time = 15
[Command]
name = "FortuneBomb_medium"
command =~F,D,DF,y
time = 15
[Command]
name = "FortuneBomb_medium"
command =~F,D,DF,~y
time = 15
[Command]
name = "FortuneBomb_heavy"
command =~F,D,DF,z
time = 15
[Command]
name = "FortuneBomb_heavy"
command =~F,D,DF,~z
time = 15
[Command]
name = "Kanako"
command =~D,F,b
time = 15
[Command]
name = "Kanako"
command =~D,F,~b
time = 15
[Command]
name = "Suwako"
command =~D,F,c
time = 15
[Command]
name = "Suwako"
command =~D,F,~c
time = 15
[Command]
name = "R.Wave_light"
command =~D,B,x
time = 15
[Command]
name = "R.Wave_light"
command =~D,B,~x
time = 15
[Command]
name = "R.Wave_medium"
command =~D,B,y
time = 15
[Command]
name = "R.Wave_medium"
command =~D,B,~y
time = 15
[Command]
name = "R.Wave_heavy"
command =~D,B,z
time = 15
[Command]
name = "R.Wave_heavy"
command =~D,B,~z
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
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
[Command];
name = "start"
Command=s
;-| 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 = $UF
time = 1
[command]
name="rls_dir"
command=~U
time=1
[command]
name="rls_dir"
command=~U
time=1
[command]
name="rls_dir"
command=~UF
time=1
[command]
name="rls_dir"
command=~F
time=1
[command]
name="rls_dir"
command=~DF
time=1
[command]
name="rls_dir"
command=~D
time=1
[command]
name="rls_dir"
command=~DB
time=1
[command]
name="rls_dir"
command=~B
time=1
[command]
name="rls_dir"
command=~UB
time=1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -1, parry]
type=changestate
value=852
triggerall=var(30)%10=1&&ctrl
triggerall= var(59)= 0
triggerall=numhelper(855)&&numhelper(856)
trigger1=helper(855),stateno=858||helper(856),stateno=858
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Miracle]
type = Changestate
triggerall = command = "Miracle"
triggerall = statetype != A
triggerall= var(59)= 0
triggerall = power >= 3000
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504)||numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
triggerall = ((Life*100)/LifeMax) <= 30
triggerall = var(23) = 0
trigger1 = Ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0
value = 4500
[State -1, Moses' Miracle]
type = Changestate
value = 3000
triggerall= var(59)= 0
triggerall = command = "Moses'_Miracle"
triggerall = Statetype !=A
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, 9 Syllables Stab]
type = Changestate
value = 4000
triggerall = command = "9_Syllables_Stab"
triggerall = Statetype !=A
triggerall= var(59)= 0
triggerall = power >= 3000
triggerall = !(numhelper(4004)||numhelper(4005)||numhelper(4006)||numhelper(4007)||numhelper(4008)||NumHelper(4009)||numHelper(4010)||NumHelper(4011)||numHelper(4012)||numHelper(4013))||NumHelper(4014)||NumHelper(4015)
trigger1 = ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0
[State -1, Esoterica]
type = Changestate
value = 2000
triggerall = command = "Esoterica"
triggerall = power >= 1000
triggerall= var(59)= 0
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4 = (Stateno = [600,620]) && movecontact
trigger5=stateno=[851,852]
trigger5=time>=12
trigger6=var(30)%10=2
trigger6=(var(31)/10)%10=2
trigger6=(stateno=[150,155])
trigger6=stateno%2=0
[State -1, Heaven's Wind]
type = Changestate
value = 3600
triggerall = command = "Heaven's_Wind"
triggerall = power >= 1000
triggerall= var(59)= 0
triggerall = Statetype !=A
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Godhand]
type = Changestate
value = 3800
triggerall= var(59)= 0
triggerall = command = "Godhand"
triggerall = power >= 1000
triggerall = Statetype !=A
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing_Wave]
type = Changestate
value = 2100
triggerall = command = "Splitting_Sea"
triggerall= var(59)= 0
triggerall = Statetype != A
triggerall = power >= 1000
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Kanako Striker 2]
type = Changestate
value = 3550
triggerall = command = "Kanako"
triggerall = var(33) <= 0
triggerall= var(59)= 0
triggerall = statetype != A
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 = ctrl
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12
[State -1, Suwako Striker 2]
type = Changestate
value = 3750
triggerall = command = "Suwako"
triggerall= var(59)= 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 = ctrl
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12
[State -1, Fortune Bomb light]
type = Changestate
value = 1100
triggerall = command = "FortuneBomb_light"
triggerall= var(59)= 0
triggerall = !(numhelper(1101)||numhelper(1123)||numhelper(1125))
triggerall = statetype != A
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Fortune Bomb medium]
type = Changestate
value = 1122
triggerall= var(59)= 0
triggerall = command = "FortuneBomb_medium"
triggerall = !(numhelper(1101)||numhelper(1123)||numhelper(1125))
triggerall = statetype != A
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Fortune Bomb heavy]
type = Changestate
value = 1124
triggerall = command = "FortuneBomb_heavy"
triggerall = !(numhelper(1101)||numhelper(1123)||numhelper(1125))
triggerall= var(59)= 0
triggerall = statetype != A
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing Wind light]
type = Changestate
value = 1000
triggerall = command = "RevitalizingWind_light"
triggerall = statetype != A
triggerall= var(59)= 0
triggerall = !(numhelper(1001)||numhelper(1005))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing Wind medium]
type = Changestate
value = 1003
triggerall = command = "RevitalizingWind_medium"
triggerall = statetype != A
triggerall= var(59)= 0
triggerall = !(numhelper(1001)||numhelper(1005))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 1004
triggerall = command = "RevitalizingWind_heavy"
triggerall = statetype != A
triggerall= var(59)= 0
triggerall = !(numhelper(1001)||numhelper(1005))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing Wave light]
type = Changestate
value = 1200
triggerall = command = "R.Wave_light"
triggerall= var(59)= 0
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing Wave medium]
type = Changestate
value = 1202
triggerall = command = "R.Wave_medium"
triggerall= var(59)= 0
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 1204
triggerall = command = "R.Wave_heavy"
triggerall= var(59)= 0
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall= var(59)= 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Air Dash]
Type = ChangeState
Value = 110
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = Command = "FF" || (Var(13) > 0 && Command = "holdfwd")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
Trigger1 = StateType = A
Trigger1 = Ctrl
[State -1, Air Back Dash]
Type = ChangeState
Value = 115
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = Command = "BB" || (Var(13) < 0 && Command = "holdback")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
Trigger1 = StateType = A
Trigger1 = Ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
triggerall= var(59)= 0
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall= var(59)= 0
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
triggerall= var(59)= 0
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall= var(59)= 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall= var(59)= 0
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno - 200*(statetype=c) = 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
[State -1, Medium Slash]
type = Changestate
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall= var(59)= 0
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Launcher]
type = Changestate
value = 225
triggerall = command = "z"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall= var(59)= 0
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno = 220
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype!=a
triggerall= var(59)= 0
trigger1 = ctrl
trigger2 = (stateno - 200*(statetype=c) = [200,215])
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
[State -1]
type = ChangeState
value = 850
triggerall = var(59) = 0
triggerall=var(30)%10=0
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 300) && (animelemtime(4) > 0)
trigger3 = stateno = 400 && (movecontact || animelemtime(4) > 2)
trigger4=stateno=851
trigger4=time>=12
[State -1, Kanako Striker]
type = Changestate
value = 3500
triggerall = command = "b"
triggerall = var(33) <= 0
triggerall= var(59)= 0
triggerall = statetype != A
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 = ctrl
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12
[State -1, Suwako Striker]
type = Changestate
value = 3700
triggerall = command = "c"
triggerall= var(59)= 0
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 = ctrl
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall= var(59)= 0
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall= var(59)= 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall= var(59)= 0
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 400 && movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
triggerall= var(59)= 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 220 && movecontact
trigger3 = Stateno = 410 && movecontact
trigger4=stateno=852||(stateno=851&&numexplod(858))
trigger4=time>=12
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = statetype = A
triggerall= var(59)= 0
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall= var(59)= 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall= var(59)= 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,610])
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12
;---------------------------------------------------------------------------
[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = command = "holdup"
triggerall= var(59)= 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(18)=-1
trigger1 = StateNo = [600,620]
trigger1 = movecontact
trigger2 = ctrl
trigger2 = pos y <= -30
value = 45
[state jump cancel]
type=changestate
value=40
triggerall= var(59)= 0
trigger1=command="holdup"
trigger1=statetype = C
trigger1=stateno = [400,420]
trigger1=movecontact
[state jd]
type=changestate
value=120
triggerall=command="holdback"
triggerall= var(59)= 0
triggerall=inguarddist
trigger1=var(31)%10>=1
trigger1=ctrl
;-------------
;------------------çúçêÊ϶Բß
[state -2]
Type = VarSet
trigger1=win
var(45)=1
;-----¶þ¾Ö¿ªÄ»
[State -1]
type = ChangeState
value = 195
triggerall= statetype !=A
TriggerAll= var(59)
TriggerAll= enemynear(fvar(36)),var(59)
triggerall= enemynear(fvar(36)),name="Remilia_K"
triggerall =roundno=2
trigger1 = ctrl
trigger1 = helper(999),var(41) =0
trigger1 = helper(999),var(45) =0
ctrl = 0
[State -1]
type = ChangeState
value = 30000
triggerall= statetype !=A
TriggerAll= var(59)
TriggerAll= enemynear(fvar(36)),var(59)
triggerall= enemynear(fvar(36)),name="Remilia_K"
triggerall =roundno=2
trigger1= enemynear(fvar(36)),stateno=2001
trigger1= time=20
trigger1 = ctrl||(stateno=[120,131])||(stateno = 0)||stateno=195
trigger1 = helper(999),var(41) =0
trigger1 = helper(999),var(45) =1
;----------------------------²å¶¯
