Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — broli.zip ← Back to Overview

;================================ ;"Broli", from Super Boutuden 2 ;================================ ;---------------------------------------- ;Author: The Necromancer ; ; ;---------------------------------------- ;=========================================================================== ;-| Notes |----------------------------------------------------------------- ;-| Default Values |---------------------------------------------------- [Defaults] command.time = 15 command.buffer.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 = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [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 = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdstart" command = /s time = 1 ;-| CPU |------------------------------------------------------------------ [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y time = 1 ;-| Hyper Motions |-------------------------------------------------------- [Command] name = "Gekimetsu Dama" command = ~D, F, $D, F, x time = 30 [Command] name = "Gekimetsu Dama" command = ~D, F, $D, F, y time = 30 [Command] name = "Gekimetsu Dama" command = ~D, F, $D, F, z time = 30 [Command] name = "Minami Ginga Gouka" command = ~D, $B, $D, F, x time = 30 [Command] name = "Minami Ginga Gouka" command = ~D, $B, $D, F, y time = 30 [Command] name = "Minami Ginga Gouka" command = ~D, $B, $D, F, z time = 30 [Command] name = "Magyo Satsuriku" command = ~D, $B, $D, F, a time = 30 [Command] name = "Magyo Satsuriku" command = ~D, $B, $D, F, b time = 30 [Command] name = "Magyo Satsuriku" command = ~D, $B, $D, F, c time = 30 ;-| Special EX Motions |--------------------------------------------------- [Command] name = "Kikou Ha EX" command = ~D, DF, F, x+y time = 15 [Command] name = "Kikou Ha EX" command = ~D, DF, F, y+z time = 15 [Command] name = "Kikou Ha EX" command = ~D, DF, F, x+z time = 15 [Command] name = "Bakuenha EX" command = ~$D, $U, x+y time = 15 [Command] name = "Bakuenha EX" command = ~$D, $U, y+z time = 15 [Command] name = "Bakuenha EX" command = ~$D, $U, x+z time = 15 [Command] name = "Tosshin Toubu Dageki EX" command = ~F, D, $F, x+y time = 15 [Command] name = "Tosshin Toubu Dageki EX" command = ~F, D, $F, y+x time = 15 [Command] name = "Tosshin Toubu Dageki EX" command = ~F, D, $F, x+z time = 15 [Command] name = "Geki Kaze EX" command = ~F, $D, B, x+y time = 15 [Command] name = "Geki Kaze EX" command = ~F, $D, B, y+z time = 15 [Command] name = "Geki Kaze EX" command = ~F, $D, B, x+z time = 15 [Command] name = "Tobi Rariatto EX" command = ~30$B, F, x+y time = 15 [Command] name = "Tobi Rariatto EX" command = ~30$B, F, y+z time = 15 [Command] name = "Tobi Rariatto EX" command = ~30$B, F, x+z time = 15 [Command] name = "Mawari Ken EX" command = ~D, DF, F, a+b time = 15 [Command] name = "Mawari Ken EX" command = ~D, DF, F, b+c time = 15 [Command] name = "Mawari Ken EX" command = ~D, DF, F, a+c time = 15 [Command] name = "Attouteki Gekiha EX" command = ~30$D, $U, a+b time = 15 [Command] name = "Attouteki Gekiha EX" command = ~30$D, $U, b+c time = 15 [Command] name = "Attouteki Gekiha EX" command = ~30$D, $U, a+c time = 15 [Command] name = "Naraku Otoshi EX" command = ~F, D, $F, a+b time = 15 [Command] name = "Naraku Otoshi EX" command = ~F, D, $F, b+c time = 15 [Command] name = "Naraku Otoshi EX" command = ~F, D, $F, a+c time = 15 [Command] name = "Satsubatsu Yakushin EX" command = ~30$B, F, a+b time = 15 [Command] name = "Satsubatsu Yakushin EX" command = ~30$B, F, b+c time = 15 [Command] name = "Satsubatsu Yakushin EX" command = ~30$B, F, a+c time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "Kikou Ha" command = ~D, DF, F, x time = 15 [Command] name = "Kikou Ha" command = ~D, DF, F, y time = 15 [Command] name = "Kikou Ha" command = ~D, DF, F, z time = 15 [Command] name = "Gou Kikou Ha" command = ~B, $D, F, x time = 15 [Command] name = "Gou Kikou Ha" command = ~B, $D, F, y time = 15 [Command] name = "Gou Kikou Ha" command = ~B, $D, F, z time = 15 [Command] name = "Bakuenha" command = ~$D, $U, x time = 15 [Command] name = "Bakuenha" command = ~$D, $U, y time = 15 [Command] name = "Bakuenha" command = ~$D, $U, z time = 15 [Command] name = "Tosshin Toubu Dageki" command = ~F, D, $F, x time = 15 [Command] name = "Tosshin Toubu Dageki" command = ~F, D, $F, y time = 15 [Command] name = "Tosshin Toubu Dageki" command = ~F, D, $F, z time = 15 [Command] name = "Geki Kaze" command = ~F, $D, B, x time = 15 [Command] name = "Geki Kaze" command = ~F, $D, B, y time = 15 [Command] name = "Geki Kaze" command = ~F, $D, B, z time = 15 [Command] name = "Tobi Rariatto" command = ~30$B, F, x time = 15 [Command] name = "Tobi Rariatto" command = ~30$B, F, y time = 15 [Command] name = "Tobi Rariatto" command = ~30$B, F, z time = 15 [Command] name = "Zugai Hasatsu" command = ~B, $D, $F, $U, x time = 35 [Command] name = "Zugai Hasatsu" command = ~B, $D, $F, $U, y time = 35 [Command] name = "Zugai Hasatsu" command = ~B, $D, $F, $U, z time = 35 [Command] name = "Zugai Hasatsu" command = ~F, $D, $B, $U, x time = 35 [Command] name = "Zugai Hasatsu" command = ~F, $D, $B, $U, y time = 35 [Command] name = "Zugai Hasatsu" command = ~F, $D, $B, $U, z time = 35 [Command] name = "Mawari Ken" command = ~D, DF, F, a time = 15 [Command] name = "Mawari Ken" command = ~D, DF, F, b time = 15 [Command] name = "Mawari Ken" command = ~D, DF, F, c time = 15 [Command] name = "Attouteki Gekiha" command = ~30$D, $U, a time = 15 [Command] name = "Attouteki Gekiha" command = ~30$D, $U, b time = 15 [Command] name = "Attouteki Gekiha" command = ~30$D, $U, c time = 15 [Command] name = "Naraku Otoshi" command = ~F, D, $F, a time = 15 [Command] name = "Naraku Otoshi" command = ~F, D, $F, b time = 15 [Command] name = "Naraku Otoshi" command = ~F, D, $F, c time = 15 [Command] name = "Satsubatsu Yakushin" command = ~30$B, F, a time = 15 [Command] name = "Satsubatsu Yakushin" command = ~30$B, F, b time = 15 [Command] name = "Satsubatsu Yakushin" command = ~30$B, F, c time = 15 [Command] name = "Jigoku Wari" command = ~F, $D, B, a time = 30 [Command] name = "Jigoku Wari" command = ~F, $D, B, b time = 30 [Command] name = "Jigoku Wari" command = ~F, $D, B, c time = 30 ;-| Misc