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Command List — SupermanPOM.zip ← Back to Overview

; -| CPU Commands |------ [Command] name = "IA1" command = D, D, U, U, a time = 1 [Command] name = "IA2" command = D, U, U, D, b time = 1 [Command] name = "IA3" command = D, D, D, U, c time = 1 [Command] name = "IA4" command = D, D, U, U, x time = 1 [Command] name = "IA5" command = D, U, U, D, y time = 1 [Command] name = "IA6" command = D, D, D, U, z time = 1 [Command] name = "IA7" command = D, D, U, U, a, a time = 1 [Command] name = "IA8" command = D, U, U, D, a, b time = 1 [Command] name = "IA9" command = D, D, D, U, a, c time = 1 [Command] name = "IA10" command = D, D, D, U, a, x time = 1 [Command] name = "IA11" command = D, D, U, B, a time = 1 [Command] name = "IA12" command = D, U, U, B, b time = 1 [Command] name = "IA13" command = D, D, D, B, c time = 1 [Command] name = "IA14" command = D, D, U, B, x time = 1 [Command] name = "IA15" command = D, U, U, B, y time = 1 [Command] name = "IA16" command = D, D, D, B, z time = 1 [Command] name = "IA17" command = D, D, U, B, a, a time = 1 [Command] name = "IA18" command = D, U, U, B, a, b time = 1 [Command] name = "IA19" command = D, D, D, B, a, c time = 1 [Command] name = "IA20" command = D, D, D, B, a, x time = 1 [Command] name = "IA21" command = D, D, U, F, a time = 1 [Command] name = "IA22" command = D, U, U, F, b time = 1 [Command] name = "IA23" command = D, D, D, F, c time = 1 [Command] name = "IA24" command = D, D, U, F, x time = 1 [Command] name = "IA25" command = D, U, U, F, y time = 1 [Command] name = "IA26" command = D, D, D, F, z time = 1 [Command] name = "IA27" command = D, D, U, F, a, a time = 1 [Command] name = "IA28" command = D, U, U, F, a, b time = 1 [Command] name = "IA29" command = D, D, D, F, a, c time = 1 [Command] name = "IA30" command = D, D, D, F a, x time = 1 [command] name = "IA31" command = B,B,U,U,F,F,b time = 0 [command] name = "IA32" command = U,U,F,F,B,B,b time = 0 [command] name = "IA33" command = UB,B,UB,B,U,U,b time = 0 [command] name = "IA34" command = F,B,B,F,U,U,b time = 0 [command] name = "IA35" command = B,U,B,U,F,F,b time = 0 [command] name = "IA36" command = U,F,U,F,B,B,a,b time = 0 [command] name = "IA37" command = B,B,U,U,F,F,a,b time = 0 [command] name = "IA38" command = U,U,F,F,B,B,a,b time = 0 [command] name = "IA39" command = UB,B,UB,B,U,U,a,b time = 0 [command] name = "IA40" command = F,B,U,F time = 0 [Command] name = "IA41" command = x,U,DB,y time = 0 [command] name = "IA42" command = U,a,F,DB time = 0 [command] name = "IA43" command = UB,B,UB,DB time = 0 [command] name = "IA44" command = UF,B,z,F,U time = 0 [command] name = "IA45" command = B,c,B,x,UF time = 0 [command] name = "IA46" command = D,F,U,DF,y time = 0 [command] name = "IA47" command = B,B,x,DF,c time = 0 [command] name = "IA48" command = U,U,c,F,B time = 0 [command] name = "IA49" command = a,z,D,UF,B time = 0 [command] name = "IA50" command = b,b,x,x,UB time = 0 [command] name = "IA51" command = x,a,y time = 0 ;--------------------------------- [Command] name = "QCB2_X" command = ~D, DB, B, y+z time = 22 [Command] name = "doublepunch" command = F+z time = 22 [Command] name = "QCB2_Y" command = ~D, DB, B, b+c time = 22 [Command] name = "Q_Z" command = ~F, B, z time = 22 [Command] name = "QCB2_Z" command = ~D, DB, B, z+c time = 22 [Command] name = "QCF2_X" command = ~D, DF, F, D, DF, F, x time = 22 [Command] name = "QCF2_Y" command = ~D, DF, F, y+x time = 22 [Command] name = "QCF2_Z" command = ~D, DF, F, z+y time = 22 [Command] name = "Q_K" command = ~F, B, c time = 22 [Command] name = "QCF2_K" command = ~D, DF, F, D, DF, F, a time = 22 [Command] name = "QCF2_K" command = ~D, DF, F, b+a time = 22 [Command] name = "QCF2_K" command = ~D, DF, F, c+b time = 22 [Command] name = "QCF2_P" command = ~D, DF, F, z+y time = 22 [Command] name = "QCF2_P" command = ~B, F, y+x time = 22 [Command] name = "QCF2_P" command = ~B, F, z+y time = 22 ;[Command] ;name = "Amalgam" ;command = ~D, DF, F, z+c ;time = 25 ;[Command] ;name = "QCB_A" ;command = ~D, DB, B, a ;[Command] ;name = "QCB_B" ;command = ~D, DB, B, b ;[Command] ;name = "QCB_C" ;command = ~D, DB, B, c [Command] name = "HCB_A" ;Quick Super Flight Attack command = ~D, DF, F, a [Command] name = "HCB_B" ;Diagonal Super Flight Attack command = ~D, DF, F, b [Command] name = "HCB_C" ;Horizontal Super Flight Attack command = ~D, DF, F, c [Command] name = "HCF_X" ;Heatvision command = ~D, DF, F, x time = 30 [Command] name = "HCF_Y" ;Heatvision command = ~D, DF, F, y time = 30 [Command] name = "HCF_Z" ;Heatvision command = ~D, DF, F, z time = 30 [Command] name = "Slide_Kick_C" ;Slide Kick & Wind Toss command = ~B, F, x ;~45$B, F, x time = 22 [Command] name = "Slide_Punch_Z" ;Super Punch command = ~B, F, y ;~45$B, F, y time = 22 [Command] name = "Super Combo" ;Super Combo command = ~B, F, z ;~45$B, F, z time = 22 [Command] name = "Freeze_X" ;Arctic Breath command = ~D, DB, B, x time = 25 [Command] name = "Freeze_Y" ;Pushback Breath command = ~D, DB, B, y time = 25 [Command] name = "Freeze_Z" ;Tornado Breath command = ~D, DB, B, z time = 25 [Command] name = "DRILL_A" ;Drill Punch close command = ~D, DB, B, a [Command] name = "DRILL_B" ;Drill Punch Mid command = ~D, DB, B, b [Command] name = "DRILL_C" ;Drill Punch Far command = ~D, DB, B, c [Command] name = "Flight attack" ;Flight Attack command = ~B, F, c ;~45$B, F, z time = 22 [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 [Command] name = "recovery" command = a+b time = 1 [Command] name = "ab" command = a+b time = 1 [Command] name = "zc" command = z+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 = /$D,c time = 1 [Command] name = "down_x" command = /$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_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 [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 = "SuperJump" command = ~D, U time = 10 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holdx" command = /$x time = 10 [Command] name = "holdy" command = /$y time = 10 ;[Command] ;name = "2_Kick" ;Fly ;command = a+b ;------------------------------------------------ [Statedef -1] [State -1,78] Type = Changestate value = 50000 triggerall = command = "Flight attack" triggerall = !var(59) trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 ;Enable w/ flymode codes inserted for FLYMODE ;FLYMODE 123 ;To enable Fly mode delete the ";" of the state below and the [Command] above named "2_Kick" ;[State -1,25] ;type = ChangeState ;value = 9000 ;triggerall = !var(59) ;triggerall = command = "2_Kick" ;trigger1 = ctrl = 1 [State -1,-1] type = NotHitBy triggerall = IsHelper = 0 trigger1 = Var(1) > 0 value = SCA, HTP [State -1,0] type = VarAdd trigger1 = Var(1) > 0 V = 1 value = -1 [State -1,1] type = VarAdd trigger1 = Var(5) > 0 V = 5 value = -1 [State -1,2] type = VarSet triggerall = P2StateNo = 1080 trigger1 = NumHelper(040) = 1 trigger2 = NumHelper(050) = 1 trigger3 = NumHelper(060) = 1 trigger4 = NumHelper(070) = 1 V = 3 Value = 1 [State -1,3] type = VarSet triggerall = Var(3) = 1 trigger1 = NumHelper(040) = 0 trigger1 = NumHelper(050) = 0 trigger1 = NumHelper(060) = 0 trigger1 = NumHelper(070) = 0 V = 3 Value = 0 [State -1,4] type = VarAdd trigger1 = Var(4) > 0 V = 4 value = -1 ;[State -1,21] ;Cpt America Amalgam Hyper ;type = ChangeState ;value = 7500 ;triggerall = command = "Amalgam" ;triggerall = !var(59) ;trigger1 = var(3) = 0 ;trigger1 = power = 3000 ;Level 3 ;trigger1 = statetype = S ;trigger1 = ctrl = 1 [State -1,78] Type = Changestate value = 2525 triggerall = command = "Super Combo" triggerall = !var(59) trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 [State -1,5] type = ChangeState value = 3001 triggerall = command = "QCB2_Z" triggerall = !var(59) trigger1 = power = 3000 ;Level 3 trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 [State -1,6] type = ChangeState value = 71001 triggerall = command = "QCB2_Z" triggerall = !var(59) trigger1 = power >= 3000 ;Level 3 trigger1 = var(3) != 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 [State -1,9] type = ChangeState value = 7001 triggerall = command = "QCB2_Y" triggerall = !var(59) trigger1 = power >= 2000 ;Level 2 trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 [State -1,10] type = ChangeState value = 31143 triggerall = command = "Q_Z" triggerall = !var(59) trigger1 = power >= 2000 ;Level 2 trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 [State -1,10] type = ChangeState value = 31142 triggerall = command = "QCB2_Y" triggerall = !var(59) trigger1 = power >= 2000 ;Level 2 trigger1 = var(3) != 0 trigger1 = statetype = S trigger1 = Var(1) = 0 trigger1 = ctrl = 1 [State -1,15] type = ChangeState ;Super Ground Breaker value = 3100 triggerall = command = "QCF2_Y" triggerall = !var(59) triggerall = power >= 1000 ;Level 1 triggerall = statetype != A trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,14] ;LV3 Super Ground Breaker BIZZARO type = ChangeState value = 31136 triggerall = command = "QCF2_Z" triggerall = !var(59) triggerall = power >= 3000 ;Level 3 triggerall = statetype != A trigger1 = var(3) != 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,12] ;Super Ground Breaker BIZZARO type = Changestate value = 31135 triggerall = command = "QCF2_X" triggerall = !var(59) triggerall = power >= 1000 ;Level 1 triggerall = statetype != A trigger1 = var(3) != 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,16] ;Super Ground Breaker BIZZARO type = ChangeState value = 31137 triggerall = command = "QCF2_Y" triggerall = !var(59) triggerall = power >= 2000 ;Level 2 triggerall = statetype != A trigger1 = var(3) != 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,17] type = ChangeState value = 3200 triggerall = command = "QCF2_K" triggerall = !var(59) triggerall = power >= 2000 ;Level 2 trigger1 = var(3) = 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,18] type = ChangeState value = 31134 triggerall = command = "Q_K" triggerall = !var(59) triggerall = power >= 2000 ;Level 2 triggerall = var(3) = 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,18] type = ChangeState value = 31130 triggerall = command = "QCF2_K" triggerall = !var(59) triggerall = power >= 2000 ;Level 2 triggerall = var(3) != 0 trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,19] type = ChangeState value = 3204 triggerall = command = "QCF2_K" triggerall = !var(59) triggerall = power >= 1000 ;Level 2 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 604 trigger2 = movecontact [State -1,20] type = ChangeState value = 738 triggerall = command = "QCF2_P" triggerall = !var(59) trigger1 = power >= 1000 ;Level 1 trigger1 = statetype = A trigger1 = ctrl = 1 [State -1,22] type = ChangeState value = 712 triggerall = !var(59) triggerall = statetype = S triggerall = ctrl = 1 trigger1 = command = "HCB_A" [State -1,45] type = ChangeState value = 713 triggerall = Command = "HCB_A" triggerall = !var(59) trigger1 = StateType = a trigger1 = Ctrl = 1 trigger2 = stateno = 604 trigger2 = movecontact trigger2 = time < 20 [State -1,23] type = ChangeState value = 709 triggerall = !var(59) triggerall = command = "HCB_B" triggerall = ctrl = 1 trigger1 = statetype = S [State -1,24] type = ChangeState value = 710 triggerall = !var(59) triggerall = command = "HCB_C" triggerall = ctrl = 1 trigger1 = statetype = S [State -1,27] type = ChangeState value = 1010 triggerall = !var(59) triggerall = command = "HCF_X" triggerall = ctrl = 1 trigger1 = statetype = S [State -1,28] type = ChangeState value = 1610 triggerall = !var(59) triggerall = command = "HCF_X" triggerall = ctrl = 1 trigger1 = statetype = A [State -1,29] type = ChangeState value = 1012 triggerall = !var(59) triggerall = command = "HCF_Y" triggerall = ctrl = 1 trigger1 = statetype = S [State -1,30] type = ChangeState value = 1612 triggerall = !var(59) triggerall = command = "HCF_Y" triggerall = ctrl = 1 trigger1 = statetype = A [State -1,31] type = ChangeState value = 1014 triggerall = command = "HCF_Z" triggerall = !var(59) triggerall = ctrl = 1 trigger1 = statetype = S [State -1,32] type = ChangeState value = 1614 triggerall = command = "HCF_Z" triggerall = !var(59) triggerall = ctrl = 1 trigger1 = statetype = A ;------------------------------------------------ [State -1,33] type = ChangeState value = 1033 triggerall = !var(59) triggerall = statetype = S triggerall = ctrl = 1 trigger1 = command = "Slide_Punch_Z" [State -1,34] type = ChangeState value = 703 triggerall = !var(59) triggerall = statetype = S triggerall = ctrl = 1 trigger1 = command = "Slide_Kick_C" [State -1,35] type = ChangeState value = 720 triggerall = !var(59) triggerall = p2stateno != 223 triggerall = p2stateno != 722 triggerall = p2stateno != 723 triggerall = command = "Freeze_X" triggerall = ctrl = 1 trigger1 = statetype = S [State -1,36] type = ChangeState value = 725 triggerall = command = "Freeze_Y" triggerall = !var(59) triggerall = ctrl = 1 trigger1 = statetype = S [State -1,37] type = ChangeState value = 730 triggerall = command = "Freeze_Z" triggerall = !var(59) triggerall = ctrl = 1 trigger1 = statetype = S [State -1,38] type = ChangeState value = 1040 triggerall = command = "DRILL_A" triggerall = !var(59) trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact trigger2 = stateno = 202 [State -1,39] type = ChangeState value = 1042 triggerall = command = "DRILL_B" triggerall = !var(59) trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact trigger2 = stateno = 202 [State -1,40] type = ChangeState value = 1044 triggerall = command = "DRILL_C" triggerall = !var(59) trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact trigger2 = stateno = 202 [State -1,44] type = ChangeState value = 145 triggerall = Command = "HCB_B" triggerall = !var(59) trigger1 = StateType = A trigger1 = Ctrl = 1 trigger2 = stateno = 604 trigger2 = movecontact trigger2 = time < 25 [State -1,47] type = ChangeState value = 711 triggerall = !var(59) triggerall = Command = "HCB_C" trigger1 = pos y < -10 trigger1 = StateType = A trigger1 = Ctrl = 1 [State -1,52] type = ChangeState value = 100 triggerall = !var(59) trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,53] type = ChangeState value = 105 triggerall = !var(59) trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,54] type = ChangeState value = 210 triggerall = !var(59) trigger1 = p2bodydist Y >=-20 trigger1 = p2bodydist X < 20 ;Near P2 trigger1 = command = "fwd_y" trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,55] type = ChangeState value = 220 triggerall = !var(59) triggerall = command = "fwd_z" triggerall = p2bodydist Y >=-20 triggerall = p2bodydist X < 20 ;Near P2 triggerall = ctrl = 1 triggerall = IsHelper(007) = 0 trigger1 = statetype = S [State -1,56] type = ChangeState value = 620 triggerall = !var(59) triggerall = command = "fwd_z" triggerall = p2bodydist Y <=25 triggerall = p2bodydist Y >=-25 triggerall = p2bodydist X < 20 ;Near P2 triggerall = ctrl = 1 triggerall = IsHelper(007) = 0 trigger1 = statetype = A [State -1,57] type = ChangeState value = 201 triggerall = !var(59) triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 201 trigger2 = time > 9 trigger3 = MoveContact trigger3 = stateno = 200 trigger4 = stateno = 100 trigger5 = stateno = 105 [State -1,58] type = ChangeState value = 203 triggerall = !var(59) triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 200 trigger3 = MoveContact trigger3 = stateno = 201 trigger4 = MoveContact trigger4 = stateno = 401 trigger5 = MoveContact trigger5 = stateno = 400 trigger6 = stateno = 100 trigger7 = stateno = 105 [State -1,59] type = ChangeState value = 205 triggerall = !var(59) triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 200 trigger3 = MoveContact trigger3 = stateno = 201 