[State -1]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = var(59)
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),numproj= 0
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*7<40
triggerall = enemynear(fvar(36)),animtime<-7
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype!=A
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(0) )
Trigger1 = helper(9730),var(0)
Trigger1 = ( helper(9730),var(20) - (enemynear(fvar(36)),time) )>7
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(1) )
Trigger2 = helper(9730),var(1)
Trigger2 = ( helper(9730),var(21) - (enemynear(fvar(36)),time) )>7
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(2) )
Trigger3 = helper(9730),var(2)
Trigger3 = ( helper(9730),var(22) - (enemynear(fvar(36)),time) )>7
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(3) )
Trigger4 = helper(9730),var(3)
Trigger4 = ( helper(9730),var(23) - (enemynear(fvar(36)),time) )>7
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(4) )
Trigger5 = helper(9730),var(4)
Trigger5 = ( helper(9730),var(24) - (enemynear(fvar(36)),time) )>7
Trigger6 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(5) )
Trigger6 = helper(9730),var(5)
Trigger6 = ( helper(9730),var(25) - (enemynear(fvar(36)),time) )>7
Trigger7 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(6) )
Trigger7 = helper(9730),var(6)
Trigger7 = ( helper(9730),var(26) - (enemynear(fvar(36)),time) )>7
Trigger8 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(7) )
Trigger8 = helper(9730),var(7)
Trigger8 = ( helper(9730),var(27) - (enemynear(fvar(36)),time) )>7
Trigger9 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(8) )
Trigger9 = helper(9730),var(8)
Trigger9 = ( helper(9730),var(28) - (enemynear(fvar(36)),time) )>7
Trigger10 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(9) )
Trigger10= helper(9730),var(9)
Trigger10 = ( helper(9730),var(29) - (enemynear(fvar(36)),time) )>7
Trigger11 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(15) )
Trigger11 = helper(9730),var(15)
Trigger11 = ( helper(9730),var(35) - (enemynear(fvar(36)),time) )>7
trigger12 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(16) )
Trigger12 = helper(9730),var(16)
Trigger12 = ( helper(9730),var(36) - (enemynear(fvar(36)),time) )>7
Trigger13 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(17) )
Trigger13 = helper(9730),var(17)
Trigger13 = ( helper(9730),var(37) - (enemynear(fvar(36)),time) )>7
Trigger14 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(18) )
Trigger14 = helper(9730),var(18)
Trigger14 = ( helper(9730),var(38) - (enemynear(fvar(36)),time) )>7
Trigger15 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(19) )
Trigger15 = helper(9730),var(19)
Trigger15 = ( helper(9730),var(39) - (enemynear(fvar(36)),time) )>7
Trigger16 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(20) )
Trigger16 = helper(9730),var(20)
Trigger16 = ( helper(9730),var(40) - (enemynear(fvar(36)),time) )>7
Trigger17 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(21) )
Trigger17 = helper(9730),var(21)
Trigger17 = ( helper(9730),var(41) - (enemynear(fvar(36)),time) )>7
Trigger18 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(22) )
Trigger18 = helper(9730),var(22)
Trigger18 = ( helper(9730),var(42) - (enemynear(fvar(36)),time) )>7
Trigger19 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(23) )
Trigger19 = helper(9730),var(23)
Trigger19 = ( helper(9730),var(43) - (enemynear(fvar(36)),time) )>7
trigger20 = enemynear(fvar(36)),stateno=helper(9740),var(18)
trigger20 = helper(9740),var(18) != 0
Trigger20 = ( helper(9740),var(21) - (enemynear(fvar(36)),time) )>7
trigger21 = enemynear(fvar(36)),stateno=helper(9740),var(19)
trigger21 = helper(9740),var(19) != 0
Trigger21 = ( helper(9740),var(22) - (enemynear(fvar(36)),time) )>7
trigger22 = enemynear(fvar(36)),stateno=helper(9740),var(20)
trigger22 = helper(9740),var(20) != 0
Trigger22 = ( helper(9740),var(23) - (enemynear(fvar(36)),time) )>7
[State -1]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = var(59)
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),numproj= 0
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*12<80
triggerall = enemynear(fvar(36)),animtime<-12
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype!=A
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(0) )
Trigger1 = helper(9730),var(0)
Trigger1 = ( helper(9730),var(20) - (enemynear(fvar(36)),time) )>12
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(1) )
Trigger2 = helper(9730),var(1)
Trigger2 = ( helper(9730),var(21) - (enemynear(fvar(36)),time) )>12
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(2) )
Trigger3 = helper(9730),var(2)
Trigger3 = ( helper(9730),var(22) - (enemynear(fvar(36)),time) )>12
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(3) )
Trigger4 = helper(9730),var(3)
Trigger4 = ( helper(9730),var(23) - (enemynear(fvar(36)),time) )>12
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(4) )
Trigger5 = helper(9730),var(4)
Trigger5 = ( helper(9730),var(24) - (enemynear(fvar(36)),time) )>12
Trigger6 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(5) )
Trigger6 = helper(9730),var(5)
Trigger6 = ( helper(9730),var(25) - (enemynear(fvar(36)),time) )>12
Trigger7 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(6) )
Trigger7 = helper(9730),var(6)
Trigger7 = ( helper(9730),var(26) - (enemynear(fvar(36)),time) )>12
Trigger8 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(7) )
Trigger8 = helper(9730),var(7)
Trigger8 = ( helper(9730),var(27) - (enemynear(fvar(36)),time) )>12
Trigger9 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(8) )
Trigger9 = helper(9730),var(8)
Trigger9 = ( helper(9730),var(28) - (enemynear(fvar(36)),time) )>12
Trigger10 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(9) )
Trigger10= helper(9730),var(9)
Trigger10 = ( helper(9730),var(29) - (enemynear(fvar(36)),time) )>12
Trigger11 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(15) )
Trigger11 = helper(9730),var(15)
Trigger11 = ( helper(9730),var(35) - (enemynear(fvar(36)),time) )>12
trigger12 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(16) )
Trigger12 = helper(9730),var(16)
Trigger12 = ( helper(9730),var(36) - (enemynear(fvar(36)),time) )>12
Trigger13 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(17) )
Trigger13 = helper(9730),var(17)
Trigger13 = ( helper(9730),var(37) - (enemynear(fvar(36)),time) )>12
Trigger14 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(18) )
Trigger14 = helper(9730),var(18)
Trigger14 = ( helper(9730),var(38) - (enemynear(fvar(36)),time) )>12
Trigger15 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(19) )
Trigger15 = helper(9730),var(19)
Trigger15 = ( helper(9730),var(39) - (enemynear(fvar(36)),time) )>12
Trigger16 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(20) )
Trigger16 = helper(9730),var(20)
Trigger16 = ( helper(9730),var(40) - (enemynear(fvar(36)),time) )>12
Trigger17 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(21) )
Trigger17 = helper(9730),var(21)
Trigger17 = ( helper(9730),var(41) - (enemynear(fvar(36)),time) )>12
Trigger18 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(22) )
Trigger18 = helper(9730),var(22)
Trigger18 = ( helper(9730),var(42) - (enemynear(fvar(36)),time) )>12
Trigger19 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(23) )
Trigger19 = helper(9730),var(23)
Trigger19 = ( helper(9730),var(43) - (enemynear(fvar(36)),time) )>12
trigger20 = enemynear(fvar(36)),stateno=helper(9740),var(18)
trigger20 = helper(9740),var(18) != 0
Trigger20 = ( helper(9740),var(21) - (enemynear(fvar(36)),time) )>12
trigger21 = enemynear(fvar(36)),stateno=helper(9740),var(19)
trigger21 = helper(9740),var(19) != 0
Trigger21 = ( helper(9740),var(22) - (enemynear(fvar(36)),time) )>12
trigger22 = enemynear(fvar(36)),stateno=helper(9740),var(20)
trigger22 = helper(9740),var(20) != 0
Trigger22 = ( helper(9740),var(23) - (enemynear(fvar(36)),time) )>12
[State -1, Kanako Striker]
type = Changestate
value = 3500
triggerall = var(33) <= 0
triggerall = var(59)
triggerall = statetype != A
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),numproj= 0
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*14=[80,150]
triggerall = enemynear(fvar(36)),animtime<-20
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype!=A
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(0) )
Trigger1 = helper(9730),var(0)
Trigger1 = ( helper(9730),var(20) - (enemynear(fvar(36)),time) )>20
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(1) )
Trigger2 = helper(9730),var(1)
Trigger2 = ( helper(9730),var(21) - (enemynear(fvar(36)),time) )>20
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(2) )
Trigger3 = helper(9730),var(2)
Trigger3 = ( helper(9730),var(22) - (enemynear(fvar(36)),time) )>20
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(3) )
Trigger4 = helper(9730),var(3)
Trigger4 = ( helper(9730),var(23) - (enemynear(fvar(36)),time) )>20
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(4) )
Trigger5 = helper(9730),var(4)
Trigger5 = ( helper(9730),var(24) - (enemynear(fvar(36)),time) )>20
Trigger6 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(5) )
Trigger6 = helper(9730),var(5)
Trigger6 = ( helper(9730),var(25) - (enemynear(fvar(36)),time) )>20
Trigger7 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(6) )
Trigger7 = helper(9730),var(6)
Trigger7 = ( helper(9730),var(26) - (enemynear(fvar(36)),time) )>20
Trigger8 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(7) )
Trigger8 = helper(9730),var(7)
Trigger8 = ( helper(9730),var(27) - (enemynear(fvar(36)),time) )>20
Trigger9 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(8) )
Trigger9 = helper(9730),var(8)
Trigger9 = ( helper(9730),var(28) - (enemynear(fvar(36)),time) )>20
Trigger10 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(9) )
Trigger10= helper(9730),var(9)
Trigger10 = ( helper(9730),var(29) - (enemynear(fvar(36)),time) )>20
Trigger11 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(15) )
Trigger11 = helper(9730),var(15)
Trigger11 = ( helper(9730),var(35) - (enemynear(fvar(36)),time) )>20
trigger12 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(16) )
Trigger12 = helper(9730),var(16)
Trigger12 = ( helper(9730),var(36) - (enemynear(fvar(36)),time) )>20
Trigger13 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(17) )
Trigger13 = helper(9730),var(17)
Trigger13 = ( helper(9730),var(37) - (enemynear(fvar(36)),time) )>20
Trigger14 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(18) )
Trigger14 = helper(9730),var(18)
Trigger14 = ( helper(9730),var(38) - (enemynear(fvar(36)),time) )>20
Trigger15 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(19) )
Trigger15 = helper(9730),var(19)
Trigger15 = ( helper(9730),var(39) - (enemynear(fvar(36)),time) )>20
Trigger16 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(20) )
Trigger16 = helper(9730),var(20)
Trigger16 = ( helper(9730),var(40) - (enemynear(fvar(36)),time) )>20
Trigger17 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(21) )