Motions |--------------------------------------------------------- ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 12 [Command] name = "BB" command = B, B time = 12 [Command] name = "DD" command = D, D time = 12 [Command] name = "UU" command = U, U time = 12 [Command] name = "Long Jump" command = ~D, UF time = 12 [Command] name = "Long Jump" command = ~D, UB time = 12 [Command] name = "Bukuu Jyutsu" command = U, U time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = x+y time = 1 [Command] name = "xz" command = x+z time = 1 [Command] name = "ac" command = a+c time = 1 [Command] name = "xa" command = x+a time = 1 [Command] name = "by" command = b+y time = 1 [Command] name = "cz" command = c+z time = 1 ;-| Dir + Button |---------------------------------------------------------- ;--------------------------------------------------------------------------- [Statedef -1] ;=========================================================================== ;-| Misc |------------------------------------------------------------------ [State -1: AIHelper1] type = ChangeState trigger1 = IsHelper(9741) trigger1 = Parent, Name = "[Necromancer's] Broli" value = 9741 [State -1: AIHelper2] type = ChangeState trigger1 = IsHelper(9742) trigger1 = Parent, Name = "[Necromancer's] Broli" value = 9742 ;--------------------------------------------------------------------------- ;Taunt [State -1: Taunt] type = ChangeState value = 195 triggerall = (BackEdgeBodyDist > -5) && (Var(2) <= 0) trigger1 = (Command = "start") && (StateType = S) && (Ctrl) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Long Jump [State -1: Long Jump] type = ChangeState value = 40 triggerall = (BackEdgeBodyDist > -5) && (Var(2) <= 0) trigger1 = ((Command = "Long Jump")) && (((StateType = S) && (Ctrl)) || ((Var(0) != 3) && (Var(3) = 1) && (HitPauseTime < 1)) || (Var(3) = 3)) trigger2 = ((Command = "holdup") && (Pos Y >= 0)) && (((Command = "holdfwd") && (StateNo = 100)) || ((Command = "holdback") && (StateNo = 105))) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Run Fwd [State -1: Run Fwd] type = ChangeState value = 100 triggerall = (Command = "FF") && (StateNo != [100,106]) && (Pos Y >= 0) && (Var(2) <= 0) trigger1 = (StateType = S) && (Ctrl) trigger2 = (Var(3) = 1) || (Var(3) = 3) ;--------------------------------------------------------------------------- ;Run Back [State -1: Run Back] type = ChangeState value = 105 triggerall = (Command = "BB") && (StateNo != [100,106]) && (Pos Y >= 0) && (Var(2) <= 0) trigger1 = (StateType = S) && (Ctrl) ;--------------------------------------------------------------------------- ;Ki Charge [State -1: Ki Charge] type = ChangeState value = 8000 triggerall = (Command = "holdc") && (Command = "holdz") && (Command != "holdfwd") && (Command != "holdback") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) ;--------------------------------------------------------------------------- ;Zanzouken [State -1: Zanzouken] type = ChangeState value = 8010 triggerall = (Command = "by") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = [150,153]) && (Power >= 500)) || (Var(3) = 3) || ((StateNo = 1060) && (MoveContact)) ;--------------------------------------------------------------------------- ;Bukuu Jyutsu [State -1: Bukuu Jyutsu] type = ChangeState value = IfElse(StateType = A,8021,8020) triggerall = (Command = "Bukuu Jyutsu") && (Var(0) = 0) && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = C) && (Ctrl)) || ((StateType = A) && (Ctrl)) trigger2 = (Var(3) = 2) || ((StateNo = 730) && (MoveHit) && (NumTarget(730))) ;--------------------------------------------------------------------------- ;Ki Shouheki [State -1: Ki Shouheki] type = ChangeState value = 8040 triggerall = ((Command = "xz") ^^ (Command = "ac")) && (Var(2) <= 0) trigger1 = (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1))) && (Command != "holdfwd") && (Command != "holdback") trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 8040)) || ((StateNo = [150,153]) && (Power >= 250)) ;=========================================================================== ;-| Hyper |----------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Gekimetsu Dama [State -1: Gekimetsu Dama] type = ChangeState value = 3000 triggerall = (Command = "Gekimetsu Dama") && ((Power >= 1500) || (Life < 250)) && (StateNo != 3000) && (Var(2) <= 0) triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 2000) + (Power >= 2500)),IfElse((Command = "holdy"),(1 + (Power >= 2000)),1))) trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || (Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4) ;--------------------------------------------------------------------------- ;Minami Ginga Gouka [State -1: Minami Ginga Gouka] type = ChangeState value = 3010 triggerall = (Command = "Minami Ginga Gouka") && (Power >= 4000) && (StateNo != 3010) && (Var(2) <= 0) triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdy"),(1 + (Power >= 4500)),1))) trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || (Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4) ;--------------------------------------------------------------------------- ;Magyo Satsuriku [State -1: Magyo Satsuriku] type = ChangeState value = 3020 triggerall = (Command = "Magyo Satsuriku") && (Power >= 4000) && (Pos Y >= 0) && (StateNo != 3020) && (Var(2) <= 0) triggerall = (Var(5) := IfElse((Command = "holdc"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdb"),(1 + (Power >= 4500)),1))) trigger1 = ((StateType = S) && (Ctrl)) || (Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4) ;=========================================================================== ;-| Special |--------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Jigoku Wari [State -1: Jigoku Wari] type = ChangeState value = 1100 triggerall = (Command = "Jigoku Wari") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || (StateNo = 40) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || (Var(3) = 3) ;--------------------------------------------------------------------------- ;Satsubatsu Yakushin [State -1: Satsubatsu Yakushin] type = ChangeState value = 1090 triggerall = (Command = "Satsubatsu Yakushin") && (Command != "Satsubatsu Yakushin EX") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1090) && (StateNo != 2090)) ;--------------------------------------------------------------------------- ;Naraku Otoshi [State -1: Naraku Otoshi] type = ChangeState value = 1080 triggerall = (Command = "Naraku Otoshi") && (Command != "Naraku Otoshi EX") && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080)) ;--------------------------------------------------------------------------- ;Attouteki Gekiha [State -1: Attouteki Gekiha] type = ChangeState value = 1070 triggerall = (Command = "Attouteki Gekiha") && (Command != "Attouteki Gekiha EX") && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070)) ;--------------------------------------------------------------------------- ;Mawari Ken [State -1: Mawari Ken] type = ChangeState value = 1060 triggerall = (Command = "Mawari Ken") && (Command != "Mawari Ken EX") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060)) ;--------------------------------------------------------------------------- ;Zugai Hasatsu [State -1: Zugai Hasatsu] type = ChangeState value = 1050 triggerall = (Command = "Zugai Hasatsu") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || (StateNo = 40) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) ;--------------------------------------------------------------------------- ;Tobi Rariatto [State -1: Tobi Rariatto] type = ChangeState value = 1040 triggerall = (Command = "Tobi Rariatto") && (Command != "Tobi Rariatto EX") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040)) ;--------------------------------------------------------------------------- ;Geki Kaze [State -1: Geki Kaze] type = ChangeState value = 1030 triggerall = (Command = "Geki Kaze") && (Command != "Geki Kaze EX") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030)) ;--------------------------------------------------------------------------- ;Tosshin Toubu Dageki [State -1: Tosshin Toubu Dageki] type = ChangeState value = 1020 triggerall = (Command = "Tosshin Toubu Dageki") && (Command != "Tosshin Toubu Dageki EX") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021])) ;--------------------------------------------------------------------------- ;Bakuenha [State -1: Bakuenha] type = ChangeState value = 1010 triggerall = (Command = "Bakuenha") && (Command != "Bakuenha EX") && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010)) ;--------------------------------------------------------------------------- ;Gou Kikou Ha [State -1: Gou Kikou Ha] type = ChangeState value = 1005 triggerall = (Command = "Gou Kikou Ha") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 1005) && (StateNo != 2000)) ;--------------------------------------------------------------------------- ;Kikou Ha [State -1: Kikou Ha] type = ChangeState value = 1000 triggerall = (Command = "Kikou Ha") && (Command != "Kikou Ha EX") && (Command != "Gou Kikou Ha") && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000)) ;=========================================================================== ;-| Special EX |------------------------------------------------------------ ;--------------------------------------------------------------------------- ;Satsubatsu Yakushin (EX) [State -1: Satsubatsu Yakushin EX] type = ChangeState value = 2090 triggerall = (Command = "Satsubatsu Yakushin EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1090) && (StateNo != 2090)) ;--------------------------------------------------------------------------- ;Naraku Otoshi (EX) [State -1: Naraku Otoshi EX] type = ChangeState value = 2080 triggerall = (Command = "Naraku Otoshi EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080)) ;--------------------------------------------------------------------------- ;Attouteki Gekiha (EX) [State -1: Attouteki Gekiha EX] type = ChangeState value = 2070 triggerall = (Command = "Attouteki Gekiha EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070)) ;--------------------------------------------------------------------------- ;Mawari Ken (EX) [State -1: Mawari Ken EX] type = ChangeState value = 2060 triggerall = (Command = "Mawari Ken EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060)) ;--------------------------------------------------------------------------- ;Tobi Rariatto (EX) [State -1: Tobi Rariatto EX] type = ChangeState value = 2040 triggerall = (Command = "Tobi Rariatto EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040)) ;--------------------------------------------------------------------------- ;Geki Kaze (EX) [State -1: Geki Kaze EX] type = ChangeState value = 2030 triggerall = (Command = "Geki Kaze EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030)) ;--------------------------------------------------------------------------- ;Tosshin Toubu Dageki (EX) [State -1: Tosshin Toubu Dageki EX] type = ChangeState value = 2020 triggerall = (Command = "Tosshin Toubu Dageki EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021])) ;--------------------------------------------------------------------------- ;Bakuenha (EX) [State -1: Bakuenha EX] type = ChangeState value = 2010 triggerall = (Command = "Bakuenha EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010)) ;--------------------------------------------------------------------------- ;Kikou Ha (EX) [State -1: Kikou Ha EX] type = ChangeState value = 2000 triggerall = (Command = "Kikou Ha EX") && (Command != "Gou Kikou Ha") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0) trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000)) ;=========================================================================== ;-| Basic |----------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Throw [State -1: Throw] type = ChangeState value = 800 triggerall = (Command = "xa") && ((Command = "holdfwd") || (Command = "holdback")) && (Var(2) <= 0) trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 1071) && (AnimElem = 3, > 0) && (NumTarget(1071) > 0) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Moushin Rariatto [State -1: Moushin Rariatto] type = ChangeState value = 700 triggerall = ((Command = "x") || (Command = "y") || (Command = "z")) && (Command != "b") && (Var(2) <= 0) trigger1 = (StateNo = [100,101]) && (AnimElem = 2, > 0) && (Command = "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Satsubatsu Geri [State -1: Satsubatsu