trigger4 = MoveContact trigger4 = stateno = 400 trigger5 = MoveContact trigger5 = stateno = 401 trigger6 = MoveContact trigger6 = stateno = 402 trigger7 = MoveContact trigger7 = stateno = 403 trigger8 = stateno = 100 trigger9 = stateno = 105 trigger10 = stateno =203 trigger10 = Movecontact [State -1,60] type = ChangeState value = 200 triggerall = !var(59) triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = time > 9 trigger3 = stateno = 100 trigger4 = stateno = 105 [State -1,61] type = ChangeState value = 202 triggerall = !var(59) triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 200 trigger3 = MoveContact trigger3 = stateno = 201 trigger4 = MoveContact trigger4 = stateno = 401 trigger5 = MoveContact trigger5 = stateno = 400 trigger6 = stateno = 100 trigger7 = stateno = 105 [State -1,62] type = ChangeState value = 204 triggerall = !var(59) triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 201 trigger3 = MoveContact trigger3 = stateno = 203 trigger4 = MoveContact trigger4 = stateno = 400 trigger5 = MoveContact trigger5 = stateno = 401 trigger6 = MoveContact trigger6 = stateno = 402 trigger7 = stateno = 100 trigger8 = stateno = 105 trigger9 = Movecontact trigger9 = stateno = 202 [State -1,63] type = ChangeState value = 401 triggerall = !var(59) triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 401 trigger2 = time > 6 trigger3 = MoveContact trigger3 = stateno = 400 trigger4 = MoveContact trigger4 = stateno = 201 trigger5 = MoveContact trigger5 = stateno = 200 [State -1,64] type = ChangeState value = 403 triggerall = !var(59) triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 401 trigger3 = MoveContact trigger3 = stateno = 400 trigger4 = MoveContact trigger4 = stateno = 201 trigger5 = MoveContact trigger5 = stateno = 200 [State -1,65] type = ChangeState value = 405 triggerall = !var(59) triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 401 trigger3 = MoveContact trigger3 = stateno = 400 trigger4 = MoveContact trigger4 = stateno = 201 trigger5 = MoveContact trigger5 = stateno = 200 [State -1,66] type = ChangeState value = 400 triggerall = !var(59) triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 400 trigger2 = time > 9 trigger3 = MoveContact trigger3 = stateno = 200 [State -1,67] type = ChangeState value = 402 triggerall = !var(59) triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 401 trigger3 = MoveContact trigger3 = stateno = 400 trigger4 = MoveContact trigger4 = stateno = 201 trigger5 = MoveContact trigger5 = stateno = 200 [State -1,68] type = ChangeState value = 404 triggerall = !var(59) triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 401 trigger3 = MoveContact trigger3 = stateno = 400 trigger4 = MoveContact trigger4 = stateno = 201 trigger5 = MoveContact trigger5 = stateno = 200 trigger6 = MoveContact trigger6 = stateno = 202 trigger7 = MoveContact trigger7 = stateno = 403 trigger8 = MoveContact trigger8 = stateno = 4032 trigger9 = MoveContact trigger9 = stateno = 402 [State -1,69] type = ChangeState value = 601 triggerall = !var(59) triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = MoveContact Trigger3 = Stateno = 5400 [State -1,70] type = ChangeState value = 603 triggerall = !var(59) triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 601 trigger3 = MoveContact trigger3 = stateno = 600 trigger4 = MoveContact trigger4 = stateno = 602 Trigger5 = Stateno = 5400 [State -1,71] type = ChangeState value = 605 triggerall = !var(59) triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 601 trigger3 = MoveContact trigger3 = stateno = 600 trigger4 = MoveContact trigger4 = stateno = 603 trigger5 = MoveContact trigger5 = stateno = 602 trigger6 = MoveContact trigger6 = stateno = 604 Trigger7 = Stateno = 5400 [State -1,72] type = ChangeState value = 600 triggerall = !var(59) triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl = 1 Trigger2 = Stateno = 5400 [State -1,73] type = ChangeState value = 602 triggerall = !var(59) triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 601 trigger3 = MoveContact trigger3 = stateno = 600 Trigger4 = Stateno = 5400 [State -1,74] type = ChangeState value = 604 triggerall = !var(59) triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 601 trigger3 = MoveContact trigger3 = stateno = 600 trigger4 = MoveContact trigger4 = stateno = 603 trigger5 = MoveContact trigger5 = stateno = 602 Trigger6 = Stateno = 5400 [State -1,75] type = ChangeState value = 197 triggerall = !var(59) triggerall = command = "s" trigger1 = statetype = S trigger1 = ctrl = 1 [State -1,76] Type = Changestate value = 5400 triggerall = !var(59) triggerall = command = "SuperJump" triggerall = statetype != A Trigger1 = Ctrl = 1 trigger2 = stateno = 100 trigger3 = stateno = 105 [State -1,77] Type = Changestate value = 5400 triggerall = !var(59) triggerall = command = "holdup" trigger1 = MoveContact trigger1 = stateno = 404 trigger3 = (StateNo = 404) && (MoveHit = 1) ;-| AI by tunglashor |----------------------------------------------------- [state -1, Activate AI] type = varset v = 59 trigger1 = command = "IA1" trigger2 = command = "IA2" trigger3 = command = "IA3" trigger4 = command = "IA4" trigger5 = command = "IA5" trigger6 = command = "IA6" trigger7 = command = "IA7" trigger8 = command = "IA8" trigger9 = command = "IA9" trigger10 = command = "IA10" trigger11 = command = "IA11" trigger12 = command = "IA12" trigger13 = command = "IA13" trigger14 = command = "IA14" trigger15 = command = "IA15" trigger16 = command = "IA16" trigger17 = command = "IA17" trigger18 = command = "IA18" trigger19 = command = "IA19" trigger20 = command = "IA20" trigger21 = command = "IA21" trigger22 = command = "IA22" trigger23 = command = "IA23" trigger24 = command = "IA24" trigger25 = command = "IA25" trigger26 = command = "IA26" trigger27 = command = "IA27" trigger28 = command = "IA28" trigger29 = command = "IA29" trigger30 = command = "IA30" trigger31 = command = "IA31" trigger32 = command = "IA32" trigger33 = command = "IA33" trigger34 = command = "IA34" trigger35 = command = "IA35" trigger36 = command = "IA36" trigger37 = command = "IA37" trigger38 = command = "IA38" trigger39 = command = "IA39" trigger40 = command = "IA40" trigger41 = command = "IA41" trigger42 = command = "IA42" trigger43 = command = "IA43" trigger44 = command = "IA44" trigger45 = command = "IA45" trigger46 = command = "IA46" trigger47 = command = "IA47" trigger48 = command = "IA48" trigger49 = command = "IA49" trigger50 = command = "IA50" value = 1 [state -1, Enable AI] type = varset v = 58 trigger1 = 1 value = ifelse(roundstate = 2, var(59), 0) [state -1, enemy frozen?] type = varset v = 57 trigger1 = var(58) value = ifelse((p2stateno = 722) || (p2stateno = [223,225]), 1, 0) ;-| AI blocking |--------------------------------------------------------------- [state -1, AI block] type = changestate value = ifelse(StateType = A, 132, ifelse((enemynear,HitDefAttr = SA,AA,AT,AP), 130, 131)) triggerall = var(58) triggerall = ctrl triggerall = stateno != [120,155] triggerall = !NumHelper(009) trigger1 = inguarddist ;-| AI grabs |------------------------------------------------------------------ [State -1, AI grab/throw] type = ChangeState value = ifelse((IsHelper(007) != 0) || random < 500, 210, 220) triggerall = var(58) triggerall = ctrl || (stateno = 9001) triggerall = statetype = S triggerall = p2movetype != H triggerall = p2bodydist Y >=-20 triggerall = p2bodydist X = [0,20] ;Near P2 trigger1 = random < 950 [State -1, AI aerial grab] type = ChangeState value = 620 triggerall = var(58) && ctrl triggerall = statetype = A triggerall = !IsHelper(007) triggerall = p2movetype != H triggerall = p2bodydist Y = [-25, 25] triggerall = p2bodydist X = [0, 20] ;Near P2 trigger1 = random < 100 ;-| AI misc |------------------------------------------------------------------- [State -1, AI Taunt] type = ChangeState value = 