Trigger17 = helper(9730),var(21)
Trigger17 = ( helper(9730),var(41) - (enemynear(fvar(36)),time) )>20
Trigger18 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(22) )
Trigger18 = helper(9730),var(22)
Trigger18 = ( helper(9730),var(42) - (enemynear(fvar(36)),time) )>20
Trigger19 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(23) )
Trigger19 = helper(9730),var(23)
Trigger19 = ( helper(9730),var(43) - (enemynear(fvar(36)),time) )>20
trigger20 = enemynear(fvar(36)),stateno=helper(9740),var(18)
trigger20 = helper(9740),var(18) != 0
Trigger20 = ( helper(9740),var(21) - (enemynear(fvar(36)),time) )>20
trigger21 = enemynear(fvar(36)),stateno=helper(9740),var(19)
trigger21 = helper(9740),var(19) != 0
Trigger21 = ( helper(9740),var(22) - (enemynear(fvar(36)),time) )>20
trigger22 = enemynear(fvar(36)),stateno=helper(9740),var(20)
trigger22 = helper(9740),var(20) != 0
Trigger22 = ( helper(9740),var(23) - (enemynear(fvar(36)),time) )>20
[State -1, Revitalizing Wind medium]
type = Changestate
value = 1003
triggerall = !(numhelper(1001)||numhelper(1005))
triggerall = statetype != A
triggerall = var(59)
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),numproj= 0
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*14=[90,180]
triggerall = enemynear(fvar(36)),animtime<-14
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype!=A
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(0) )
Trigger1 = helper(9730),var(0)
Trigger1 = ( helper(9730),var(20) - (enemynear(fvar(36)),time) )>14
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(1) )
Trigger2 = helper(9730),var(1)
Trigger2 = ( helper(9730),var(21) - (enemynear(fvar(36)),time) )>14
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(2) )
Trigger3 = helper(9730),var(2)
Trigger3 = ( helper(9730),var(22) - (enemynear(fvar(36)),time) )>14
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(3) )
Trigger4 = helper(9730),var(3)
Trigger4 = ( helper(9730),var(23) - (enemynear(fvar(36)),time) )>14
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(4) )
Trigger5 = helper(9730),var(4)
Trigger5 = ( helper(9730),var(24) - (enemynear(fvar(36)),time) )>14
Trigger6 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(5) )
Trigger6 = helper(9730),var(5)
Trigger6 = ( helper(9730),var(25) - (enemynear(fvar(36)),time) )>14
Trigger7 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(6) )
Trigger7 = helper(9730),var(6)
Trigger7 = ( helper(9730),var(26) - (enemynear(fvar(36)),time) )>14
Trigger8 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(7) )
Trigger8 = helper(9730),var(7)
Trigger8 = ( helper(9730),var(27) - (enemynear(fvar(36)),time) )>14
Trigger9 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(8) )
Trigger9 = helper(9730),var(8)
Trigger9 = ( helper(9730),var(28) - (enemynear(fvar(36)),time) )>14
Trigger10 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(9) )
Trigger10= helper(9730),var(9)
Trigger10 = ( helper(9730),var(29) - (enemynear(fvar(36)),time) )>14
Trigger11 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(15) )
Trigger11 = helper(9730),var(15)
Trigger11 = ( helper(9730),var(35) - (enemynear(fvar(36)),time) )>14
trigger12 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(16) )
Trigger12 = helper(9730),var(16)
Trigger12 = ( helper(9730),var(36) - (enemynear(fvar(36)),time) )>14
Trigger13 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(17) )
Trigger13 = helper(9730),var(17)
Trigger13 = ( helper(9730),var(37) - (enemynear(fvar(36)),time) )>14
Trigger14 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(18) )
Trigger14 = helper(9730),var(18)
Trigger14 = ( helper(9730),var(38) - (enemynear(fvar(36)),time) )>14
Trigger15 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(19) )
Trigger15 = helper(9730),var(19)
Trigger15 = ( helper(9730),var(39) - (enemynear(fvar(36)),time) )>14
Trigger16 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(20) )
Trigger16 = helper(9730),var(20)
Trigger16 = ( helper(9730),var(40) - (enemynear(fvar(36)),time) )>14
Trigger17 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(21) )
Trigger17 = helper(9730),var(21)
Trigger17 = ( helper(9730),var(41) - (enemynear(fvar(36)),time) )>14
Trigger18 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(22) )
Trigger18 = helper(9730),var(22)
Trigger18 = ( helper(9730),var(42) - (enemynear(fvar(36)),time) )>14
Trigger19 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(23) )
Trigger19 = helper(9730),var(23)
Trigger19 = ( helper(9730),var(43) - (enemynear(fvar(36)),time) )>14
trigger20 = enemynear(fvar(36)),stateno=helper(9740),var(18)
trigger20 = helper(9740),var(18) != 0
Trigger20 = ( helper(9740),var(21) - (enemynear(fvar(36)),time) )>14
trigger21 = enemynear(fvar(36)),stateno=helper(9740),var(19)
trigger21 = helper(9740),var(19) != 0
Trigger21 = ( helper(9740),var(22) - (enemynear(fvar(36)),time) )>14
trigger22 = enemynear(fvar(36)),stateno=helper(9740),var(20)
trigger22 = helper(9740),var(20) != 0
Trigger22 = ( helper(9740),var(23) - (enemynear(fvar(36)),time) )>14
[State -1, Stand Light Punch air]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = var(59)
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),numproj= 0
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*7<=40
triggerall = enemynear(fvar(36)),animtime<-7
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype=A
triggerall = enemynear(fvar(36)),pos y+fvar(30)*25+enemynear(fvar(36)),vel y*7=[-30,-1]
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(10) )
Trigger1 = helper(9730),var(10)
Trigger1 = ( helper(9730),var(30) - (enemynear(fvar(36)),time) )>7
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(11) )
Trigger2 = helper(9730),var(11)
Trigger2 = ( helper(9730),var(31) - (enemynear(fvar(36)),time) )>7
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(12) )
Trigger3 = helper(9730),var(12)
Trigger3 = ( helper(9730),var(32) - (enemynear(fvar(36)),time) )>7
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(13) )
Trigger4 = helper(9730),var(13)
Trigger4 = ( helper(9730),var(33) - (enemynear(fvar(36)),time) )>7
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(14) )
Trigger5 = helper(9730),var(14)
Trigger5 = ( helper(9730),var(34) - (enemynear(fvar(36)),time) )>7
;------------------------------×¥Ó²Ö±
[State -1]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = var(59)
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),animtime<-7
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*7<=40
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = enemynear(fvar(36)),statetype!=A
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
triggerall = ctrl
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(0) )
Trigger1 = helper(9730),var(0)
Trigger1 = ( enemynear(fvar(36)),time )>=( helper(9730),var(20) +8 )
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(1) )
Trigger2 = helper(9730),var(1)
Trigger2 = ( enemynear(fvar(36)),time )>=( helper(9730),var(21) +8 )
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(2) )
Trigger3 = helper(9730),var(2)
Trigger3 = ( enemynear(fvar(36)),time )>=( helper(9730),var(22) +8 )
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(3) )
Trigger4 = helper(9730),var(3)
Trigger4 = ( enemynear(fvar(36)),time )>=( helper(9730),var(23) +8 )
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(4) )
Trigger5 = helper(9730),var(4)
Trigger5 = ( enemynear(fvar(36)),time )>=( helper(9730),var(24) +8 )
Trigger6 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(5) )
Trigger6 = helper(9730),var(5)
Trigger6 = ( enemynear(fvar(36)),time )>=( helper(9730),var(25) +8 )
Trigger7 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(6) )
Trigger7 = helper(9730),var(6)
Trigger7 = ( enemynear(fvar(36)),time )>=( helper(9730),var(26) +8 )
Trigger8 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(7) )
Trigger8 = helper(9730),var(7)
Trigger8 = ( enemynear(fvar(36)),time )>=( helper(9730),var(27) +6 )
Trigger9 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(8) )
Trigger9 = helper(9730),var(8)
Trigger9 = ( enemynear(fvar(36)),time )>=( helper(9730),var(28) +8 )
Trigger10 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(9) )
Trigger10 = helper(9730),var(9)
Trigger10 = ( enemynear(fvar(36)),time )>=( helper(9730),var(29) +8 )
Trigger11 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(15) )
Trigger11 = helper(9730),var(15)
Trigger11 = ( enemynear(fvar(36)),time )>=( helper(9730),var(35) +8 )
Trigger12 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(16) )
Trigger12 = helper(9730),var(16)
Trigger12 = ( enemynear(fvar(36)),time )>=( helper(9730),var(36) +8 )
Trigger13 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(17) )
Trigger13 = helper(9730),var(17)
Trigger13 = ( enemynear(fvar(36)),time )>=( helper(9730),var(37) +8 )
Trigger14 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(18) )
Trigger14 = helper(9730),var(18)
Trigger14 = ( enemynear(fvar(36)),time )>=( helper(9730),var(38) +8 )
Trigger15 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(19) )
Trigger15 = helper(9730),var(19)
Trigger15 = ( enemynear(fvar(36)),time )>=( helper(9730),var(39) +8 )
Trigger16 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(20) )
Trigger16 = helper(9730),var(20)
Trigger16 = ( enemynear(fvar(36)),time )>=( helper(9730),var(40) +8 )
Trigger17 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(21) )
Trigger17 = helper(9730),var(31)
Trigger17 = ( enemynear(fvar(36)),time )>=( helper(9730),var(41) +8 )
Trigger18 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(22) )
Trigger18 = helper(9730),var(22)
Trigger18 = ( enemynear(fvar(36)),time )>=( helper(9730),var(42) +8 )
Trigger19 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(23) )
Trigger19 = helper(9730),var(23)
Trigger19 = ( enemynear(fvar(36)),time )>=( helper(9730),var(43) +8 )
[State -1]
type = ChangeState
value = 220
triggerall = statetype != A
triggerall = var(59)
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),animtime<-12
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*7<=80
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),movetype=A
triggerall = enemynear(fvar(36)),statetype!=A
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
triggerall = ctrl
Trigger1 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(0) )
Trigger1 = helper(9730),var(0)
Trigger1 = ( enemynear(fvar(36)),time )>=( helper(9730),var(20) +8 )
trigger2 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(1) )
Trigger2 = helper(9730),var(1)
Trigger2 = ( enemynear(fvar(36)),time )>=( helper(9730),var(21) +8 )
Trigger3 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(2) )
Trigger3 = helper(9730),var(2)
Trigger3 = ( enemynear(fvar(36)),time )>=( helper(9730),var(22) +8 )
Trigger4 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(3) )
Trigger4 = helper(9730),var(3)
Trigger4 = ( enemynear(fvar(36)),time )>=( helper(9730),var(23) +8 )
Trigger5 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(4) )
Trigger5 = helper(9730),var(4)