Geri] type = ChangeState value = 710 triggerall = ((Command = "a") || (Command = "b") || (Command = "c")) && (Command != "y") && (Var(2) <= 0) trigger1 = (StateNo = [100,101]) && (AnimElem = 2, > 0) && (Command = "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Weak Punch [State -1: SWP] type = ChangeState value = 200 triggerall = (Command = "x") && (Command != "holddown") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))) trigger3 = (StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1: SMP] type = ChangeState value = 210 triggerall = (Command = "y") && (Command != "holddown") && (Command != "holdfwd") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Sakotsu Wari [State -1: Sakotsu Wari] type = ChangeState value = 215 triggerall = (Command = "y") && (Command != "holddown") && (Command = "holdfwd") && (Var(2) <= 0) trigger1 = (StateType = S) && (Ctrl) trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1: SSP] type = ChangeState value = 220 triggerall = (Command = "z") && (Command != "holddown") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Weak Kick [State -1: SWK] type = ChangeState value = 230 triggerall = (Command = "a") && (Command != "holddown") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Medium Kick [State -1: SMK] type = ChangeState value = 240 triggerall = (Command = "b") && (Command != "holddown") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Strong Kick [State -1: SSK] type = ChangeState value = 250 triggerall = (Command = "c") && (Command != "holddown") && (Var(2) <= 0) trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Weak Punch [State -1: CWP] type = ChangeState value = 400 triggerall = (Command = "x") && (Command = "holddown") && (Var(2) <= 0) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))) trigger3 = (StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Medium Punch [State -1: CMP] type = ChangeState value = 410 triggerall = (Command = "y") && (Command = "holddown") && (Var(2) <= 0) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Punch [State -1: CSP] type = ChangeState value = 420 triggerall = (Command = "z") && (Command = "holddown") && (Var(2) <= 0) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Weak Kick [State -1: CWK] type = ChangeState value = 430 triggerall = (Command = "a") && (Command = "holddown") && (Var(2) <= 0) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Medium Kick [State -1: CMK] type = ChangeState value = 440 triggerall = (Command = "b") && (Command = "holddown") && (Var(2) <= 0) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Kick [State -1: CSK] type = ChangeState value = 450 triggerall = (Command = "c") && (Command = "holddown") && (Var(2) <= 0) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Jump Weak Kick [State -1: JWK] type = ChangeState value = 600 triggerall = ((Command = "a") || (Command = "x")) && (Var(2) <= 0) trigger1 = ((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y < 0)) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Jump Medium Kick [State -1: JMK] type = ChangeState value = 610 triggerall = ((Command = "b") || (Command = "y")) && (Var(2) <= 0) trigger1 = ((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y < 0)) trigger2 = (StateNo = 600) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1: JSK] type = ChangeState value = 620 triggerall = ((Command = "c") || (Command = "z")) && (Var(2) <= 0) trigger1 = ((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y < 0)) trigger2 = ((StateNo = 600) || (StateNo = 610)) && (MoveContact) ignorehitpause = 1 ;=========================================================================== ;-| [StateDef -1] |--------------------------------------------------------- ;--------------------------------------------------------------------------- ;Artificial Intelligence [State -1: DestroySelf] type = DestroySelf triggerall = (IsHelper(9630)) || (IsHelper(9631)) || (IsHelper(11000)) || (IsHelper(11030)) || (IsHelper(9601)) trigger1 = (MoveType = H) || (StateNo = 0) ;--------------------------------------------------------------------------- ;Stand Guard [State -1: StandGuard] type = ChangeState triggerall = (Var(2) > 0) && (P2StateType != C) && (P2MoveType = A) && ((P2Dist X < 150) || (EnemyNear, NumProj > 0)) trigger1 = (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) trigger2 = (StateNo = 52) || ((PrevStateNo = 5120) && (P2MoveType = A)) value = 130 ;--------------------------------------------------------------------------- ;Crouch Guard [State -1: CrouchGuard] type = ChangeState triggerall = (Var(2) > 0) && (P2StateType = C) && (P2MoveType = A) && ((P2Dist X < 150) || (EnemyNear, NumProj > 0)) trigger1 = (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) trigger2 = (StateNo = 52) || ((PrevStateNo = 5120) && (P2MoveType = A)) value = 131 ;--------------------------------------------------------------------------- ;Aerial Guard [State -1: AerialGuard] type = ChangeState triggerall = (Var(2) > 0) && (P2MoveType = A) && ((P2Dist X < 150) || (EnemyNear, NumProj > 0)) trigger1 = ((StateType = A) && (Ctrl)) || (StateNo = 5210) value = 132 ;--------------------------------------------------------------------------- ;Stand Guarding [State -1: StandGuarding] type = ChangeState trigger1 = (Var(2) > 0) && (StateType != A) && (P2StateType != C) && (P2MoveType = A) && (StateNo = [152,155]) && (EnemyNear, HitDefAttr != , NT,ST,HT) value = 150 ;--------------------------------------------------------------------------- ;Crouch Guarding [State -1: CrouchGuarding] type = ChangeState trigger1 = (Var(2) > 0) && (StateType != A) && (P2StateType = C) && (P2MoveType = A) && ((StateNo = [150,151]) || (StateNo = [154,155])) && (EnemyNear, HitDefAttr != , NT,ST,HT) value = 152 ;--------------------------------------------------------------------------- ;Run Forward [State -1: ChangeState] type = ChangeState triggerall = (Var(2) > 0) && (StateType != A) && (Ctrl) && (StateNo != [100,101]) && (P2MoveType != A) && (EnemyNear, NumProj = 0) && (Random <= 499) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (P2BodyDist X > 75) && (EnemyNear, Pos Y = 0) && (EnemyNear, Anim = 5300) && (P2MoveType != A) trigger2 = ((P2Dist X > 150) || ((P2Dist X > 75) && (P2StateNo = 105))) value = 100 ;--------------------------------------------------------------------------- ;Zanzouken [State -1: Zanzouken] type = ChangeState triggerall = (Var(2) > 0) && ((StateNo = 130) || (StateNo = 131) || (StateNo = 150) || (StateNo = 152)) && (P2Dist X <= 80) && (StateNo != [3000,3021]) trigger1 = (EnemyNear, HitDefAttr = S, ST) || (EnemyNear, HitDefAttr = C, ST) || (EnemyNear, HitDefAttr = A, ST) trigger2 = (EnemyNear, HitDefAttr = S, HT) || (EnemyNear, HitDefAttr = C, HT) || (EnemyNear, HitDefAttr = A, HT) value = 8010 [State -1: Zanzouken] type = ChangeState triggerall = (Var(2) > 0) && (StateType != A) && (EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Vel X > 0) && (P2Dist X < 100) && (StateNo != [3000,3021]) trigger1 = (Ctrl) || (StateNo = [150,153]) || (Var(3) = 3) value = 8010 [State -1: Zanzouken] type = ChangeState triggerall = (Var(2) > 0) && (RoundState = 2) trigger1 = (StateNo = 100) && (P2MoveType = A) && (Random <= 799) && (EnemyNear, Facing != Facing) trigger2 = (P2Dist X < 250) && (Random <= 499) && (StateNo = [150,153]) && (EnemyNear, Facing != Facing) && (Power >= 250) && (P2MoveType = A) trigger3 = (StateType != A) && (Ctrl) && (P2MoveType = A) && (P2Dist X > 125) && (EnemyNear, Facing != Facing) && (Random > 499) trigger4 = (StateNo = 1030) && (AnimElem = 3, > 5) && (Random <= 499) trigger5 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Facing != Facing) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 349) trigger6 = (StateType != A) && (Ctrl) && (BackEdgeBodyDist < 20) && (P2MoveType = A) && (EnemyNear, Facing != Facing) && (Random <= 349) trigger7 = (StateType != A) && (Ctrl) && (BackEdgeBodyDist < 50) && (P2Dist X < 150) && (EnemyNear, Facing != Facing) && (Random <= 499) trigger8 = (StateNo = 5120) && (AnimTime <= 2) && (P2Dist X < 100) && (Random <= 349) trigger9 = (StateNo = 8030) && (Var(3) = 3) && (Random <= 799) trigger10 = (StateNo = 8030) && (Anim = 100) && (Random <= 499) trigger11 = (StateNo = 8030) && (PrevStateNo = 130) && (Random <= 799) value = 8010 ;--------------------------------------------------------------------------- ;Gekimetsu Dama [State -1: Gekimetsu Dama] type = ChangeState value = 3000 triggerall = ((Power >= 1500) || (Life < 250)) && (StateNo != 3000) && (Pos Y >= 0) && (Var(2) > 0) && (RoundState = 2) triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 2000) + (Power >= 2500)),IfElse((Command = "holdy"),(1 + (Power >= 2000)),1))) trigger1 = (((StateType != A) && (Ctrl)) || (Var(3) = 1) || (Var(3) = 3)) && (Var(15) > 5) && (P2Dist X <= 70) && (EnemyNear, Pos Y >= -50) && (P2StateType != L) && (P2MoveType = H) && (Random <= 499) trigger2 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random <= 799) trigger3 = (StateType != A) && (StateNo = [120,155]) && (Ctrl) && (P2Dist X < 80) && (EnemyNear, Pos Y > -30) && (Random <= 499) ;--------------------------------------------------------------------------- ;Minami Ginga Gouka [State -1: Minami Ginga Gouka] type = ChangeState value = 3010 triggerall = (Power >= 4000) && (StateNo != 3010) && (Pos Y >= 0) && (P2StateType != L) && (Var(2) > 0) && (RoundState = 2) triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdy"),(1 + (Power >= 4500)),1))) trigger1 = (Random <= 499) && (P2StateType != L) && (P2Dist X <= 100) && (Var(3) = 1) || (Var(3) = 3) trigger2 = (StateType != A) && (Ctrl) && (Var(15) > 5) && (P2Dist X <= 70) && (EnemyNear, Pos Y >= -50) && (P2MoveType = H) && (Random <= 499) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X <= 60) && (EnemyNear, Pos Y >= -50) && (EnemyNear, Anim = 5300) && (P2MoveType != A) trigger5 = (StateType != A) && (StateNo = [120,155]) && (Ctrl) && (P2Dist X < 80) && (EnemyNear, Pos Y > -30) && (Random <= 499) ;--------------------------------------------------------------------------- ;Magyo Satsuriku [State -1: Magyo Satsuriku] type = ChangeState value = 3020 triggerall = (Power >= 4000) && (Pos Y >= 0) && (StateNo != 3020) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) triggerall = (Var(5) := IfElse((Command = "holdc"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdb"),(1 + (Power >= 4500)),1))) trigger1 = (StateType != A) && (Ctrl) && (P2StateNo != 5120) && (P2StateType = L) && (P2Dist X > 150) && (Random <= 499) trigger2 = ((Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4)) && (EnemyNear, Pos Y >= -30) && (EnemyNear, Vel Y >= 0) trigger3 = (StateType != A) && (StateNo = [120,155]) && (Ctrl) && (P2Dist X < 80) && (EnemyNear, Pos Y > -30) && (Random <= 499) ;--------------------------------------------------------------------------- ;Ki Shouheki [State -1: Ki Shouheki] type = ChangeState value = 8040 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (((Command = "x") && (Command = "z")) || ((Command = "a") && (Command = "c"))) && ((((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1))) && (Command != "holdfwd") && (Command != "holdback")) trigger2 = (((Command = "x") && (Command = "z")) || ((Command = "a") && (Command = "c"))) && ((Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 8040))) trigger3 = (P2Dist X <= 125) && (Random <= 249) && (StateNo = [150,153]) && (Power >= 250) trigger4 = (StateType != A) && (Ctrl) && (StateNo = 8010) && (AnimTime = 1) && (P2BodyDist X <= -10) && (EnemyNear, Pos Y >= -30) && (Random <= 499) trigger5 = (P2Dist X <= 120) && (((StateNo = 5120) && (AnimTime = 1)) || (PrevStateNo = 5120)) ;--------------------------------------------------------------------------- ;Jigoku Wari [State -1: Jigoku Wari] type = ChangeState value = 1100 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Jigoku Wari") && (((StateType != A) && (Ctrl)) || (StateNo = 40) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Random <= 249) && (P2Dist X <= 70) && (Var(15) > 2) && ((Var(3) = 1) || (Var(3) = 3)) ;--------------------------------------------------------------------------- ;Satsubatsu Yakushin [State -1: Satsubatsu Yakushin] type = ChangeState value = 1090 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (StateNo != 1090) && (StateNo != 2090) && (RoundState = 2) trigger1 = (Random <= 499) && (P2Dist X < 100) && (Var(15) > 2) && ((Var(3) = 1) || (Var(3) = 3)) trigger2 = (StateType != A) && (Ctrl) && (FrontEdgeBodyDist > 75) && (P2Dist X <= 100) && (P2StateNo = [5100,5120]) && (Random <= 499) trigger3 = (StateNo = 52) && (PrevStateNo = 1080) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X <= 70) && (FrontEdgeBodyDist > 50) && (Random <= 499) ;--------------------------------------------------------------------------- ;Satsubatsu Yakushin (EX) [State -1: Satsubatsu Yakushin EX] type = ChangeState value = 2090 triggerall = (Var(20) = 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (StateNo != 1090) && (StateNo != 2090) && (RoundState = 2) trigger1 = (StateType != A) && (Ctrl) && (FrontEdgeBodyDist > 75) && (P2Dist X <= 100) && (P2StateNo = [5100,5120]) && (Random <= 249) trigger2 = ((StateNo = 52) && (PrevStateNo = 1080) && (P2MoveType = H) && (P2StateType = A)) && (P2Dist X <= 70) && (Random <= 249) trigger3 = (StateNo = [120,155]) && (Ctrl) && (P2Dist X = [71,120]) && (EnemyNear, NumProj = 0) && (Random <= 249) ;--------------------------------------------------------------------------- ;Naraku Otoshi [State -1: Naraku Otoshi] type = ChangeState value = 1080 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Naraku Otoshi") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Naraku Otoshi") && ((Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080))) trigger3 = (StateType != A) && (Ctrl) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X > 100) && (Random <= 499) trigger4 = (StateNo = 8040) && (AnimTime = 1) && (Random <= 499) trigger5 = (StateType != A) && (Ctrl) && (Random <= 249) && (P2Dist X > 100) && (P2Dist X < 150) && (P2MoveType != A) && (P2StateType != A) && (P2StateType != L) trigger6 = (StateNo = 1090) && (PrevStateNo != 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random <= 149) trigger7 = (StateNo = 1051) && (AnimTime = 1) && (BackEdgeBodyDist < 30) && (NumTarget(1051) = 1) && (Random <= 499) ;--------------------------------------------------------------------------- ;Naraku Otoshi (EX) [State -1: Naraku Otoshi EX] type = ChangeState value = 2080 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Naraku Otoshi EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Naraku Otoshi EX") && ((Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080))) trigger3 = (StateType != A) && (Ctrl) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X > 100) && (Random <= 249) trigger4 = (StateType != A) && (Ctrl) && (Random <= 349) && (P2Dist X > 100) && (P2Dist X < 150) && (P2MoveType != A) && (P2StateType != A) && (P2StateType != L) ;--------------------------------------------------------------------------- ;Attouteki Gekiha [State -1: Attouteki Gekiha] type = ChangeState value = 1070 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (NumTarget(1051) = 0) && (NumTarget(2040) = 0) && (RoundState = 2) trigger1 = (Command = "Attouteki Gekiha") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)) trigger2 = (Random <= 199) && (P2Dist X > 100) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070))) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (P2StateType = A) && (P2MoveType = I) && (Random <= 499) trigger4 = (StateType != A) && (Ctrl) && (EnemyNear, Pos Y < -200) && (P2MoveType != A) && (EnemyNear, NumProj = 0) trigger5 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 249) && (P2MoveType != A) trigger6 = (StateType != A) && (Ctrl) && (P2Dist X > 100) && (P2StateNo = [5100,5110]) && (Random <= 249) ;--------------------------------------------------------------------------- ;Attouteki Gekiha (EX) [State -1: Attouteki Gekiha EX] type = ChangeState value = 2070 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Attouteki Gekiha EX") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)) trigger2 = (Command = "Attouteki Gekiha EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070))) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (P2StateType = A) && (P2MoveType = I) && (Random <= 499) trigger4 = (StateType != A) && (Ctrl) && (P2Dist X > 100) && (P2StateNo = [5100,5110]) && (Random <= 499) ;--------------------------------------------------------------------------- ;Mawari Ken [State -1: Mawari Ken] type = ChangeState value = 1060 triggerall = (Var(2) > 0) && (Pos Y >= 0) && (EnemyNear, Const(Size.Head.Pos.Y) < -50) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Mawari Ken") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Random <= 199) && (P2Dist X <= 100) && (NumTarget > 0) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060))) trigger3 = ((StateNo = 151) || (StateNo = 153)) && (P2Dist X <= 70) && (EnemyNear, NumProj = 0) && (Random <= 499) trigger4 = (StateNo = 52) && (PrevStateNo = [600,620]) && (P2MoveType = H) && (P2StateType != C) && (P2StateType != L) && (P2Dist X <= 70) && (Random <= 449) trigger5 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (P2StateType != S) && (P2Dist X < 60) && (Power < 500) trigger6 = (StateNo = 1021) && (MoveContact) && (FrontEdgeBodyDist < 50) && (Random <= 799) ;--------------------------------------------------------------------------- ;Mawari Ken (EX) [State -1: Mawari Ken EX] type = ChangeState value = 2060 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (EnemyNear, Const(Size.Head.Pos.Y) < -50) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) trigger1 = (Command = "Mawari Ken EX") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Mawari Ken EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060))) trigger3 = ((StateNo = 151) || (StateNo = 153)) && (P2Dist X <= 70) && (EnemyNear, NumProj = 0) && (Random <= 249) trigger4 = (StateNo = 52) && (PrevStateNo = [600,620]) && (P2MoveType = H) && (P2StateType != C) && (P2StateType != L) && (P2Dist X <= 70) && (Random <= 249) trigger5 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (P2StateType != S) && (P2Dist X < 60) && (Power >= 500) ;--------------------------------------------------------------------------- ;Tobi Rariatto [State -1: Tobi Rariatto] type = ChangeState value = 1040 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Tobi Rariatto") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Random <= 199) && (P2Dist X = [50,75]) && (P2StateType != L) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040))) trigger3 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (EnemyNear, Ctrl = 0) trigger4 = (StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 