197 triggerall = var(58) triggerall = statetype = S triggerall = ctrl trigger1 = P2BodyDist X > 170 trigger1 = (life - P2life) > 250 trigger1 = life > 400 trigger1 = (enemynear, stateno = 5110) && (enemynear, statetype = L) trigger1 = random < 80 [state -1, AI run fwd] type = changestate value = 100 triggerall = var(58) && ctrl triggerall = statetype = S triggerall = P2BodyDist X > 120 triggerall = enemynear, numproj = 0 triggerall = stateno != [100,105] trigger1 = p2movetype != A trigger1 = p2stateno != 5050 trigger1 = random < 200 - ifelse(life < 150, 100, 0) trigger2 = p2movetype = A trigger2 = random < 200 + ifelse(life < 400, 50, 0) [state -1, AI run back] type = changestate value = 105 triggerall = var(58) && ctrl triggerall = statetype = S triggerall = P2BodyDist X = [0, 80] trigger1 = p2movetype = A trigger1 = random < 80 + ifelse(life < 200, 30, 0) [State -1, AI jump] type = changestate value = ifelse((p2bodydist y < -110) && (random < 52), 5400, 40) triggerall = var(58) triggerall = ctrl triggerall = statetype = S triggerall = enemynear, vel x >= 0 triggerall = enemynear, vel y <= 0 trigger1 = vel x || (random < 52) || (p2movetype = H) trigger1 = p2bodydist X = [0, 120] trigger1 = p2bodydist Y < -20 trigger1 = enemynear, ctrl trigger1 = random < 52 + ifelse(p2movetype = H, 100, 0) ;Super Jump [State -1, AI_SuperJump] type = ChangeState value = 5400 triggerall = (StateType != A) && var(59) trigger1 = (StateNo = 404) && (MoveHit = 1) [State -1, Airdash Fwd] type = ChangeState triggerall = statetype = A trigger1 = stateno != 100 && stateno != 2999 && stateno != 107 trigger1 = PrevStateNo != 107 trigger1 = command = "FF" trigger1 = ctrl value = 107 persistent = 0 [State -1, Airdash Back] type = ChangeState triggerall = statetype = A trigger1 = stateno != 100 && stateno != 2999 && stateno != 108 trigger1 = PrevStateNo != 108 trigger1 = command = "BB" trigger1 = ctrl value = 108 persistent = 0 ;-| AI flight |------------------------------------------------------------------ ;NO FLY MODE AI AT THE MOMENT ;[State -1, AI fly] ;type = ChangeState ;value = 9000 ;triggerall = var(58) && ctrl ;triggerall = statetype = S ;trigger1 = p2bodydist y < -110 ;trigger1 = enemynear, vel y <= 0 ;trigger1 = random < 10 ;trigger2 = enemynear, vel x < 0 ;trigger2 = random < 10 ;[State -1, AI FLY grab] ;type = ChangeState ;value = 99220 ;triggerall = var(58) && ctrl ;triggerall = statetype = A ;triggerall = !IsHelper(007) ;triggerall = p2movetype != H ;triggerall = p2bodydist Y = [-25, 25] ;triggerall = p2bodydist X = [0, 20] ;Near P2 ;trigger1 = p2bodydist y < -110 ;trigger1 = enemynear, vel y <= 0 ;trigger1 = random < 10 ;-| AI Super Motions |---------------------------------------------------------- [State -1, AI Super Uppercut] type = ChangeState value = ifelse(var(3), 71001, 3001) ; var(3) = bizarro mode triggerall = var(58) triggerall = power >=3000 ;Level 3 triggerall = ctrl triggerall = statetype = S triggerall = p2stateno != [120,155] triggerall = p2bodydist x > 100 triggerall = p2statetype != L triggerall = enemynear, numproj = 0 triggerall = life <=500 trigger1 = p2statetype = S trigger1 = random < 850 [State -1,AI Super Tsunami] type = ChangeState value = 31143 triggerall = var(58) triggerall = power >= 2000 ;Level 2 triggerall = ctrl triggerall = statetype = S triggerall = Var(1) = 0 triggerall = p2stateno != [50,100] triggerall = enemynear, numproj = 0 trigger1 = p2stateno = 5050 trigger1 = random < 40 trigger2 = p2movetype = H trigger2 = p2statetype = A trigger2 = (p2bodydist x = [-200, -50]) || (p2bodydist x = [50, 200]) trigger2 = p2bodydist y < -80 trigger2 = random < 50 trigger3 = p2movetype = A trigger3 = p2statetype = A trigger3 = p2bodydist x > 180 trigger3 = random < 50 [State -1,AI Super Tsunami] type = ChangeState value = ifelse(var(3), 31142, 7001) ; var(3) = bizarro mode triggerall = var(58) triggerall = power >= 2000 ;Level 2 triggerall = ctrl triggerall = statetype = S triggerall = Var(1) = 0 triggerall = p2stateno != [50,100] triggerall = enemynear, numproj = 0 trigger1 = p2stateno = 5050 trigger1 = random < 40 trigger2 = p2movetype = H trigger2 = p2statetype = A trigger2 = (p2bodydist x = [-200, -50]) || (p2bodydist x = [50, 200]) trigger2 = p2bodydist y < -80 trigger2 = random < 50 trigger3 = p2movetype = A trigger3 = p2statetype = A trigger3 = p2bodydist x > 180 trigger3 = random < 50 [State -1,AI Super Ground Breaker] type = ChangeState value = ifelse(var(3), 31137, 3100) ; var(3) = bizarro mode triggerall = var(58) triggerall = power >= 1000 ;Level 1 triggerall = ctrl triggerall = statetype = S triggerall = p2stateno != [120,155] triggerall = p2statetype != L trigger1 = p2bodydist x > 50 trigger1 = p2statetype = S || p2statetype = C trigger1 = random < 90 trigger2 = p2stateno = 5050 trigger2 = random < 90 trigger3 = var(57) trigger3 = random < 850 [State -1,AI Super Speed] type = ChangeState value = ifelse(var(3), 31130, 3200) ; var(3) = bizarro mode triggerall = var(58) triggerall = power >= 2000 ;Level 2 triggerall = ctrl triggerall = statetype = S triggerall = p2stateno != [120,155] triggerall = p2bodydist x > 100 triggerall = p2statetype != L triggerall = enemynear, numproj = 0 trigger1 = p2statetype = S trigger1 = random < 90 trigger2 = p2bodydist y = [-70, -20] trigger2 = enemynear, vel y >= 0 trigger2 = random < 90 + ifelse(p2stateno = 5050, 50, 0) [State -1,AI Super Speed] type = ChangeState value = 31134 triggerall = var(58) triggerall = power >= 2000 ;Level 2 triggerall = ctrl triggerall = statetype = S triggerall = p2stateno != [120,155] triggerall = p2bodydist x <= 18 trigger1 = statetype != A triggerall = p2statetype != L triggerall = enemynear, numproj = 0 trigger1 = p2statetype = S trigger1 = random < 200 trigger2 = p2bodydist y = [-70, -20] trigger2 = enemynear, vel y >= 0 trigger2 = random < 200 + ifelse(p2stateno = 5050, 50, 0) [State -1,AI Aerial Deep Impact] type = ChangeState value = 3204 triggerall = var(58) triggerall = power >= 1000 ;Level 1 triggerall = p2stateno != [120,155] triggerall = p2bodydist x > 10 triggerall = p2bodydist y > 10 triggerall = p2statetype != L triggerall = enemynear, numproj = 0 triggerall = random < 130 + ifelse(p2stateno = 5050, 70, 0) trigger1 = statetype = A trigger1 = ctrl = 1 trigger1 = random < 160 trigger2 = Stateno = 604 trigger2 = Movecontact && random < 150 [State -1,AI Aerial Super Heat Vision] type = ChangeState value = 738 triggerall = var(58) triggerall = power >= 1000 ;Level 1 triggerall = p2stateno != [120,155] triggerall = p2statetype != L triggerall = (enemynear, ctrl) || (p2movetype != H) || var(57) || (p2stateno = 5050) triggerall = statetype = A trigger1 = p2bodydist x > 70 trigger1 = p2bodydist y > 70 trigger1 = ctrl trigger1 = random < 180 trigger2 = Stateno = 604 trigger2 = Movecontact && random < 850 ;[State -1,AI Amalgam] ;type = ChangeState ;value = 7500 ;triggerall = var(58) ;triggerall = power >= 3000 ;Level 3 ;triggerall = !var(3) ;triggerall = ctrl ;triggerall = p2stateno != [120,155] ;triggerall = statetype = S ;triggerall = p2statetype != L ;triggerall = enemynear, numproj = 0 ;trigger1 = p2movetype = H ;trigger1 = p2statetype = A ;trigger1 = p2bodydist y = [-50, 0] ;trigger1 = random < 40 ;trigger2 = p2stateno = 5050 ;trigger2 = random < 25 ;trigger3 = var(57) ;trigger3 = random < 30 ;-| AI Special Motions |---------------------------------------------------------- [State -1, AI flight kick light] type = ChangeState value = 712 triggerall = var(58) triggerall = statetype = S triggerall = p2statetype != L triggerall = ctrl = 1 triggerall = (enemynear, vel x >= 0) || (p2bodydist x < 50) trigger1 = p2bodydist x = [220, 250] trigger1 = p2bodydist y = [-20, 0] trigger1 = enemynear, vel y <= 0 trigger1 = random < 140 trigger2 = p2bodydist x = [70, 200] trigger2 = p2bodydist y = [-40, -20] trigger2 = random < 140 [State -1, AI flight