Trigger5 = ( enemynear(fvar(36)),time )>=( helper(9730),var(24) +8 )
Trigger6 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(5) )
Trigger6 = helper(9730),var(5)
Trigger6 = ( enemynear(fvar(36)),time )>=( helper(9730),var(25) +8 )
Trigger7 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(6) )
Trigger7 = helper(9730),var(6)
Trigger7 = ( enemynear(fvar(36)),time )>=( helper(9730),var(26) +8 )
Trigger8 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(7) )
Trigger8 = helper(9730),var(7)
Trigger8 = ( enemynear(fvar(36)),time )>=( helper(9730),var(27) +6 )
Trigger9 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(8) )
Trigger9 = helper(9730),var(8)
Trigger9 = ( enemynear(fvar(36)),time )>=( helper(9730),var(28) +8 )
Trigger10 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(9) )
Trigger10 = helper(9730),var(9)
Trigger10 = ( enemynear(fvar(36)),time )>=( helper(9730),var(29) +8 )
Trigger11 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(15) )
Trigger11 = helper(9730),var(15)
Trigger11 = ( enemynear(fvar(36)),time )>=( helper(9730),var(35) +8 )
Trigger12 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(16) )
Trigger12 = helper(9730),var(16)
Trigger12 = ( enemynear(fvar(36)),time )>=( helper(9730),var(36) +8 )
Trigger13 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(17) )
Trigger13 = helper(9730),var(17)
Trigger13 = ( enemynear(fvar(36)),time )>=( helper(9730),var(37) +8 )
Trigger14 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(18) )
Trigger14 = helper(9730),var(18)
Trigger14 = ( enemynear(fvar(36)),time )>=( helper(9730),var(38) +8 )
Trigger15 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(19) )
Trigger15 = helper(9730),var(19)
Trigger15 = ( enemynear(fvar(36)),time )>=( helper(9730),var(39) +8 )
Trigger16 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(20) )
Trigger16 = helper(9730),var(20)
Trigger16 = ( enemynear(fvar(36)),time )>=( helper(9730),var(40) +8 )
Trigger17 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(21) )
Trigger17 = helper(9730),var(31)
Trigger17 = ( enemynear(fvar(36)),time )>=( helper(9730),var(41) +8 )
Trigger18 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(22) )
Trigger18 = helper(9730),var(22)
Trigger18 = ( enemynear(fvar(36)),time )>=( helper(9730),var(42) +8 )
Trigger19 = ( enemynear(fvar(36)),stateno )=( helper(9730),var(23) )
Trigger19 = helper(9730),var(23)
Trigger19 = ( enemynear(fvar(36)),time )>=( helper(9730),var(43) +8 )
;---------------------------------
[State -1, Miracle]
type = Changestate
triggerall = inguarddist
triggerall = statetype != A
triggerall = var(59)
triggerall = power >= 3000
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504)||numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
triggerall = ((Life*100)/LifeMax) <= 30
triggerall = var(23) = 0
triggerall = enemynear(fvar(36)),statetype !=A
triggerall = enemynear(fvar(36)),statetype !=L
triggerall = enemynear(fvar(36)),movetype=A
triggerall = p2bodydist x-enemynear(fvar(36)),vel x*25<=65
triggerall = enemynear(fvar(36)),animtime<-25
trigger1 = Ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0
value = 4500
[State -1, parry]
type=changestate
value=852
triggerall=var(30)%10=1&&ctrl
triggerall= var(59)
triggerall=numhelper(855)&&numhelper(856)
trigger1=helper(855),stateno=858||helper(856),stateno=858
[State -1, Godhand]
type = Changestate
value = 3800
triggerall= var(59)
triggerall = power >= 1000
triggerall = Statetype !=A
triggerall = p2dist x>0
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 =stateno=1004
trigger1 =animtime >=-6
trigger1 =enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 =(enemynear(fvar(36)),backedgedist <30) || (enemynear(fvar(36)),frontedgedist <30)
trigger1 =p2bodydist x<=120
trigger1 =random >=600
[State -1]
type = Changestate
value = 195
triggerall= var(59)
triggerall = Statetype !=A
trigger1 =stateno=3800
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype =A
[State -1, Kanako Striker 2]
type = Changestate
value = 3550
triggerall = var(59)
triggerall = var(33) <= 0
triggerall = p2dist x>0
triggerall = statetype != A
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 =stateno=1004
trigger1 =animtime >=-6
trigger1 =enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 =(enemynear(fvar(36)),backedgedist <30) || (enemynear(fvar(36)),frontedgedist <30)
trigger1 =p2bodydist x<=100
trigger1 =random <=400+200*(power<=1000)
[State -1, Sukawo Striker]
type = Changestate
value = 3700
triggerall = var(59)
triggerall = statetype != A
triggerall = var(33) <= 0
triggerall = p2dist x>0
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 =stateno=1004
trigger1 =animtime >=-6
trigger1 =enemynear(fvar(36)),stateno>=5000
trigger1 =(enemynear(fvar(36)),backedgedist <30) || (enemynear(fvar(36)),frontedgedist <30)
trigger1 =p2bodydist x<=140
[State -1, Moses' Miracle]
type = Changestate
value = 3000
triggerall= var(59)
triggerall = Statetype !=A
triggerall= stateno !=[100,101]
triggerall = power >= 2000
trigger1 =stateno=3700
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno>=5000
trigger1 =enemynear(fvar(36)),life>=100
[State -1, Kanako Striker 2]
type = Changestate
value = 20
triggerall = var(59)
triggerall = statetype != A
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 =stateno=3700
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno>=5000
ctrl =1
[State -1, Heaven's Wind]
type = Changestate
value = 3600
triggerall = power >= 1000
triggerall = var(59)
triggerall = Statetype !=A
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 = stateno=1004
trigger1 = enemynear(fvar(36)),movetype =H
trigger1 = enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = animtime = 0
Trigger1 = p2bodydist x<100
Trigger1 = random>=800
Trigger1 = enemynear(fvar(36)),backedgedist >30
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 99
triggerall= var(59)
triggerall= statetype !=A
triggerall= p2statetype !=L
triggerall= stateno !=[100,101]
Triggerall = !((enemynear(fvar(36)),backedgedist <30) && (p2bodydist x<50))
trigger1 = stateno=1004
trigger1 = enemynear(fvar(36)),movetype =H
trigger1 = enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = animtime = 0
[State -1, Kanako Striker]
type = Changestate
value = 3500
triggerall = var(33) <= 0
triggerall= var(59)
triggerall= roundstate=2
triggerall = statetype != A
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 = helper(999),var(3)=[30,50]
trigger1 = stateno=100 || ctrl || stateno=99 ||stateno=101||stateno=20
trigger1 = enemynear(fvar(36)),statetype=A
trigger1 = enemynear(fvar(36)),movetype=H
trigger1 = p2bodydist x <=140
trigger1 = helper(999),var(2) =1
trigger1 = enemynear(fvar(36)),backedgedist >20
trigger1 = enemynear(fvar(36)),stateno!=3812
[State -1]
type = Changestate
value = 99
triggerall= var(59)
triggerall= roundstate=2
triggerall = statetype != A
trigger1 = stateno=3500
trigger1 = animtime = 0
trigger1 = enemynear(fvar(36)),statetype=A
trigger1 = enemynear(fvar(36)),movetype=H
[State -1, Moses' Miracle]
type = Changestate
value = 3000
triggerall= var(59)
triggerall = Statetype !=A
triggerall = power >= 2000
triggerall = p2statetype !=A
trigger1 = ctrl
trigger1 = random<=50
trigger1 = enemynear(fvar(36)),movetype =A && enemynear(fvar(36)),animtime <-18
trigger2 = ctrl
trigger2 = enemynear(fvar(36)),stateno =3511
trigger3= var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0
trigger3 = enemynear(fvar(36)),movetype =A && enemynear(fvar(36)),animtime <-18
trigger4 = stateno=[200,420]
trigger4 = enemynear(fvar(36)),movetype =A && enemynear(fvar(36)),animtime <-18
trigger4 = movecontact||movereversed
[State -1]
type = ChangeState
value = 850
triggerall = var(59)
triggerall=var(30)%10=0
triggerall=statetype =S
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
triggerall= stateno !=[100,101]
triggerall = p2dist x>0
triggerall = helper(9740),var(4) =0
triggerall = numhelper(3756)=0
triggerall = enemynear(fvar(36)),statetype !=C
triggerall = enemynear(fvar(36)),movetype = A
triggerall = random =[1,60*(helper(999),var(55))+1000*(helper(999),var(55)=11)]
triggerall = enemynear(fvar(36)),hitdefattr = sca,na,sa,ha ;¶ÔÊÖÅж¨ÒѾ³öÀ´£¬ÇÒΪ´ò»÷ÐÔÖÊ.
triggerall = helper(999),var(1) <= 4 ;¶ÔÊÖÅж¨³öÀ´ºó,×î¶à¾¹ý4F,ÒòΪͨ³£¼¼Åж¨³ÖÐøÊ±¼ä²»»áºÜ³¤,Åж¨³ÖÐøÊ±¼ä¹ýÁ˾͵±²»µ½Éí¡£
triggerall = ctrl || (stateno = 200 && (animelemtime(4) > 0))|| (stateno = 400 && (movecontact || animelemtime(4) > 2))
trigger1 = enemynear(fvar(36)),animtime <-15
trigger1 = power>=2000
trigger2 = enemynear(fvar(36)),animtime <-18
trigger2 = p2bodydist x <100
trigger2 =enemynear(fvar(36)),pos y>-100
trigger2 = enemynear(fvar(36)),backedgedist >80
trigger2 = power>=1000
trigger3 = p2bodydist x <40
trigger3 =enemynear(fvar(36)),animtime <-7
trigger3 =enemynear(fvar(36)),vel y>=0
trigger3 =enemynear(fvar(36)),pos y>=-40
trigger4 = p2bodydist x <40
trigger4 =enemynear(fvar(36)),animtime <-15
trigger4 =enemynear(fvar(36)),vel y>=0
trigger4 =enemynear(fvar(36)),pos y>=-70
trigger4 =enemynear(fvar(36)),statetype =A
trigger5 = p2bodydist x <85
trigger5 =p2statetype !=A
trigger5 =enemynear(fvar(36)),animtime <-12
[State -1]
type = ChangeState
value = 850
triggerall = var(59)
triggerall=var(30)%10=0
triggerall=statetype =C
triggerall= stateno !=[100,101]
triggerall= p2dist x>0
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
triggerall = random =[1,60*(helper(999),var(55))+1000*(helper(999),var(55)=11)]
triggerall = numhelper(3756)=0
triggerall = p2statetype =C
triggerall = enemynear(fvar(36)),movetype = A
triggerall = enemynear(fvar(36)),hitdefattr = sca,na,sa,ha ;¶ÔÊÖÅж¨ÒѾ³öÀ´£¬ÇÒΪ´ò»÷ÐÔÖÊ.
triggerall = helper(999),var(1) <= 4 ;¶ÔÊÖÅж¨³öÀ´ºó,×î¶à¾¹ý4F,ÒòΪͨ³£¼¼Åж¨³ÖÐøÊ±¼ä²»»áºÜ³¤,Åж¨³ÖÐøÊ±¼ä¹ýÁ˾͵±²»µ½Éí¡£
triggerall = ctrl || (stateno = 200 && (animelemtime(4) > 0))|| (stateno = 400 && (movecontact || animelemtime(4) > 2))
trigger1 = enemynear(fvar(36)),animtime <-15
trigger1 = power>=2000
trigger2 = enemynear(fvar(36)),animtime <-18
trigger2 = p2bodydist x <100
trigger2 =enemynear(fvar(36)),pos y>-100
trigger2 = enemynear(fvar(36)),backedgedist >80
trigger2 = power>=1000
trigger3 = p2bodydist x <40
trigger3 =enemynear(fvar(36)),animtime <-7
trigger3 =enemynear(fvar(36)),vel y>=0
trigger3 =enemynear(fvar(36)),pos y>=-40
trigger4 = p2bodydist x <40
trigger4 =enemynear(fvar(36)),animtime <-15
trigger4 =enemynear(fvar(36)),vel y>=0
trigger4 =enemynear(fvar(36)),pos y>=-70
trigger4 =enemynear(fvar(36)),statetype =A
trigger5 = p2bodydist x <85
trigger5 =p2statetype !=A
trigger5 =enemynear(fvar(36)),animtime <-12
[State -1]
type = ChangeState
value = 850
triggerall = var(59)
triggerall=var(30)%10=0
triggerall=statetype =A
triggerall= stateno !=[100,101]
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
triggerall = ctrl
triggerall = p2bodydist x <60
triggerall = p2bodydist y=[-40,50]
triggerall = numhelper(3756)=0
triggerall = enemynear(fvar(36)),movetype = A
triggerall = random =[1,60*(helper(999),var(55))+1000*(helper(999),var(55)=11)]
triggerall = enemynear(fvar(36)),hitdefattr = sca,na,sa,ha ;¶ÔÊÖÅж¨ÒѾ³öÀ´£¬ÇÒΪ´ò»÷ÐÔÖÊ.
