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Command List — Sanae_K(AI Patched).zip ← Back to Overview

; 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 ;------------- ;------------------çúçêÊÏ¶Ô²ß [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 ;--------------
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