kick medium] type = ChangeState value = 709 triggerall = var(58) triggerall = statetype = S triggerall = p2statetype != L triggerall = ctrl = 1 triggerall = (enemynear, vel x >= 0) || (p2bodydist x < 50) trigger1 = p2bodydist x = [220, 250] trigger1 = p2bodydist y = [-20, 0] trigger1 = enemynear, vel y <= 0 trigger1 = random < 120 trigger2 = p2bodydist x = [70, 200] trigger2 = p2bodydist y = [-40, -20] trigger2 = random < 120 trigger3 = random < 20 [State -1, AI flight kick heavy] type = ChangeState value = 710 triggerall = var(58) triggerall = statetype = S triggerall = p2statetype != C && p2statetype != L triggerall = ctrl = 1 trigger1 = p2bodydist x - p2bodydist y = [170, 250] trigger1 = enemynear, numproj = 0 trigger1 = enemynear, vel y > -1 trigger1 = random < 140 [State -1, AI aerial heat vision close] type = ChangeState value = ifelse(stateno = 9001, 8010, 1610) triggerall = var(58) triggerall = statetype = A triggerall = p2statetype != L triggerall = ctrl || (stateno = 9001) triggerall = P2BodyDist X / (P2BodyDist Y + 1) = [0, 2] triggerall = p2bodydist X > 20 trigger1 = random < 120 + ifelse(p2statetype = C, 15, 0) trigger2 = enemynear, vel y > 1 trigger2 = random < 120 trigger3 = Stateno = 604 trigger3 = Movecontact && random < 900 [State -1, AI aerial heat vision medium] type = ChangeState value = ifelse(stateno = 9001, 8012, 1612) triggerall = var(58) triggerall = statetype = A triggerall = ctrl || (stateno = 9001) triggerall = p2statetype != L triggerall = P2BodyDist X / (P2BodyDist Y + 1) = [2, 3] triggerall = p2bodydist Y > 20 trigger1 = random < 120 trigger2 = enemynear, vel y > 1 trigger2 = random < 120 trigger3 = Stateno = 604 trigger3 = Movecontact && random < 500 [State -1, AI aerial heat vision horiz] type = ChangeState value = ifelse(stateno = 9001, 8014, 1614) triggerall = var(58) triggerall = statetype = A triggerall = ctrl || (stateno = 9001) triggerall = p2statetype != L trigger1 = p2bodydist Y = [-40, 5] trigger1 = (p2bodydist X > 80) || var(57) trigger1 = random < 140 [State -1, AI heat vision light] type = ChangeState value = 1010 triggerall = var(58) triggerall = statetype = S triggerall = ctrl triggerall = p2statetype != L trigger1 = P2BodyDist Y > -80 trigger1 = (P2BodyDist X > 90) || var(57) trigger1 = random < 90 [State -1, AI heat vision medium] type = ChangeState value = 1012 triggerall = var(58) triggerall = statetype = S triggerall = ctrl triggerall = p2statetype != L trigger1 = P2BodyDist Y > -80 trigger1 = (P2BodyDist X > 130) || var(57) trigger1 = random < 90 [State -1, AI heat vision strong] type = ChangeState value = 1014 triggerall = var(58) triggerall = statetype = S triggerall = ctrl triggerall = p2statetype != L trigger1 = P2BodyDist Y = [-80, 0] trigger1 = P2BodyDist X > 150 trigger1 = random < 90 trigger2 = (p2stateno = 5050) || var(57) trigger2 = P2BodyDist Y = [-80, 0] trigger2 = random < 90 [State -1, AI slide punch] type = ChangeState value = 1033 triggerall = var(58) triggerall = statetype = S triggerall = p2statetype != C && p2statetype != L triggerall = ctrl = 1 trigger1 = p2bodydist x = [0, 140] trigger1 = p2bodydist y = [-40, 0] trigger1 = enemynear, numproj = 0 trigger1 = enemynear, vel y >= -1 trigger1 = !(enemynear, ctrl) trigger1 = random < 150 + ifelse(var(57), 40, 0) + ifelse(p2stateno = 5050, 50, 0) trigger2 = p2bodydist x = [0, 140] trigger2 = p2bodydist y = [-40, 0] trigger2 = random < 150 [State -1, AI slide kick] type = ChangeState value = 703 triggerall = var(58) triggerall = statetype = S triggerall = p2statetype != L triggerall = ctrl = 1 triggerall = p2bodydist y = [-10, 0] triggerall = p2bodydist x = [20, 80] triggerall = enemynear, numproj = 0 triggerall = enemynear, vel y >= 0 triggerall = enemynear, vel x >= 0 trigger1 = random < 130 + ifelse(p2statetype = C, 30, 0) + ifelse(var(57), 40, 0) trigger2 = enemynear,HitDefAttr = SA,AA,AT trigger2 = random < 130 [State -1, AI Ice Breath - Freeze] type = ChangeState value = 720 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = !var(57) triggerall = p2statetype != C && p2statetype != L trigger1 = p2bodydist x = [65, 160] trigger1 = p2bodydist y > -70 trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y > -1 trigger1 = random < 120 [State -1, AI Ice Breath - Push back] type = ChangeState value = 725 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = !var(57) triggerall = p2statetype != C && p2statetype != L trigger1 = p2bodydist x = [75, 130] trigger1 = p2bodydist y > -70 trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y >= 0 trigger1 = random < 90 + ifelse(p2stateno = 100, 25, 0) [State -1, AI Ice Breath - popup] type = ChangeState value = 730 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype != C && p2statetype != L triggerall = p2bodydist x = [65, 130] triggerall = p2bodydist y = [-110, 0] trigger1 = enemynear, vel x >= 0 trigger1 = enemynear, vel y >= 0 trigger1 = random < (p2bodydist x / 3) trigger2 = p2bodydist y < 0 trigger2 = p2bodydist X > 90 trigger2 = enemynear, numproj = 0 trigger2 = random < 100 [State -1, AI Drill close] type = ChangeState value = 1040 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype != L trigger1 = (p2bodydist x = [0, 80]) && (enemynear, vel x > -1) trigger1 = (p2bodydist y > -50) && (enemynear, vel y > -1) trigger1 = random < (180 - p2bodydist x) trigger2 = stateno = 202 trigger2 = random < 270 [State -1, AI Drill middle] type = ChangeState value = 1042 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype != L trigger1 = (p2bodydist x = [0, 120]) && (enemynear, vel x > 0) trigger1 = (p2bodydist y > -50) && (enemynear, vel y > -1) trigger1 = random < 500 trigger2 = stateno = 202 trigger2 = random < 260 [State -1, AI Drill far] type = ChangeState value = 1044 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype != L trigger1 = (p2bodydist x = [100, 200]) && (enemynear, vel x > 0) trigger1 = (p2bodydist y > -50) && (enemynear, vel y > -1) trigger1 = random < (p2bodydist x - 90) + 500 trigger2 = stateno = 202 trigger2 = random < 300 [State -1, AI Flight attack] type = ChangeState value = 50000 triggerall = var(58) triggerall = var(3) = 0 triggerall = statetype = S triggerall = Var(1) = 0 triggerall = ctrl = 1 triggerall = (p2movetype != H) || var(57) || (p2stateno = 5050) trigger1 = P2BodyDist Y = [-40, 30] trigger1 = P2BodyDist X > 70 trigger1 = enemynear, vel y = [-1, 1] trigger1 = random < 280 + ifelse(var(57) || (p2stateno = 5050), 20, 0) trigger2 = (p2stateno = 5050) || var(57) trigger2 = P2BodyDist Y = [-80, 0] trigger2 = random < 180 [State -1, AI aerial flight kick light] type = ChangeState value = 713 triggerall = var(58) triggerall = ctrl = 1 triggerall = statetype = A triggerall = p2statetype != L triggerall = (enemynear, ctrl) || (p2movetype != H) trigger1 = p2bodydist x = [100, 200] trigger1 = p2bodydist y = [0, 70] trigger1 = enemynear, vel x = [-0.5, 0.5] trigger1 = random < 140 trigger2 = p2bodydist x = [30, 200] trigger2 = p2bodydist y = [-10, 20] trigger2 = random < 140 trigger3 = Stateno = 604 trigger3 = Movecontact && random < 250 [State -1, AI aerial flight kick medium] type = ChangeState value = 145 triggerall = var(58) triggerall = ctrl = 1 triggerall = p2stateno != [120,155] triggerall = (enemynear, ctrl) || (p2movetype != H) || var(57) || (p2stateno = 5050) triggerall = statetype = A trigger1 = p2bodydist x > 70 trigger1 = p2bodydist y > 70 trigger1 = random < 150 trigger2 = MoveContact trigger2 = stateno = 604 trigger2 = random < 550 trigger3 = enemynear, numproj = 0 trigger3 = p2bodydist x / (p2bodydist y + 1) = [1, 3 - ifelse(p2statetype = C, 1.2, 0)] trigger3 = random < (p2bodydist y / 1.5) + 150 [State -1,AI Aerial Flight Kick medium 2] type = ChangeState value = 145 triggerall = var(58) triggerall = p2stateno != [120,155] triggerall = p2statetype != L triggerall = (enemynear, ctrl) || (p2movetype != H) || var(57) || (p2stateno = 5050) triggerall = statetype = A trigger1 = p2bodydist x > 70 trigger1 = p2bodydist y > 70 trigger1 = ctrl trigger1 = random < 900 trigger2 = Stateno = 604 trigger2 = Movecontact && random < 900 [State -1, AI flight kick heavy] type = ChangeState value = 711 triggerall = var(58) triggerall = ctrl = 1 triggerall = statetype = A triggerall = p2statetype != C && p2statetype != L triggerall = (enemynear, ctrl) || (p2movetype != H) || var(57) || (p2stateno = 5050) trigger1 = p2bodydist y = [-20, 20] trigger1 = enemynear, numproj = 0 trigger1 = random < 350 + ifelse(p2stateno = 5050, 30, 0) [State -1, AI Super Combo] Type = Changestate value = 2525 triggerall = var(58) triggerall = var(3) = 0 triggerall = statetype = S triggerall = Var(1) = 0 triggerall = ctrl = 1 triggerall = (p2movetype != H) || var(57) || (p2stateno = 5050) trigger1 = P2BodyDist Y = [-40, 30] trigger1 = P2BodyDist X > 70 trigger1 = enemynear, vel y = [-1, 1] trigger1 = random < 280 + ifelse(var(57) || (p2stateno = 5050), 20, 0) trigger2 = (p2stateno = 5050) || var(57) trigger2 = P2BodyDist Y = [-80, 0] trigger2 = random < 180 ;-| AI Basic Motions |---------------------------------------------------------- [State -1, AI standing light kick] type = ChangeState value = 201 triggerall = var(58) triggerall = p2bodydist x = [0, 45] triggerall = (p2bodydist y = [-5, 0]) && (enemynear, vel y >= 0) triggerall = p2statetype != L trigger1 = (ctrl && statetype = S) || stateno = 100 || stateno = 105 trigger1 = (p2movetype != H) || var(57) trigger1 = random < 150 + ifelse(p2statetype = C, 40, 0) trigger2 = stateno = 201 trigger2 = time > 9 trigger2 = random < 150 trigger3 = MoveContact trigger3 = stateno = 200 trigger3 = random < 170 [State -1, AI standing middle kick] type = ChangeState value = 203 triggerall = var(58) triggerall = p2bodydist x = [0, 70] triggerall = enemynear, vel y >= 0 triggerall = p2bodydist y = [ifelse(p2bodydist x < 60, -60, -10), 0] triggerall = p2statetype != L trigger1 = (p2movetype != H) || var(57) trigger1 = random < p2bodydist x + 180 trigger1 = (ctrl && statetype = S) || stateno = 100 || stateno = 105 trigger2 = MoveContact trigger2 = stateno = 200 trigger2 = random < 120 trigger3 = MoveContact trigger3 = stateno = 201 trigger3 = random < 120 trigger4 = MoveContact trigger4 = stateno = 401 trigger4 = random < 120 trigger5 = MoveContact trigger5 = stateno = 400 trigger5 = random < 120 [State -1, AI standing heavy kick] type = ChangeState value = 205 triggerall = var(58) triggerall = p2bodydist x = [0, 100] triggerall = enemynear, vel y >= 0 triggerall = p2bodydist y = [ifelse(p2bodydist x < 50, -50, -10), 0] triggerall = p2statetype != L trigger1 = (p2movetype != H) || var(57) trigger1 = random < ifelse(p2bodydist x < 30, 290, p2bodydist x + 140) trigger1 = (ctrl && statetype = S) || stateno = 100 || stateno = 105 trigger2 = MoveContact trigger2 = stateno = 200 trigger2 = random < 130 trigger3 = MoveContact trigger3 = stateno = 201 trigger3 = random < 130 trigger4 = MoveContact trigger4 = stateno = 400 trigger4 = random < 130 trigger5 = MoveContact trigger5 = stateno = 401 trigger5 = random < 130 trigger6 = MoveContact trigger6 = stateno = 402 trigger6 = random < 130 trigger7 = MoveContact trigger7 = stateno = 403 trigger7 = random < 130 [State -1,AI standing light punch] type = ChangeState value = 200 triggerall = var(58) triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype != L trigger1 = (p2bodydist x = [0, 70]) && (enemynear, vel x > -1) trigger1 = (p2bodydist y > -60) && (enemynear, vel y > -1) trigger1 = random < (300 - p2bodydist x) trigger2 = stateno = 200 trigger2 = MoveContact trigger2 = random < 300 trigger3 = stateno = 201 trigger3 = MoveContact trigger3 = random < 350 trigger4 = MoveContact trigger4 = stateno = 401 trigger4 = random < 500 trigger5 = MoveContact trigger5 = stateno = 400 trigger5 = random < 500 [State -1, AI standing middle punch] type = ChangeState value = 202 triggerall = var(58) triggerall = p2bodydist x = [0, 80] triggerall = enemynear, vel y >= 0 triggerall = p2bodydist y = [ifelse(p2bodydist x < 65, -80, 0), 0] triggerall = p2statetype != L && p2statetype != C trigger1 = random < ifelse(p2statetype != A, p2bodydist x + 250, 400) trigger1 = (ctrl && statetype = S) || stateno = 100 || stateno = 105 trigger2 = stateno = 200 trigger2 = MoveContact trigger2 = random < 600 trigger3 = MoveContact trigger3 = stateno = 201 trigger3 = random < 400 trigger4 = MoveContact trigger4 = stateno = 400 trigger4 = random < 400 [State -1, AI standing heavy punch] type = ChangeState value = 204 triggerall = var(58) triggerall = p2bodydist x = [0, 80] triggerall = enemynear, vel y >= 0 triggerall = p2bodydist y = [ifelse(p2bodydist x < 70, -80, 0), 0] triggerall = p2statetype != L trigger1 = random < ifelse(p2statetype != A, p2bodydist x + 250, 350) trigger1 = (ctrl && statetype = S) || stateno = 100 || stateno = 105 trigger2 = MoveContact trigger2 = stateno = 200 trigger2 = random < 120 trigger3 = MoveContact trigger3 = stateno = 201 trigger3 = random < 120 trigger4 = MoveContact trigger4 = stateno = 203 trigger4 = random < 120 trigger5 = MoveContact trigger5 = stateno = 202 trigger5 = random < 120 trigger6 = MoveContact trigger6 = stateno = 401 trigger6 = random < 120 trigger7 = MoveContact trigger7 = stateno = 402 trigger7 = random < 120 [State -1, AI crouching light kick] type = ChangeState value = 401 triggerall = var(58) triggerall = p2bodydist x = [0, 45] triggerall = p2statetype = S || p2statetype = C triggerall = (p2movetype != H) trigger1 = random < (300 - p2bodydist x) + ifelse(p2stateno = 150, 60, 0) trigger1 = statetype != A trigger1 = ctrl = 1 trigger2 = stateno = 401 trigger2 = random < 300 trigger3 = MoveContact trigger3 = stateno = 400 trigger3 = random < 330 trigger4 = MoveContact trigger4 = stateno = 201 trigger4 = random < 310 trigger5 = MoveContact trigger5 = stateno = 200 trigger5 = random < 300 [State -1, AI crouching middle kick] type = ChangeState value = 403 triggerall = var(58) triggerall = p2bodydist x = [10, 60] triggerall = (p2movetype != H) trigger1 = random < (300 + p2bodydist x) + ifelse(p2stateno = 150, 60, 0) trigger1 = statetype != A trigger1 = ctrl = 1 trigger2 = movecontact trigger2 = stateno = 401 trigger2 = random < 750 trigger3 = MoveContact trigger3 = stateno = 400 trigger3 = random < 750 trigger4 = MoveContact trigger4 = stateno = 201 trigger4 = random < 750 trigger5 = MoveContact trigger5 = stateno = 200 trigger5 = random < 600 [State -1, AI crouching heavy kick] type = ChangeState value = 405 triggerall = var(58) triggerall = p2bodydist x = [10, 60] triggerall = p2statetype = S || p2statetype = C triggerall = (p2movetype != H) || var(57) trigger1 = random < (310 + p2bodydist x) + ifelse(p2stateno = 150, 50, 0) trigger1 = statetype != A trigger1 = ctrl = 1 trigger2 = movecontact trigger2 = stateno = 401 trigger2 = random < 360 trigger3 = MoveContact trigger3 = stateno = 400 trigger3 = random < 300 trigger4 = MoveContact trigger4 = stateno = 201 trigger4 = random < 300 trigger5 = MoveContact trigger5 = stateno = 200 trigger5 = random < 290 trigger6 = ctrl trigger6 = enemynear,HitDefAttr = SA,AA,AT trigger6 = statetype != A trigger6 = random < 250 [State -1, AI crouching light punch] type = ChangeState value = 400 triggerall = var(58) triggerall = p2bodydist x = [0, 40] triggerall = p2statetype = S || p2statetype = C triggerall = (p2movetype != H) trigger1 = random < (380 - p2bodydist x) + ifelse(p2stateno = 150, 60, 0) trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 400 trigger2 = time > 9 trigger2 = random < 150 trigger3 = MoveContact trigger3 = stateno = 200 trigger3 = random < 300 trigger4 = ctrl trigger4 = enemynear,HitDefAttr = SA,AA,AT trigger4 = statetype != A trigger4 = random < 200 [State -1, AI crouching medium punch] type = ChangeState