triggerall = helper(999),var(1) <= 4 ;¶ÔÊÖÅж¨³öÀ´ºó,×î¶à¾¹ý4F,ÒòΪͨ³£¼¼Åж¨³ÖÐøÊ±¼ä²»»áºÜ³¤,Åж¨³ÖÐøÊ±¼ä¹ýÁ˾͵±²»µ½Éí¡£
trigger1 = ctrl
trigger2 = stateno = 200 && (animelemtime(4) > 0)
trigger3 = stateno = 400 && (movecontact || animelemtime(4) > 2)
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 420
triggerall = var(59)
triggerall = p2statetype !=L
triggerall = statetype != A
triggerall = p2dist x>0
triggerall = p2movetype =A
trigger1 = (stateno=852||(stateno=851&&numexplod(858))) && time >=12
trigger1 = p2bodydist x <40
trigger1 =enemynear(fvar(36)),animtime <-15
trigger1 =enemynear(fvar(36)),pos y+fvar(30)*225/2+enemynear(fvar(36)),vel y*15=[-70,0]
trigger1 =enemynear(fvar(36)),statetype =A
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = p2statetype !=L
triggerall = statetype != A
triggerall = p2dist x>0
triggerall = p2movetype =A
trigger1 = (stateno=852||(stateno=851&&numexplod(858))) && time >=12
trigger1 = p2bodydist x <40
trigger1 =enemynear(fvar(36)),animtime <-7
trigger1 =enemynear(fvar(36)),vel y>=0
trigger1 =enemynear(fvar(36)),pos y+fvar(30)*25+enemynear(fvar(36)),vel y*7=[-30,0]
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 220
triggerall = var(59)
triggerall = p2statetype !=L
triggerall = statetype != A
triggerall = p2dist x>0
triggerall = p2movetype =A
trigger1 = (stateno=852||(stateno=851&&numexplod(858))) && time >=12
trigger1 = p2bodydist x <85
trigger1 =p2statetype !=A
trigger1 =enemynear(fvar(36)),animtime <-12
[State -1, Revitalizing Wave medium]
type = Changestate
value = 1202
triggerall= var(59)
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
triggerall = p2statetype !=L
triggerall =p2dist x>0
trigger1 = stateno =225
trigger1 = movecontact
trigger1 = movehit =0
trigger2= var(30)%10=2
trigger2= (var(31)/10)%10=2
trigger2= (stateno=[150,155])
trigger2= stateno%2=0
trigger2 = p2bodydist x <=70
trigger2 = enemynear(fvar(36)),pos y>=-30
trigger2 = enemynear(fvar(36)),movetype=A
trigger2 = enemynear(fvar(36)),animtime<-14
trigger2 = random<=100
[State -1, Moses' Miracle]
type = Changestate
value = 3000
triggerall= var(59)
triggerall = Statetype !=A
triggerall= stateno !=[100,101]
triggerall = power >= 2000
triggerall = p2dist x>0
triggerall = p2movetype =A
trigger1 = (stateno=852||(stateno=851&&numexplod(858))) && time >=12
trigger1 = enemynear(fvar(36)),animtime <-15
trigger1 = random<=300
[State -1, Revitalizing_Wave]
type = Changestate
value = 2100
triggerall = var(59)
triggerall = power >= 1000
triggerall = p2dist x>0
triggerall = p2movetype =A
triggerall = statetype != A
trigger1 = (stateno=852||(stateno=851&&numexplod(858))) && time >=12
trigger1 = enemynear(fvar(36)),animtime <-18
trigger1 = random<=500
trigger1 = p2bodydist x <100
trigger1 =enemynear(fvar(36)),pos y>-100
trigger1 = enemynear(fvar(36)),backedgedist >80
[State -1, Revitalizing_Wave]
type = Changestate
value = 2100
triggerall = var(59)
triggerall = Statetype != A
triggerall= stateno !=[100,101]
triggerall = power >= 1000
trigger1 = ctrl ||stateno=[98,102]
trigger1 = (enemynear(fvar(36)),stateno=3511) || (enemynear(fvar(36)),stateno=[1116,1117])
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x*14<=75
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*14*7+enemynear(fvar(36)),vel y*14<-5
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 1204
triggerall= var(59)
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
trigger1 = ctrl ||stateno=[98,102]
trigger1 = enemynear(fvar(36)),movetype =H
trigger1 = (enemynear(fvar(36)),stateno=3511) || (enemynear(fvar(36)),stateno=[1116,1117])
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x*14<=75
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*14*7+enemynear(fvar(36)),vel y*14<0
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 20
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall = statetype != A
trigger1 = ctrl
trigger1 = p2movetype =H && (p2stateno=3511)
trigger1 = p2statetype =A
trigger1 = p2bodydist x >110
trigger1 = enemynear(fvar(36)),pos y<-20
trigger1 = enemynear(fvar(36)),vel x<=0
ctrl =1
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 0
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall = statetype != A
trigger1 = p2bodydist x<=20
trigger1 = stateno=20
ctrl =1
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall= var(59)
triggerall = numhelper(3756)=0
triggerall= stateno !=[100,101]
trigger1 = statetype !=A
trigger1 = ctrl
trigger1 = p2bodydist x =[0,50]
trigger1 = (enemynear(fvar(36)),statetype =L) || ( (enemynear(fvar(36)),movetype=H) &&(enemynear(fvar(36)),stateno=821) )
trigger1 = Backedgedist >70
trigger1 = !inguarddist
trigger2 = statetype !=A
trigger2 = ctrl
trigger2 = enemynear(fvar(36)),movetype !=H
trigger2 = !inguarddist
trigger2 = random =[300,320]
trigger2 = p2bodydist x =[50,100]
trigger2 = enemynear(fvar(36)),statetype !=A
trigger2 = Backedgedist >70
trigger3 = enemynear(fvar(36)),hitdefattr = SCA,at
trigger3 = ctrl
;---------
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall = statetype != A
triggerall =numhelper(3756) !=0
triggerall = p2statetype !=L
triggerall = p2dist x>0
trigger1 = enemynear(fvar(36)),pos y>=-30
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),MOVETYPE =a
trigger1 = enemynear(fvar(36)),animtime <-7
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x *5<34
[State -1, Stand Medium Punch]
type = ChangeState
value = 400
triggerall= var(59)
triggerall =roundstate=2
triggerall =numhelper(3756) !=0
triggerall =enemynear(fvar(36)),statetype!=A
triggerall = statetype!=a
triggerall = enemynear(fvar(36)),statetype !=L
trigger1 = ctrl
trigger1 = p2movetype =A && enemynear(fvar(36)),animtime <-7
trigger1 = p2bodydist x <=35
trigger1 = p2dist x>0
[State -1, Stand Medium Punch]
type = ChangeState
value = 220
triggerall= var(59)
triggerall =roundstate=2
triggerall =numhelper(3756) !=0
triggerall =enemynear(fvar(36)),statetype!=A
triggerall = statetype!=a
triggerall = p2statetype !=L
trigger1 = ctrl
trigger1 = p2movetype =A && enemynear(fvar(36)),animtime <-12
trigger1 = p2bodydist x <=75
trigger1 = p2dist x>0
[State -1, Stand Medium Punch]
type = ChangeState
value = 420
triggerall= var(59)
triggerall =roundstate=2
triggerall =numhelper(3756) !=0
triggerall =enemynear(fvar(36)),statetype=A
triggerall = statetype!=a
triggerall = p2statetype !=L
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),pos y>-70
trigger1 = p2movetype =A && enemynear(fvar(36)),animtime <-12
trigger1 = p2bodydist x <=40
trigger1 = p2dist x>0
[State -1, Throw]
type = ChangeState
value = 800
triggerall = statetype !=A
triggerall =( (stateno=852||(stateno=851&&numexplod(858))) && time >=12) || ctrl
triggerall= var(59)
triggerall=numhelper(3756) !=0
triggerall= stateno !=[100,101]
triggerall = numhelper(3756) !=0
triggerall =p2stateno!=5120
trigger1 = Frontedgedist <=backedgedist
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = Frontedgedist > backedgedist
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------·ÀÓù
[State -1,¶×·À]
type = ChangeState
value = 131
triggerall = var(59) && statetype !=A
triggerall = !enemynear(fvar(36)),hitdefattr = SCA,at
triggerall = enemynear(fvar(36)),statetype = s
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype !=A
triggerall = helper(9740),var(4)
trigger1 = inguarddist
trigger2 = p2bodydist x <= 0 && enemynear(fvar(36)),movetype = A
[State -1,Á¢·À]
type = ChangeState
value = 130
triggerall = var(59) && statetype !=A
triggerall = !enemynear(fvar(36)),hitdefattr = sca,at
triggerall = enemynear(fvar(36)),statetype =S
triggerall = helper(9740),var(10)
triggerall = helper(9740),var(4) = 0
triggerall = ctrl
trigger1 = inguarddist
trigger2 = p2bodydist x <= 0 && enemynear(fvar(36)),movetype = A
[State -1,¶×·À]
type = ChangeState
value = 131
triggerall = var(59) && statetype !=A
triggerall = !enemynear(fvar(36)),hitdefattr = SCA,at
triggerall = enemynear(fvar(36)),statetype = C
triggerall = ctrl
triggerall = enemynear(fvar(36)),statetype !=A
trigger1 = inguarddist
trigger2 = p2bodydist x <= 0 && enemynear(fvar(36)),movetype = A
[State -1,Á¢·À]
type = ChangeState
value = 130
triggerall = var(59) && statetype !=A
triggerall = !enemynear(fvar(36)),hitdefattr = sca,at
triggerall = enemynear(fvar(36)),statetype != C
triggerall = helper(9740),var(4) = 0
triggerall = ctrl
trigger1 = inguarddist
trigger2 = p2bodydist x <= 0 && enemynear(fvar(36)),movetype = A
[State -1,¿ÕÖзÀ]
type = ChangeState
value = 132
triggerall = !enemynear(fvar(36)),hitdefattr = a,at
triggerall = var(59) && statetype =A
triggerall = ctrl
trigger1 = inguarddist
trigger2 = p2bodydist x <= 0 && enemynear(fvar(36)),movetype = A
------------------------------------------------------------
[State -1, 9 Syllables Stab]
type = Changestate
value = 4000
triggerall = Statetype !=A
triggerall= var(59)
triggerall =roundstate=2
triggerall = power >= 3000
triggerall = !(numhelper(4004)||numhelper(4005)||numhelper(4006)||numhelper(4007)||numhelper(4008)||NumHelper(4009)||numHelper(4010)||NumHelper(4011)||numHelper(4012)||numHelper(4013))||NumHelper(4014)||NumHelper(4015)
trigger1 = stateno=420
trigger1 = movecontact
trigger1 = movehit
trigger1 = enemynear(fvar(36)),life>100
;--------
[State -1, Stand Medium Punch]
type = ChangeState
value = 420
triggerall= var(59)
triggerall = statetype!=a
triggerall = enemynear(fvar(36)),statetype !=L
triggerall =roundstate=2
trigger1 = ctrl||stateno=[98,102]
trigger1 = enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=200
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*225/2+enemynear(fvar(36)),vel y*15=[-50,-1]
trigger1 = p2bodydist x- enemynear(fvar(36)),vel x*15<=45
trigger1 = p2dist x>0
trigger1 = helper(999),var(4) = 0
trigger1 = (helper(999),var(3)>30)||(var(33) >0)
trigger1 = enemynear(fvar(36)),stateno!=3511
trigger1 = enemynear(fvar(36)),stateno!=[1116,1117]
[State -1, Stand Medium Punch]
type = ChangeState
value = 200
triggerall= var(59)
triggerall = statetype!=a
triggerall = enemynear(fvar(36)),statetype !=L
triggerall =roundstate=2
trigger1 = ctrl||stateno=[98,101]
trigger1 = enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=200
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*25+enemynear(fvar(36)),vel y*7=[-40,-1]
trigger1 = p2bodydist x- enemynear(fvar(36)),vel x*7<=40
trigger1 = p2dist x>0
trigger1 = helper(999),var(4) = 0