100) && (Random <= 149) trigger5 = ((StateType != A) && (Ctrl) && (EnemyNear, Vel X > 5) && (P2MoveType != A) && (P2Dist X <= 75)) ;--------------------------------------------------------------------------- ;Tobi Rariatto (EX) [State -1: Tobi Rariatto EX] type = ChangeState value = 2040 triggerall = (Var(20) = 0) && (Pos Y = 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Tobi Rariatto EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Tobi Rariatto EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040))) trigger3 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (EnemyNear, Ctrl = 0) && (P2Dist X < 75) trigger4 = ((StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 100) && (Random <= 99)) || ((StateType != A) && (Ctrl) && (EnemyNear, Vel X > 5) && (P2MoveType != A) && (P2Dist X <= 75)) ;--------------------------------------------------------------------------- ;Geki Kaze [State -1: Geki Kaze] type = ChangeState value = 1030 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Geki Kaze") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Geki Kaze") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030))) trigger3 = (StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 75) && (Random <= 499) trigger4 = (StateType != A) && (Ctrl) && (P2Dist X > 125) && (P2MoveType != H) && (P2StateType != L) && (EnemyNear, Anim != 5300) && (EnemyNear, Ctrl = 0) && (EnemyNear, Pos Y >= -30) && (Random <= 249) trigger5 = (StateType != A) && (Ctrl) && ((StateNo = 151) || (PrevStateNo = 151) || (StateNo = 153) || (PrevStateNo = 153)) && (P2Dist X > 120) && (EnemyNear, NumProj = 0) && (Random <= 199) trigger6 = (StateType != A) && (Ctrl) && (P2MoveType = A) && (P2Dist X > 125) && (Random <= 399) trigger7 = (StateNo = 8040) && (AnimTime = 1) && (Random > 499) trigger8 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 349) && (P2MoveType = A) trigger9 = (StateType != A) && (Ctrl) && (Random <= 249) && (P2Dist X > 100) && (P2Dist X < 150) && (P2MoveType != A) && (P2StateType != A) && (P2StateType != L) ;--------------------------------------------------------------------------- ;Geki Kaze (EX) [State -1: Geki Kaze EX] type = ChangeState value = 2030 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Geki Kaze EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Geki Kaze EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030))) trigger3 = (StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 75) && (Random <= 249) trigger4 = (StateType != A) && (Ctrl) && (P2Dist X > 125) && (P2MoveType != H) && (P2StateType != L) && (EnemyNear, Anim != 5300) && (EnemyNear, Ctrl = 0) && (EnemyNear, Pos Y >= -30) && (Random <= 249) trigger5 = (StateType != A) && (Ctrl) && ((StateNo = 151) || (PrevStateNo = 151) || (StateNo = 153) || (PrevStateNo = 153)) && (P2Dist X > 120) && (EnemyNear, NumProj = 0) && (Random <= 199) ;--------------------------------------------------------------------------- ;Tosshin Toubu Dageki [State -1: Tosshin Toubu Dageki] type = ChangeState value = 1020 triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Tosshin Toubu Dageki") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Random <= 199) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021]))) trigger3 = (StateType != A) && (Ctrl) && (EnemyNear, NumProj = 0) && (P2Dist X > 150) && (Random <= 499) trigger4 = (StateNo = [200,250]) && (!AnimTime) && (!MoveContact) && (P2Dist X <= 100) && (Random <= 499) trigger5 = (StateNo = 1060) && (MoveContact) && (Var(12) = 3) && (FrontEdgeBodyDist < 50) && (Random <= 799) ;--------------------------------------------------------------------------- ;Tosshin Toubu Dageki (EX) [State -1: Tosshin Toubu Dageki EX] type = ChangeState value = 2020 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Tosshin Toubu Dageki EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Tosshin Toubu Dageki EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021]))) trigger3 = (StateType != A) && (Ctrl) && (EnemyNear, NumProj > 0) && (P2Dist X > 150) && (Power >= 500) && (Random <= 499) ;--------------------------------------------------------------------------- ;Bakuenha [State -1: Bakuenha] type = ChangeState value = 1010 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Bakuenha") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)) trigger2 = (Command = "Bakuenha") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010))) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X <= 150) && ((P2StateType = L) || (P2StateType = C)) && (Random <= 499) trigger4 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (FrontEdgeBodyDist > 60) && (Random <= 249) trigger5 = (Var(3) = 1) && (P2StateType = L) && (P2MoveType = H) trigger6 = (StateNo = 1010) && (AnimElem = 3, > 20) && (AnimElem = 4, < 0) && (Var(12) < 2) && (Power > 0) && (P2MoveType = H) && (Random <= 799) trigger7 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random > 749) ;--------------------------------------------------------------------------- ;Bakuenha (EX) [State -1: Bakuenha EX] type = ChangeState value = 2010 triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Bakuenha EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)) trigger2 = (Command = "Bakuenha EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010))) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X <= 150) && ((P2StateType = L) || (P2StateType = C)) && (Random <= 249) trigger4 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (FrontEdgeBodyDist > 60) && (Random <= 149) trigger5 = (Var(3) = 1) && (P2StateType = L) && (P2MoveType = H) ;--------------------------------------------------------------------------- ;Gou Kikou Ha [State -1: Gou Kikou Ha] type = ChangeState value = 1005 triggerall = (Power >= 300) && (StateNo != [1000,1005]) && (StateNo != 2000) && (Pos Y >= 0) && (Var(2) > 0) && (RoundState = 2) trigger1 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (FrontEdgeBodyDist < 60) && (Random <= 399) ;--------------------------------------------------------------------------- ;Kikou Ha [State -1: Kikou Ha] type = ChangeState value = (IfElse(Power >= 500,2000,1000)) triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Kikou Ha") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Kikou