value = 402 triggerall = var(58) triggerall = p2bodydist x = [0, 60] triggerall = p2statetype = S || p2statetype = C triggerall = (p2movetype != H) trigger1 = random < (300 + p2bodydist x) + ifelse(p2stateno = 150, 40, 0) trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = MoveContact trigger2 = stateno = 401 trigger2 = random < 150 trigger3 = MoveContact trigger3 = stateno = 400 trigger3 = random < 400 trigger4 = MoveContact trigger4 = stateno = 201 trigger4 = random < 200 trigger5 = MoveContact trigger5 = stateno = 200 trigger5 = random < 200 trigger6 = ctrl trigger6 = enemynear,HitDefAttr = SA,AA,AT trigger6 = statetype != A trigger6 = random < 200 [State -1, AI crouching heavy punch] type = ChangeState value = 404 triggerall = var(58) triggerall = p2bodydist x = [0, 80] triggerall = enemynear, vel y >= 0 triggerall = p2bodydist y = [ifelse(p2bodydist x < 70, -80, 0), 0] triggerall = p2statetype != L trigger1 = random < ifelse(p2statetype != A, p2bodydist x + 250, 350) trigger1 = (ctrl && statetype = S) || stateno = 100 || stateno = 105 trigger2 = MoveContact trigger2 = stateno = 202 trigger2 = random < 600 trigger3 = MoveContact trigger3 = stateno = 402 trigger3 = random < 600 trigger4 = stateno = 201 trigger4 = random < 600 trigger5 = MoveContact trigger5 = stateno = 403 trigger5 = random < 750 [State -1, AI aerial light punch] type = ChangeState value = 600 + ifelse(stateno = 9001, 99000, 0) triggerall = var(58) triggerall = statetype = A triggerall = p2bodydist x = [0, 50] triggerall = p2bodydist y = [-20, 50];[-20, 50] triggerall = p2statetype != L trigger1 = ctrl || (stateno = 5400) || (stateno = 9001) trigger1 = ((vel x >=0) && (p2bodydist x < 50)) || (random < 500) trigger1 = random < 900 [State -1, AI aerial medium punch] type = ChangeState value = 602 triggerall = var(59) = 1 && RoundState = 2 && stateno != 100 && statetype = A ; (chain combos) trigger1 = stateno = 600 && movecontact [State -1, AI aerial strong punch] type = ChangeState value = 604 triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A ;(chain combos) trigger1 = stateno = 602 && movecontact trigger2 = stateno = 603 && movecontact [State -1, AI aerial light kick] type = ChangeState value = 601 + ifelse(stateno = 9001, 99000, 0) triggerall = var(58) triggerall = statetype = A triggerall = p2bodydist x = [0, 50] triggerall = p2bodydist y = [-20, 50] triggerall = p2statetype != L trigger1 = ctrl || (stateno = 5400) || (stateno = 9001) trigger1 = random < 150 [State -1, AI aerial medium kick] type = ChangeState value = 603 + ifelse((stateno = 9001) || (stateno = [99600, 99602]), 99000, 0) triggerall = var(58) triggerall = statetype = A triggerall = p2bodydist x = [0, 80] triggerall = p2bodydist y = [-50, 30] triggerall = p2statetype != L trigger1 = ctrl || (stateno = 5400) || (stateno = 9001) trigger1 = random < 150 trigger1 = ((vel x >=0) && (p2bodydist x < 50)) || (random < 100) [State -1, AI aerial strong kick] type = ChangeState value = 605 + ifelse((stateno = 9001) || (stateno = [99601, 99604]), 99000, 0) triggerall = var(58) triggerall = statetype = A triggerall = p2bodydist x = [0, 60] triggerall = p2bodydist y = [10, 90] triggerall = p2statetype != L trigger1 = ctrl || (stateno = 5400) || (stateno = 9001) trigger1 = ((vel x < 0) && (p2bodydist x < 40)) || (random < 100) trigger1 = random < 150 [State -1, Health Drain] type = LifeAdd trigger1 = Life > 400 ;As long as life > 40% of maximum, this will trigger. triggerall = P2name = "Zatanna" || P2name = "Dr.Fate" || P2name = "Doctor Strange" ignorehitpause = 1 ;Will occur even if Ian is being hit. value = -1 ;Subtracts 1 life every tick of the game's time. absolute = 1 ;Lower base defense will not affect this life loss. [State -1, Health Drain] type = LifeAdd trigger1 = Life > 700 ;As long as life > 70% of maximum, this will trigger. triggerall = P2name = "Wonder Woman Reloaded" || P2name = "Captain Atom" || P2name = "Shazam" || P2name = "Black Adam" || P2name = "The Mighty Thor" ignorehitpause = 1 ;Will occur even if Ian is being hit. value = -1 ;Subtracts 1 life every tick of the game's time. absolute = 1 ;Lower base defense will not affect this life loss. [State -1, Health Drain] type = LifeAdd trigger1 = Life > 1 ;As long as life > 1% of maximum, this will trigger. triggerall = P2name = "Amabomb" || P2name = "Dr.Manhattan" || P2name = "Donald" || P2name = "Chuck_Norris" || P2name = "Rare Akuma" ignorehitpause = 1 ;Will occur even if Ian is being hit. value = 100 ;Adds 100 life every tick of the game's time. absolute = 1 ;Lower base defense will not affect this life loss [State -1, Health Drain] type = LifeAdd trigger1 = Life > 750 ;As long as life > 75% of maximum, this will trigger. triggerall = P2name = "raigu's dracula" ignorehitpause = 1 ;Will occur even if Ian is being hit. value = 1 ;Subtracts 1 life every tick of the game's time. absolute = 1 ;Lower base defense will not affect this life loss [State -1] type = LifeAdd triggerall = life <=1 trigger1 = Life < 1000 trigger1 = Life != 1 trigger1 = Time > -1 value = 1 [State -1,AI] type = Varset trigger1 = !Var(56) var(56) = 99 [State -1, Combo Chooser] type = VarRandom trigger1 = var(0) = 99 && stateno = [5000,5300] trigger2 = movetype != A v = 48 range = 0,4 ;<---- Here, change the 7 to however many combos you have - Yin [State -1, Hide] type = AssertSpecial trigger1 = IsHelper(44304) flag = invisible flag2 = NoShadow IgnoreHitPause = 1 [State -1, Reset] type = SelfState trigger1 = IsHelper(44304) trigger1 = StateNo != [44304,44305] value = 44304 IgnoreHitPause = 1 [State -1, ] type = assertspecial trigger1 = 1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as is. triggerall = life <=500 flag = noairguard flag2 = nostandguard flag3 = nocrouchguard [State -1, Player_NotHit_During_Armor] type = HitBy triggerall = life <=500 trigger1 = NumHelper(9393) || NumHelper(9394) ;<---Player (YOU) are only hitby the below parameters when these helpers (the actual armor) is active. ;trigger2 = var(30)=1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as nulled. value = SCA,AT [State -1, SprPriority_During_Armor_When_Idle] type = SprPriority triggerall = life <=500 trigger1 = movetype=I ;<----YOUR sprite priority is the below parameter if your movetype is idle ;trigger2 = var(30)=1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as nulled. value = -1 [State -1, Attack_Taker] type = Helper ;<-----acts as the bodyguard of YOU. The actual armor.....a helper. triggerall = life <=500 triggerall = !NumHelper(9393) ;&& var(30)=99 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this portion of this trigger nulled. trigger1 = MoveType != H stateno = 9393 ;<----stateno of helper definitions id = 9393 [State -1, damage_during_armor] type = LifeAdd triggerall = life <=500 trigger1 = NumHelper(9393) trigger1 = Helper(9393),gethitvar(hitcount)=0 ;<----cannot be on the same line as the 1st trigger1 for some odd reason... value = -Helper(9393),GetHitVar(Damage) ;<----gives damage that the helper bodyguard takes to YOU kill = 1 ;<----controls whether you can be killed when above helper is active ; [state ] type=playerpush trigger1=(statetype!=a||sysfvar(1))&&p2dist y<-40 trigger2=statetype=a trigger2=enemynear,statetype!=a&&(sysfvar(4)<0||pos y<-20)&&anim!=1400 trigger3=var(1)&1024 value=99 ;--------------画面端でめくられない、めくらない [state ] type=width trigger1=!(var(1)&1024) trigger2=numtarget trigger2=var(1)&1024 trigger2=target,backedgebodydist<=5||target,frontedgebodydist<=5 edge=15,-3 ;--------------星取りリセット [state ] type=null trigger1=!numtarget trigger1=var(7)!=anim||movetype!=a||animelem=1,=1||!animtime trigger1=var(2):=0||var(5):=0 [state ] type=null triggerall=fvar(1)>0 triggerall=movehit=1 triggerall=var(5)<3 trigger1=anim=200&&!(var(2)&1)&&var(1)&2048 trigger1=fvar(1):=fvar(1)-1||var(2):=(var(2)+1)||var(5):=var(5)+1 trigger2=anim=205&&!