trigger1 = enemynear(fvar(36)),stateno!=3511
trigger1 = enemynear(fvar(36)),stateno!=[1116,1117]
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall= var(59)
triggerall =numhelper(3756) =0
triggerall = statetype!=a
triggerall= stateno !=[100,101]
triggerall = enemynear(fvar(36)),statetype !=L
triggerall =roundstate=2
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = enemynear(fvar(36)),statetype !=L
trigger1 = p2bodydist x- enemynear(fvar(36)),vel x*11<=50
trigger1 = p2dist x>0
trigger1 = enemynear(fvar(36)),stateno!=821
trigger1 = enemynear(fvar(36)),stateno!=3812
trigger1 = helper(9740),var(40)>=11
trigger1 = helper(999),var(30)=0
[State -1, Stand Medium Punch]
type = ChangeState
value = 200
triggerall= var(59)
triggerall =numhelper(3756) =0
triggerall = statetype!=a
triggerall= stateno !=[100,101]
triggerall = enemynear(fvar(36)),statetype !=L
triggerall =roundstate=2
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = enemynear(fvar(36)),statetype !=L
trigger1 = p2bodydist x- enemynear(fvar(36)),vel x*7<=40
trigger1 = p2dist x>0
trigger1 = enemynear(fvar(36)),stateno!=821
trigger1 = enemynear(fvar(36)),stateno!=3812
trigger1 = helper(9740),var(40)>=7
trigger1 = helper(999),var(30)=0
[State -1, Stand Medium Punch]
type = ChangeState
value = 220
triggerall= var(59)
triggerall =numhelper(3756) =0
triggerall = statetype!=a
triggerall= stateno !=[100,101]
triggerall = enemynear(fvar(36)),statetype !=L
triggerall =roundstate=2
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=5000
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = enemynear(fvar(36)),statetype !=L
trigger1 = p2bodydist x- enemynear(fvar(36)),vel x*12<=80
trigger1 = p2dist x>0
trigger1 = enemynear(fvar(36)),stateno!=821
trigger1 = enemynear(fvar(36)),stateno!=3812
trigger1 = helper(9740),var(40)>=12
trigger1 = helper(999),var(30)=0
[State -1, Stand Medium Punch]
type = ChangeState
value = 420
triggerall= var(59)
triggerall = statetype!=a
triggerall= stateno !=[100,101]
triggerall = p2statetype !=L
triggerall =roundstate=2
trigger1 = stateno =200|| stateno=400
trigger1 = movehit
trigger1 = movecontact
trigger1 = enemynear(fvar(36)),statetype =A
;------------
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 1003
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall =roundstate =2
triggerall= var(59)
triggerall = enemynear(fvar(36)),movetype!=H
triggerall = !(numhelper(1001)||numhelper(1005))
trigger1= !inguarddist
trigger1 = enemynear(fvar(36)),movetype =A
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),time<=8
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x *14=[120,180]
trigger1 = random <=200
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
trigger2 = p2bodydist x -enemynear(fvar(36)),vel x*5=[90,175]
trigger2 = enemynear(fvar(36)),movetype =A
trigger2 = enemynear(fvar(36)),statetype !=A
trigger2 = enemynear(fvar(36)),animtime<-14
trigger2 = random<=300
trigger3= !inguarddist
trigger3 = ctrl
trigger3 = p2bodydist x -enemynear(fvar(36)),vel x *14=[100,180]
trigger3 = random <=400
trigger3 = enemynear(fvar(36)),pos y+fvar(30)*14*7+enemynear(fvar(36)),vel y*14=[-50,-1]
trigger3 = enemynear(fvar(36)),statetype =A
[State -1, 9 Syllables Stab]
type = Changestate
value = 4000
triggerall = Statetype !=A
triggerall= var(59)
triggerall = power >= 3000
triggerall = enemynear(fvar(36)),time <=10
triggerall= stateno !=[100,101]
triggerall = !(numhelper(4004)||numhelper(4005)||numhelper(4006)||numhelper(4007)||numhelper(4008)||NumHelper(4009)||numHelper(4010)||NumHelper(4011)||numHelper(4012)||numHelper(4013))||NumHelper(4014)||NumHelper(4015)
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),movetype =A && enemynear(fvar(36)),animtime <-15
trigger1 = p2bodydist x>140
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*112+enemynear(fvar(36)),vel y*15<0
trigger1= !inguarddist
[State -1, Throw]
type = ChangeState
value = 800
triggerall = statetype !=A
triggerall =ctrl
triggerall= var(59)
triggerall = !inguarddist
triggerall= stateno !=[100,101]
triggerall = numhelper(3756) =0
triggerall = enemynear(fvar(36)),stateno!=5120
triggerall = random <=20+400*(numhelper(1001)||numhelper(1005))
trigger1 = Frontedgedist <=backedgedist
trigger1 = p2bodydist X <= 9
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = Frontedgedist > backedgedist
trigger2 = p2bodydist X <= 9
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;--------------------------------------------------------Á¢»Ø
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 98
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall =roundstate =2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = !inguarddist || numhelper(3756) !=0
trigger1 = enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=200
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*16*8+enemynear(fvar(36)),vel y*16=[-80,-1]
trigger1 = p2bodydist x=[35,150]
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 1204
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall =roundstate =2
triggerall =p2movetype !=A
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = !inguarddist || numhelper(3756) !=0
trigger1 = p2stateno !=3511
trigger1 = p2stateno !=[1115,1117]
trigger1 = !(enemynear(fvar(36)),movetype =H && enemynear(fvar(36)),stateno>=200)
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x*17=[-20,45]
trigger1 = enemynear(fvar(36)),pos y+fvar(30)*16*8+enemynear(fvar(36)),vel y*16=[-70,-1]
trigger1 = enemynear(fvar(36)),vel x>=0
trigger1 = random <=200
trigger2=var(30)%10=2
trigger2=(var(31)/10)%10=2
trigger2=(stateno=[150,155])
trigger2=stateno%2=0
trigger2 = p2bodydist x =[-10,70]
trigger2 = p2bodydist y =[-90,0]
trigger2 = random<=200
[State -1, Suwako Striker 2]
type = Changestate
value = 3750
triggerall= var(59)
triggerall = !inguarddist
triggerall = var(33) <= 0
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
triggerall =enemynear(fvar(36)),movetype!=A
trigger1 = statetype !=A
trigger1 = ctrl
trigger1 = p2bodydist x >160
trigger1 = enemynear(fvar(36)),statetype =L
trigger2 = statetype !=A
trigger2 = ctrl
trigger2 = p2bodydist x >240
trigger2 = enemynear(fvar(36)),statetype !=L
[State -1, Kanako Striker]
type = Changestate
value = 3500
triggerall = var(33) <= 0
triggerall= var(59)
triggerall = statetype != A
triggerall = !inguarddist
triggerall= roundstate= 2
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 = ctrl
trigger1 =enemynear(fvar(36)),movetype!=A
trigger1 =enemynear(fvar(36)),movetype!=H
trigger1 =enemynear(fvar(36)),statetype !=L
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = p2bodydist x=[80,150]
trigger1 = random>=940
[State -1, Suwako Striker]
type = Changestate
value = 3700
triggerall= var(59)
triggerall = var(33) <= 0
triggerall = !inguarddist
triggerall= roundstate= 2
triggerall = statetype != A
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 = ctrl
trigger1 =enemynear(fvar(36)),movetype!=A
trigger1 =enemynear(fvar(36)),statetype !=L
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 =enemynear(fvar(36)),stateno<5000
trigger1 = p2bodydist x>=100
trigger1 = random=[850,940]
[State -1, Kanako Striker 2]
type = Changestate
value = 3550
triggerall = var(59)
triggerall = var(33) <= 0
triggerall = p2dist x>0
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !(numhelper(3501)||numhelper(3551)||numhelper(3601)||numhelper(4504))
trigger1 =stateno=1004 ||stateno=1003
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno=[150,159]
trigger1 =enemynear(fvar(36)),statetype =A
trigger1 =p2bodydist x<=100
trigger1 =random <=700
[State -1, Fortune Bomb heavy]
type = Changestate
value = 1124
triggerall = !(numhelper(1101)||numhelper(1123)||numhelper(1125))
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall =roundstate =2
triggerall = !inguarddist || numhelper(3756) !=0
triggerall = statetype != A
triggerall =enemynear(fvar(36)),movetype !=A
trigger1= enemynear(fvar(36)),statetype !=A
trigger1 = enemynear(fvar(36)),stateno !=3511
trigger1 = enemynear(fvar(36)),stateno !=[1115,1117]
trigger1= enemynear(fvar(36)),statetype !=L
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x *5>=150
trigger1 = ctrl
trigger1 = random <=200
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 1004
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall =roundstate =2
triggerall= var(59)
triggerall = !(numhelper(1001)||numhelper(1005))
triggerall = enemynear(fvar(36)),stateno!=[35,44]
trigger1= enemynear(fvar(36)),pos y>=0
trigger1= enemynear(fvar(36)),statetype !=L
trigger1 = !inguarddist || numhelper(3756) !=0
trigger1 = enemynear(fvar(36)),statetype!=A
trigger1 = enemynear(fvar(36)),stateno !=3511
trigger1 = enemynear(fvar(36)),stateno !=[1115,1117]
trigger1 = ctrl
trigger1 = p2bodydist x =[110,160]
trigger1 = random >=970
trigger2 = enemynear(fvar(36)),statetype =L
trigger2 = ctrl
trigger2 = !inguarddist || numhelper(3756) !=0
trigger2 = p2bodydist x =[60,150]
trigger2 = random<=20
[State -1, Fortune Bomb medium]
type = Changestate
value = 1122
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall =enemynear(fvar(36)),movetype !=A
triggerall =roundstate =2
triggerall = !(numhelper(1101)||numhelper(1123)||numhelper(1125))
triggerall = !inguarddist || numhelper(3756) !=0
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = enemynear(fvar(36)),stateno !=3511
trigger1 = enemynear(fvar(36)),stateno !=[1115,1117]
trigger1 = enemynear(fvar(36)),statetype!=A
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x *5>=180
trigger1 = random <=400
trigger2 = enemynear(fvar(36)),statetype =L
trigger2 = ctrl
trigger2 = !inguarddist || numhelper(3756) !=0
trigger2 = p2bodydist x >=80
trigger2 = random>=500
trigger3 = ctrl
trigger3 = p2bodydist x -enemynear(fvar(36)),vel x*22=[0,60]
trigger3 = helper(999),var(4) = 0
trigger3 = enemynear(fvar(36)),pos y+fvar(30)*242+enemynear(fvar(36)),vel y*22=[-150,-70]
trigger3 = enemynear(fvar(36)),statetype=A
;-------------------------------------------------------------------
[State -1, Air Dash]
Type = ChangeState
Value = 115
TriggerAll = Var(59)
TriggerAll = statetype =A
TriggerAll = RoundState = 2
TriggerAll = !inguarddist
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
Trigger1 = p2dist x=[-10,0]
Trigger1 = Ctrl
Trigger1 = p2bodydist y>70
Trigger1 = Frontedgedist <80
;------------------------------------------------------------------·Çµ¯Ä»Ñ¹ÖÆÇ°³å
[State -1, Kanako Striker 2]
type = Changestate
value = 3700
triggerall = var(59)
triggerall = statetype != A
triggerall = var(33) <= 0
triggerall = !(numhelper(3701)||numhelper(3751)||numhelper(3801)||numhelper(4506))
trigger1 =stateno=1004
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno=[130,159]
trigger1 = random>=400
[State -1]
type = ChangeState
triggerall= var(59)
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !inguarddist
triggerall = !isHelper
trigger1 =stateno=1004
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno<200
trigger1 = enemynear(fvar(36)),statetype!=A
trigger1 = p2bodydist x<180
trigger1 = random<=400
trigger2 = ctrl
trigger2 = enemynear(fvar(36)),statetype!=A
trigger2 = p2bodydist x=[100,190]
trigger2 = random<=20
trigger3 = ctrl
trigger3 = enemynear(fvar(36)),statetype!=A
trigger3 = p2bodydist x=[120,190]
trigger3 = random<=100
trigger3 = enemynear(fvar(36)),movetype=A
trigger3 = enemynear(fvar(36)),time<=5
value = 42
[State -1, Air Dash]
Type = ChangeState
Value = 110
TriggerAll = Var(59)
TriggerAll = statetype =A
TriggerAll = RoundState = 2
TriggerAll = !inguarddist
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
trigger1 = ctrl
trigger1 = pos y=[-20,-10]
trigger1 = p2bodydist x=[70,150]
trigger1 = random<=700
[State -1, Air Dash]
Type = ChangeState
Value = 110
TriggerAll = Var(59)
TriggerAll = statetype =A
TriggerAll = RoundState = 2
TriggerAll = !inguarddist
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
trigger1 = p2bodydist x=[35,190]
trigger1 = numhelper(1001)||numhelper(1005)
Trigger1 = Ctrl
Trigger1 = p2bodydist y=[0,40]
Trigger1 = helper(999),var(3)<=30
; Jump Medium Punch
[State -1]
type = ChangeState
value = 98
triggerall = statetype != A
triggerall =p2statetype !=L
triggerall= var(59)
triggerall= !inguarddist
trigger1 =stateno=1004
trigger1 =animtime = 0
trigger1 = p2bodydist x<180
trigger1 =enemynear(fvar(36)),stateno<200
trigger1 = enemynear(fvar(36)),statetype!=A
trigger1 = random>=600
; Jump Medium Punch
[State -1]
type = ChangeState
value = 105
triggerall = statetype != A
triggerall =p2statetype !=L
triggerall= var(59)
triggerall= !inguarddist
trigger1 =stateno=1004
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno<200
trigger1 = enemynear(fvar(36)),statetype!=A
trigger1 = p2bodydist x=[35,90]
trigger1 = backedgedist >60
; Jump Medium Punch
[State -1]
type = ChangeState
value = 20
triggerall = statetype != A
triggerall =p2statetype !=L
triggerall= var(59)
triggerall= !inguarddist
trigger1 =stateno=1004
trigger1 =animtime = 0
trigger1 =enemynear(fvar(36)),stateno<200
trigger1 = enemynear(fvar(36)),statetype!=A
ctrl =1
;-------------------------------------------------------------------KP
;--------------------LOOP
[State -1, Revitalizing Wave heavy]
type = Changestate
value = 1204
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall =roundstate =2
triggerall =p2movetype !=A
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
trigger1 = stateno=210
trigger1 = movecontact
trigger1 = enemynear(fvar(36)),life<=80
trigger1 = movehit
[State -1, Run Fwd]
type = ChangeState
value = 200
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = random<=500
trigger1 = stateno=210
trigger1 = movecontact
trigger1 = animtime =0
trigger1 = movehit
[State -1, Run Fwd]
type = ChangeState
value = 400
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = stateno=210
trigger1 = movecontact
trigger1 = animtime =0
trigger1 = movehit
[State -1, Run Fwd]
type = ChangeState
value = 210
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = stateno=200||stateno=400
trigger1 = movecontact
trigger1 = movehit
[State -1, Run Fwd]
type = ChangeState
value = 215
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = stateno=210
trigger1 = movecontact
trigger1 = helper(999),var(30) >=4
trigger1 = (p2bodydist x<12) || ( helper(999),var(30) >=8)
trigger1 = time<=13
trigger1 = movehit
[State -1, Run Fwd]
type = ChangeState
value = 420
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 = stateno=220
trigger1 = movecontact
trigger1 = movehit
trigger1 = p2bodydist x<=30
trigger1 = random<=150
[State -1, Run Fwd]
type = ChangeState
value = 220
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = stateno=215
trigger1 = power>=1000
trigger1 = movecontact
trigger1 = helper(999),var(30) >=4
trigger1 = movehit
trigger1 = random<=300
trigger1 = enemynear(fvar(36)),backedgedist >50
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 2100
triggerall = statetype != A
triggerall= var(59)
triggerall= roundstate=2
triggerall= !inguarddist
triggerall = power>=1000
trigger1 = stateno=220
trigger1 = movecontact
trigger1 = movehit
trigger1 = helper(999),var(30) >=4
[State -1, Revitalizing Wind light]
type = Changestate
value = 1000
triggerall = statetype != A
triggerall= var(59)
triggerall = !inguarddist
triggerall = !(numhelper(1001)||numhelper(1005))
trigger1 = stateno =220
trigger1 = movecontact
trigger1 = movehit = 0
trigger1 = random >=800
trigger1 = time=12
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 1004
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall = !(numhelper(1001)||numhelper(1005))
triggerall = !inguarddist
trigger1 = stateno =220
trigger1 = movecontact
trigger1 = movehit
trigger2 = stateno =220
trigger2 = movecontact
trigger2 = movehit = 0
trigger2 = random >=600
trigger2 = time=12
trigger3 = stateno=215
trigger3 = movehit
trigger3 = movecontact
trigger3 = helper(999),var(30) >=4
[State -1]
type = Changestate
value = 1124
triggerall = !(numhelper(1101)||numhelper(1123)||numhelper(1125))
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall =roundstate =2
triggerall = !inguarddist || numhelper(3756) !=0
triggerall = statetype != A
trigger1 = stateno =220
trigger1 = movecontact
trigger1 = movehit = 0
trigger1 = random >=400
trigger1 = time=12
[State -1, Revitalizing Wave medium]
type = Changestate
value = 1202
triggerall= var(59)
triggerall = statetype != A
triggerall = !(numhelper(1201)||numhelper(1202)||numhelper(1203)||numhelper(1204)||numhelper(1205))
triggerall = p2statetype !=L
triggerall =p2dist x>0
triggerall = !inguarddist || numhelper(3756) !=0
trigger1 = stateno =220
trigger1 = movecontact
trigger1 = movehit = 0
trigger1 = random >=200
trigger1 = time=12
;---------------------ÆðÊÖ Á¬Ð¯
[State -1]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall =enemynear(fvar(36)),statetype !=L
triggerall= var(59)
triggerall= !inguarddist
trigger1 =stateno=200 || stateno=400
trigger1 =movehit = 0
trigger1 =movecontact
trigger1 = random=[400,500]
trigger1 = p2bodydist x<30
trigger1 =enemynear(fvar(36)),statetype !=A
[State -1, Run Fwd]
type = ChangeState
value = 220
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = stateno=210
trigger1 = movecontact
trigger1 = (random<=300)|| (p2bodydist x>35)
trigger1 = time<=11
[State -1, Run Fwd]
type = ChangeState
value = 200
triggerall= statetype !=A
triggerall= var(59)
triggerall= !inguarddist
triggerall= roundstate=2
trigger1 =enemynear(fvar(36)),statetype !=A
trigger1 = stateno=210
trigger1 = movecontact
trigger1 = animtime =0
trigger1 = movehit=0
trigger1 = p2bodydist x<=35
[State -1, Revitalizing Wave medium]
type = Changestate
value = 225
triggerall= var(59)
triggerall = statetype != A
triggerall = p2statetype !=L
triggerall = !INGUARDDIST
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
trigger1 = stateno =200 ||stateno =400
trigger1 = movecontact
trigger1 = movehit= 0
trigger1 = time =7
trigger1 = random =[300,500]
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall = statetype != A
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),statetype !=L
triggerall = roundstate=2
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
trigger1= (enemynear(fvar(36)),pos y+fvar(30)*25+enemynear(fvar(36)),vel y*7=[-30,-1])||(enemynear(fvar(36)),statetype !=A)
trigger1 = ctrl
trigger1 = !enemynear(fvar(36)),hitdefattr = a,aa
trigger1 = enemynear(fvar(36)),stateno!=3812
trigger1 = random <=200+300*(enemynear(fvar(36)),statetype=A)
trigger1 = helper(999),var(4) = 0
trigger1 = !inguarddist || numhelper(3756) !=0
trigger1 = p2bodydist x -enemynear(fvar(36)),vel x*7<=38
trigger2 = stateno =200||stateno=400
trigger2 = enemynear(fvar(36)),statetype !=A
trigger2 = random <=400
trigger2 = movecontact
trigger2 = p2bodydist x<32
trigger2 = movehit=0
[State -1]
type = ChangeState
value = 400
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall = statetype != A
triggerall = p2statetype !=L
triggerall = p2dist x>0
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
trigger1= enemynear(fvar(36)),statetype !=A
trigger1 = ctrl
trigger1 = random >=900
trigger1 = !inguarddist || numhelper(3756) !=0
trigger1 = p2bodydist x <38
trigger2 = stateno =400||stateno=200
trigger2 = enemynear(fvar(36)),statetype !=A
trigger2 = movecontact
trigger2 = p2bodydist x<32
trigger2 = movehit=0
[State -1]
type = ChangeState
value = 220
triggerall= var(59)
triggerall = statetype!=a
triggerall= stateno !=[100,101]
triggerall = p2statetype !=L
triggerall = p2stateno !=5120
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(30)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(31)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(32)
triggerall = enemynear(fvar(36)),stateno!=helper(9740),var(33)
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = ctrl
trigger1 = p2bodydist x=[50,80]
trigger1 = random =[0,40]
trigger1 = !inguarddist
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 225
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall = !inguarddist
trigger1 = stateno =220
trigger1 = movecontact
trigger1 = movehit = 0
trigger1 = random <=600
trigger1 = time=14
trigger1 = p2bodydist x<50
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 2100
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall= roundstate=2
trigger1 = power>=1000
trigger1 = stateno =220
trigger1 = movecontact
trigger1 = movehit
trigger1 = p2bodydist x>62
trigger1 = enemynear(fvar(36)),backedgedist >=60
;-----------------------------------------------------------------------
[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
trigger1 = stateno =420
trigger1 = movecontact
trigger1 = movehit
value = 42
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall= var(59)
triggerall =!inguarddist
triggerall =p2dist x>0
trigger1 = ctrl