(var(2)&2)&&var(1)&2048 trigger2=fvar(1):=fvar(1)-1||var(2):=(var(2)+2)||var(5):=var(5)+1 trigger3=anim=210&&!(var(2)&4)&&var(1)&2048 trigger3=fvar(1):=fvar(1)-1||var(2):=(var(2)+4)||var(5):=var(5)+1 trigger4=anim=215&&!(var(2)&8)&&var(1)&2048 trigger4=fvar(1):=fvar(1)-1||var(2):=(var(2)+8)||var(5):=var(5)+1 trigger5=anim=220&&!(var(2)&16)&&var(1)&2048 trigger5=fvar(1):=fvar(1)-1||var(2):=(var(2)+16)||var(5):=var(5)+1 trigger6=anim=225&&!(var(2)&32)&&var(1)&2048 trigger6=fvar(1):=fvar(1)-1||var(2):=(var(2)+32)||var(5):=var(5)+1 trigger7=anim=230&&!(var(2)&64)&&var(1)&2048 trigger7=fvar(1):=fvar(1)-1||var(2):=(var(2)+64)||var(5):=var(5)+1 trigger8=anim=235&&!(var(2)&128)&&var(1)&2048 trigger8=fvar(1):=fvar(1)-1||var(2):=(var(2)+128)||var(5):=var(5)+1 trigger9=anim=400&&!(var(2)&256)&&var(1)&2048 trigger9=fvar(1):=fvar(1)-1||var(2):=(var(2)+256)||var(5):=var(5)+1 trigger10=anim=410&&!(var(2)&512)&&var(1)&2048 trigger10=fvar(1):=fvar(1)-1||var(2):=(var(2)+512)||var(5):=var(5)+1 trigger11=anim=420&&!(var(2)&1024)&&var(1)&2048 trigger11=fvar(1):=fvar(1)-1||var(2):=(var(2)+1024)||var(5):=var(5)+1 trigger12=anim=430&&!(var(2)&2048)&&var(1)&2048 trigger12=fvar(1):=fvar(1)-1||var(2):=(var(2)+2048)||var(5):=var(5)+1 trigger13=anim=600&&!(var(2)&4096)&&var(1)&2048 trigger13=fvar(1):=fvar(1)-1||var(2):=(var(2)+4096)||var(5):=var(5)+1 trigger14=anim=610&&!(var(2)&8192)&&var(1)&2048 trigger14=fvar(1):=fvar(1)-1||var(2):=(var(2)+8192)||var(5):=var(5)+1 trigger15=anim=620&&!(var(2)&16384)&&var(1)&2048 trigger15=fvar(1):=fvar(1)-1||var(2):=(var(2)+16384)||var(5):=var(5)+1 trigger16=anim=630&&!(var(2)&32768)&&var(1)&2048 trigger16=fvar(1):=fvar(1)-1||var(2):=(var(2)+32768)||var(5):=var(5)+1 trigger17=anim=700&&!(var(2)&65536)&&var(1)&2048 trigger17=fvar(1):=fvar(1)-1||var(2):=(var(2)+65536)||var(5):=var(5)+1 trigger18=anim=710&&!(var(2)&131072)&&var(1)&2048 trigger18=fvar(1):=fvar(1)-1||var(2):=(var(2)+131072)||var(5):=var(5)+1 trigger19=anim=725&&animelem=7,<0&&var(1)&2048 trigger19=fvar(1):=fvar(1)-1||var(5):=var(5)+1 trigger20=anim=730&&!(var(2)&262144) trigger20=1||var(6):=!!(var(1)&2048)*(var(5)<=1) trigger20=fvar(1):=fvar(1)-1-var(6)||var(2):=(var(2)+262144)||var(5):=var(5)+1+var(6) trigger21=anim=740 trigger21=fvar(1):=fvar(1)-1-!!(var(1)&2048) trigger22=anim=750&&!(var(2)&524288)&&var(1)&2048 trigger22=fvar(1):=fvar(1)-1||var(2):=(var(2)+524288)||var(5):=var(5)+1 trigger23=anim=760&&!(var(2)&1048576) trigger23=1||var(6):=!!(var(1)&2048)*(var(5)<=1) trigger23=fvar(1):=fvar(1)-1-var(6)||var(2):=(var(2)+1048576)||var(5):=var(5)+1+var(6) trigger24=anim=765&&!(var(2)&2097152) trigger24=1||var(6):=!!(var(1)&2048)*(var(5)<=1) trigger24=fvar(1):=fvar(1)-1-var(6)||var(2):=(var(2)+2097152)||var(5):=var(5)+1+var(6) trigger25=anim=770&&var(1)&2048 trigger25=fvar(1):=fvar(1)-1 trigger26=anim=1050&&!(var(2)&8388608) trigger26=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=1) trigger26=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=1) trigger26=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=1) trigger26=fvar(1):=fvar(1)-1-var(6)||var(2):=(var(2)+8388608)||var(5):=var(5)+1+var(6) trigger27=anim=1100&&!(var(2)&16777216) trigger27=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=1) trigger27=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=1) trigger27=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=1) trigger27=fvar(1):=fvar(1)-1-var(6)||var(2):=(var(2)+16777216)||var(5):=var(5)+1+var(6) trigger28=anim=1150 trigger28=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger28=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger28=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger28=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger28=fvar(1):=fvar(1)-var(6)||var(5):=var(5)+var(6)||var(7):=anim trigger29=anim=1200&&!(var(2)&33554432) trigger29=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger29=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger29=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger29=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger29=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+33554432)||var(5):=var(5)+var(6)||var(7):=anim trigger30=anim=1200&&animelem=7,>0&&!(var(2)&67108864) trigger30=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger30=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger30=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger30=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger30=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+67108864)||var(5):=var(5)+var(6)||var(7):=anim trigger31=anim=1250 trigger31=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger31=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger31=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger31=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger31=fvar(1):=fvar(1)-var(6)||var(5):=var(5)+var(6)||var(7):=anim trigger32=anim=1300&&!(var(2)&134217728) trigger32=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger32=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger32=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger32=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger32=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+134217728)||var(5):=var(5)+var(6) trigger33=anim=1400&&!(var(2)&268435456) trigger33=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger33=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger33=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger33=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger33=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+268435456)||var(5):=var(5)+var(6) trigger34=anim=1500&&!(var(2)&536870912) trigger34=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger34=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger34=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger34=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger34=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+536870912)||var(5):=var(5)+var(6) trigger35=anim=1750 trigger35=var(1)&256&&!(var(1)&512)||var(1)&2048||var(4) trigger35=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=2) trigger35=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=2) trigger35=fvar(1):=fvar(1)-var(6)||var(5):=var(5)+var(6) trigger36=anim=2200 trigger36=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=1) trigger36=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=1) trigger36=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=1) trigger36=fvar(1):=fvar(1)-1-var(6)||var(5):=var(5)+var(6) [state ] type=null triggerall=var(5)<3 trigger1=!projhittime(1010)&&!(var(2)&4194304)&&var(4) trigger1=fvar(1):=fvar(1)-1||var(2):=(var(2)+4194304)||var(5):=var(5)+1 trigger2=!projhittime(1011)&&!(var(2)&4194304) trigger2=1||var(6):=(var(5)<=2) trigger2=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger2=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+4194304)||var(5):=var(5)+var(6) trigger3=!projhittime(1012)&&!(var(2)&4194304) trigger3=1||var(6):=(var(5)<=2) trigger3=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger3=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+4194304)||var(5):=var(5)+var(6) trigger4=!projhittime(1013)&&!(var(2)&4194304) trigger4=1||var(6):=(var(5)<=1)+(var(5)<=2) trigger4=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=2) trigger4=fvar(1):=fvar(1)-var(6)||var(2):=(var(2)+4194304)||var(5):=var(5)+var(6) trigger5=!projhittime(2000)&&!(var(2)&1073741824) trigger5=1||var(6):=(var(1)&256&&!(var(1)&512))*(var(5)<=1) trigger5=1||var(6):=var(6)+!!(var(1)&2048)*(var(5)+var(6)<=1) trigger5=1||var(6):=var(6)+!!var(4)*(var(5)+var(6)<=1) trigger5=fvar(1):=fvar(1)-1-var(6)||var(2):=(var(2)+1073741824)||var(5):=var(5)+1+var(6)||var(7):=anim [state ] type=varset trigger1=fvar(1)<0 fvar(1)=0
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