trigger1 = stateno!=600
trigger1 = prevstateno!=600
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = p2bodydist x -vel x*13=[10,75]
trigger1 = vel y>=0||stateno=110
trigger1 = pos y+vel y*13+Const(movement.yaccel)*13*13/2=[-40,-1]
trigger2 = stateno =600
trigger2 = movecontact
trigger2 = enemynear(fvar(36)),statetype !=A
trigger2 = vel y>=0
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall= var(59)
triggerall =!inguarddist
triggerall =p2dist x>0
trigger1 = ctrl
trigger1 = stateno!=600
trigger1 = prevstateno!=600
trigger1 = vel y>=0||stateno=110
trigger1 = enemynear(fvar(36)),statetype !=A
trigger1 = p2bodydist x -vel x*9<=55
trigger1 = pos y+vel y*9+Const(movement.yaccel)*40=[-40,-1]
;---------------------------------
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 2100
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall= roundstate=2
triggerall = power>=1000
trigger1 = stateno =410
trigger1 = movecontact
trigger1 = movehit
Trigger1 = enemynear(fvar(36)),statetype=A
trigger1 = enemynear(fvar(36)),backedgedist >=60
trigger1 = random<=200
Trigger1 = helper(999),var(5)>=1
[State -1, Revitalizing Wind heavy]
type = Changestate
value = 4000
triggerall = statetype != A
triggerall= stateno !=[100,101]
triggerall= var(59)
triggerall= roundstate=2
triggerall = power>=3000
trigger1 = stateno =410
trigger1 = movecontact
trigger1 = movehit
Trigger1 = enemynear(fvar(36)),statetype=A
trigger1 = enemynear(fvar(36)),backedgedist >=60
trigger1 = random>=700
Trigger1 = helper(999),var(5)>=1
[State -1, 100]
Type = ChangeState
Value = 42
TriggerAll = StateType != A
triggerall= var(59)
triggerall =!inguarddist
triggerall =roundstate = 2
Trigger1 = stateno=420||stateno=410
Trigger1 = movecontact
Trigger1 = enemynear(fvar(36)),statetype=A
[State -1, 100]
Type = ChangeState
Value = 110
TriggerAll = Var(12) < 2
triggerall= var(59)
triggerall =!inguarddist
triggerall =roundstate = 2
TriggerAll = StateType = A
Trigger1 = ctrl
Trigger1 = stateno!=110
Trigger1 = VEL Y<0
Trigger1 = pos y<-20
Trigger1 = enemynear(fvar(36)),statetype=A
Trigger1 = enemynear(fvar(36)),movetype=H
Trigger1 = helper(999),var(5)<1
Trigger1 = helper(999),var(10)
[State -1, 100]
Type = ChangeState
Value = 600
TriggerAll = StateType = A
triggerall= var(59)
triggerall =!inguarddist
triggerall =roundstate = 2
Trigger1 = stateno=110
Trigger1 = enemynear(fvar(36)),statetype=A
Trigger1 = enemynear(fvar(36)),movetype=H
Trigger1 = stateno!=600
Trigger1 = helper(999),var(4)
Trigger1 = p2bodydist x<=60
[State -1, 100]
Type = ChangeState
Value = 410
TriggerAll = StateType != A
triggerall= var(59)
triggerall =!inguarddist
triggerall =roundstate = 2
Trigger1 = ctrl
Trigger1 = enemynear(fvar(36)),statetype=A
Trigger1 = enemynear(fvar(36)),movetype=H
Trigger1 = enemynear(fvar(36)),pos y+fvar(30)*112+enemynear(fvar(36)),vel y*15=[-40,-1]
Trigger1 = helper(999),var(4)
Trigger1 = helper(999),var(5)= 0
;-------------------------------
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall= var(59)
triggerall= stateno !=[100,101]
triggerall =!inguarddist
triggerall =p2dist x>0
trigger1 = ctrl
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = enemynear(fvar(36)),movetype=H && enemynear(fvar(36)),stateno>=5000
trigger1 = p2bodydist x <=60
trigger1 = p2bodydist y =[-90,90]
Trigger1 = helper(999),var(5) >=1
Trigger1 = stateno!=600
[State -1, 100]
Type = ChangeState
Value = 110
TriggerAll = Var(12) < 2
triggerall= var(59)
triggerall =!inguarddist
triggerall =roundstate = 2
TriggerAll = StateType = A
trigger1 = ctrl
trigger1 = stateno=600
trigger1 = time>=9
trigger1 = movecontact = 0
trigger1 = enemynear(fvar(36)),statetype =A
trigger1 = enemynear(fvar(36)),movetype=H && enemynear(fvar(36)),stateno>=5000
trigger1 = p2bodydist x <=60
trigger1 = p2bodydist y =[-90,90]
Trigger1 = helper(999),var(5) >=1
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall= var(59)
triggerall = statetype = A
triggerall = !inguarddist
trigger1 = stateno =600
trigger1 = movecontact
trigger1 = movehit
trigger1 = (animtime = 0)||(var(18)=-1)
trigger1 = enemynear(fvar(36)),statetype =A
Trigger1 = helper(999),var(5) >=1
[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = var(59)
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall= stateno !=[100,101]
triggerall = var(18)=-1
trigger1 = StateNo = 610
trigger1 = movecontact
trigger1 = movehit
trigger1 = enemynear(fvar(36)),statetype =A
value = 45
[State -1, Esoterica]
type = Changestate
value = 2000
triggerall = power >= 1000
triggerall= stateno !=[100,101]
triggerall= var(59)
trigger1 = var(18) !=-1
trigger1 = stateno =610
trigger1 = movecontact
trigger1 = movehit
trigger1 =(enemynear(fvar(36)),backedgedist <30) || (enemynear(fvar(36)),frontedgedist <30)
trigger1 = enemynear(fvar(36)),life>40
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 620
triggerall= var(59)
triggerall = statetype = A
triggerall = !inguarddist
triggerall =p2statetype !=L
trigger1 = var(18) !=-1
trigger1 = stateno =610
trigger1 = movecontact
trigger1 = movehit
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 620
triggerall= var(59)
triggerall = statetype = A
triggerall =p2statetype !=L
trigger1 =(stateno=852||(stateno=851&&numexplod(858))) && time >=12
trigger1 =enemynear(fvar(36)),animtime <-10
;----------------
[State -1, 100]
Type = ChangeState
Value = 0
triggerall =var(59)
TriggerAll = StateType != A
Trigger1 = stateno=18 || stateno=20
trigger1 = inguarddist
Trigger2 = stateno=20
trigger2 = enemynear(fvar(36)),statetype=L
trigger2 = p2bodydist x<40
trigger3 = stateno=18
trigger3 = time>=30
trigger4 = stateno=18
trigger4 = backedgedist <20
ctrl = 1
[State -1, 100]
Type = ChangeState
Value = 18
triggerall =var(59)
triggerall = !inguarddist
TriggerAll = StateType != A
TriggerAll = (backedgedist >50)||(stateno=18)
TriggerAll = !( (enemynear(fvar(36)),movetype=H) &&(enemynear(fvar(36)),stateno>200) )
Trigger1 = Ctrl
Trigger1 = enemynear(fvar(36)),statetype !=A
Trigger1 = p2bodydist x=[40,150]
trigger1 = (random<=40) || (stateno=18)
Trigger2 = Ctrl
Trigger2 = enemynear(fvar(36)),statetype !=A
Trigger2 = p2bodydist x=[30,60]
trigger2 = (random<=100) || (stateno=18)
Trigger3 = stateno=18
Trigger3 = time<25
trigger3 = backedgedist >=20
ctrl = 1
[State -1, 100]
Type = ChangeState
Value = 18
triggerall =var(59)
triggerall = !inguarddist
TriggerAll = StateType != A
TriggerAll = (backedgedist >40)||(stateno=18)
TriggerAll = !( (enemynear(fvar(36)),movetype=H) &&(enemynear(fvar(36)),stateno>200) )
Trigger1 = ctrl
Trigger1 = p2bodydist x=[0,60]
Trigger1 = enemynear(fvar(36)),vel x>=0
Trigger1 = enemynear(fvar(36)),statetype=A
ctrl = 1
[State -1, 100]
Type = ChangeState
Value = 18
triggerall =var(59)
triggerall = !inguarddist
TriggerAll = StateType != A
TriggerAll = backedgedist >50
Trigger1 = Ctrl
Trigger1 = enemynear(fvar(36)),statetype !=A
Trigger1 = p2bodydist x=[30,90]
trigger1 = (random<=400) || (stateno=18)
Trigger1 = enemynear(fvar(36)),statetype =L
[State -1, 100]
Type = ChangeState
Value = 20
triggerall =var(59)
triggerall = stateno !=20
triggerall = !inguarddist
TriggerAll = StateType != A
TriggerAll = enemynear(fvar(36)),statetype !=L
Trigger1 = Ctrl
Trigger1 = stateno!=18
Trigger1 = enemynear(fvar(36)),statetype !=A
Trigger1 = p2bodydist x >30-20*(enemynear(fvar(36)),stateno=[150,159])
Trigger2 = Ctrl
Trigger2 = stateno!=18
Trigger2 = p2bodydist x >40
Trigger2 = facing =enemynear(fvar(36)),facing
ctrl = 1
;----------------------------------
;-------------------------------------------------
[State -3]
type = Helper
trigger1 = !numhelper(999)
helpertype = normal
name = "AIhelper"
ID = 999
stateno = 999
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
[State -3]
type=changestate
trigger1= ishelper(999)
trigger1= stateno!=999
value=999
;--------------
[statedef 999]
ctrl = 0
[State 999]
type = nothitby
trigger1 = 1
value = sca
[State 999]
type=selfstate
trigger1=!ishelper
value=0
;---------------------
[State 999,Ô¼§D]
Type = VarSet
Trigger1 = enemynear(fvar(36)),time=1
var(1)=0
IgnoreHitPause=1
[State 999,Ô¼§D]
Type = VarAdd
Trigger1 = enemynear(fvar(36)),MoveType=A
Trigger1 = enemynear(fvar(36)),HitDefAttr = SCA,AA,AP,AT
v=1
value =1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = ROOT,stateno=1004
var(2)=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = enemynear(fvar(36)),movetype!=h
Trigger2 = enemynear(fvar(36)),statetype=L
var(2)=0
IgnoreHitPause=1
[State 999]
Type = Varadd
Trigger1 = ROOT,stateno!=1004
v=3
value=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = root,stateno=1004
var(3)=0
IgnoreHitPause=1
[State 999]
Type = Varadd
Trigger1 = ROOT,stateno=110
Trigger1 = ROOT,time=1
v=4
value=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = enemynear,movetype!=H
Trigger2 = enemynear,statetype=L
var(4)=0
IgnoreHitPause=1
[State 999]
Type = Varadd
Trigger1 = ROOT,stateno=410
Trigger1 = ROOT,time=1
v=5
value=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = enemynear,movetype!=H
Trigger2 = enemynear,statetype=L
var(5)=0
IgnoreHitPause=1
[State 999]
Type = Varset
Trigger1 = ROOT,stateno=420
Trigger1 = ROOT,movecontact
Trigger1 = ROOT,movehit
v=10
value=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = enemynear,movetype!=H
Trigger2 = enemynear,statetype=L
var(10)=0
IgnoreHitPause=1
;-------------LOOP
[State 999]
Type = Varadd
Trigger1 = ROOT,stateno=210
Trigger1 = root,time =2
v=30
value=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = enemynear(fvar(36)),movetype!=h
Trigger2 = enemynear(fvar(36)),statetype=L
var(30)=0
IgnoreHitPause=1
;--------------------
[State 999]
Type = Varadd
Trigger1 = enemynear(fvar(36)),stateno!=3500
Trigger2 = enemynear(fvar(36)),stateno=3500
Trigger2 = enemynear(fvar(36)),time>=3
v=40
value=1
IgnoreHitPause=1
[State 999]
Type = VarSet
Trigger1 = enemynear(fvar(36)),stateno=3500
Trigger1 = enemynear(fvar(36)),time<=2
var(40)=0
IgnoreHitPause=1
;--------------------
[State 999]
Type = Varset
Trigger1 =root,stateno=30000
v=41
value=1
IgnoreHitPause=1
[state 999]
Type = VarSet
Trigger1 = enemynear,name="Remilia_K"
Trigger1 = enemynear,stateno=20000
v=45
value = 1
IgnoreHitPause=1
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------
;-------------------------------------AI CONFIG¡ý
[State 999,SHIELD/JD/PARRY³öÏÖ¼¸ÂÊ]
Type = VarSet
Trigger1 = 1
var(55)=8 ;(1-11¿Éµ÷£©
IgnoreHitPause=1
;--------------