Ha") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000))) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 175) && (P2MoveType = I) && (P2StateType = S) && (EnemyNear, Vel X <= 0) && (EnemyNear, Anim != 5300) && (EnemyNear, Pos Y >= -30) && (Random <= 499) trigger4 = (StateNo = 1000) && (AnimElem = 3, > 5) && (AnimElem = 4, < 0) && (Var(12) < 3) && (Power > 0) && (P2MoveType = H) trigger5 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random > 799) trigger6 = (StateType != A) && (Ctrl) && (P2MoveType != A) && (P2StateType != L) && (P2Dist X > 125) && (Random <= 349) trigger7 = (StateType != A) && (Ctrl) && (Power >= 500) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 249) ;--------------------------------------------------------------------------- ;Kikou Ha (EX) [State -1: Kikou Ha EX] type = ChangeState value = 2000 triggerall = (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (Command = "Kikou Ha EX") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "Kikou Ha EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000))) trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 175) && (P2MoveType = I) && (P2StateType = S) && (EnemyNear, Vel X <= 0) && (EnemyNear, Anim != 5300) && (EnemyNear, Pos Y >= -30) && (Random <= 249) trigger4 = (StateNo = 2000) && (AnimElem = 3, > 5) && (AnimElem = 4, < 0) && (Var(12) < 3) && (P2MoveType = H) trigger5 = (StateType != A) && (Ctrl) && (EnemyNear, Pos Y < -100) || ((StateType != A) && (Ctrl) && (P2BodyDist X > 100) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0)) trigger6 = (StateType != A) && (Ctrl) && (StateNo != [100,150]) && (P2Dist X > 150) && (NumHelper(9601) = 0) && (Random <= 249) ;--------------------------------------------------------------------------- ;Throw [State -1: Throw] type = ChangeState value = 800 triggerall = (Var(2) > 0) && (StateType != A) && (Ctrl) && (P2Dist X <= 75) && (EnemyNear, Pos Y <= 0) && (Random <= 499) && (RoundState = 2) trigger1 = (P2MoveType != A) && (P2StateType != L) && (EnemyNear, Pos Y >= -30) trigger2 = (StateNo = 1071) && (AnimElem = 3, > 0) && (NumTarget > 0) && (Random <= 499) ;--------------------------------------------------------------------------- ;Moushin Rariatto [State -1: Moushin Rariatto] type = ChangeState value = 700 triggerall = (BackEdgeBodyDist > -5) && (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (StateNo = 100) && (P2Dist X <= 75) && (P2StateType != C) && (P2StateType != L) && (EnemyNear, Pos Y >= -50) && (Random <= 349) trigger2 = (((StateNo = 1010) && (AnimElem = 3, > 5)) || ((StateNo = 1090) && (AnimElem = 10, > 2))) && (P2StateNo = [150,152]) && (P2StateType = C) && (Random <= 249) trigger3 = (StateNo = 8010) && (PrevStateNo = 100) && (P2Dist X >= 0) && (P2Dist X < 150) && (Random <= 499) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Satsubatsu Geri [State -1: Satsubatsu Geri] type = ChangeState value = 710 triggerall = (BackEdgeBodyDist > -5) && (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2) trigger1 = (StateNo = 100) && (P2Dist X <= 75) && (P2StateType != S) && (P2StateType != A) && (EnemyNear, Pos Y >= -50) && (Random <= 349) trigger2 = (((StateNo = 1010) && (AnimElem = 3, > 5)) || ((StateNo = 1090) && (AnimElem = 10, > 2))) && (P2StateNo = [150,152]) && (P2StateType != C) && (Random <= 249) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Weak Punch [State -1: SWP] type = ChangeState value = 200 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2MoveType != A) && (RoundState = 2) trigger1 = (Command = "x") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "x") && (Command != "holddown") && ((StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))) trigger3 = (Command = "x") && (Command != "holddown") && ((StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))) trigger4 = (P2Dist X <= 70) && (P2MoveType != A) && (P2StateType != L) && (StateType = S) && (Ctrl) && (Random <= 149) trigger5 = (P2BodyDist X <= 20) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 150) && (StateType = S) && (Ctrl) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1: SMP] type = ChangeState value = 210 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2MoveType != A) && (RoundState = 2) trigger1 = (Command = "y") && (Command != "holddown") && (Command != "holdfwd") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "y") && (Command != "holddown") && (Command != "holdfwd") && (((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact)) trigger3 = (Command = "y") && (Command != "holddown") && (P2Dist X <= 120) && (P2MoveType != A) && (StateType = S) && (Ctrl) trigger4 = (P2BodyDist X <= 30) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 150) && (StateType = S) && (Ctrl) trigger5 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) && (Random <= 799) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Sakotsu Wari [State -1: Sakotsu Wari] type = ChangeState value = 215 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (P2MoveType != A) && (RoundState = 2) trigger1 = (Command = "y") && (Command != "holddown") && (Command = "holdfwd") && (StateType = S) && (Ctrl) trigger2 = (Command = "y") && (Command != "holddown") && (Command = "holdfwd") && ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact) trigger3 = (Command = "y") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl) trigger4 = (P2BodyDist X <= 40) && (P2StateType = C) && (EnemyNear, NumProj = 0) && (Random <= 250) && (StateType = S) && (Ctrl) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1: SSP] type = ChangeState value = 220 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2) trigger1 = (Command = "z") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "z") && (Command != "holddown") && (((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)) trigger3 = (Command = "z") && (Command != "holddown") && (((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)) trigger4 = (Command = "z") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl) trigger5 = (P2BodyDist X <= 40) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 200) && (StateType != A) && (Ctrl) trigger6 = ((StateNo = 210) || (StateNo = 240)) && (MoveContact) && (Random <= 799) trigger7 = (StateNo = 8010) && (AnimElem = 3, > 0) && (P2Dist X < 50) && (EnemyNear, Pos Y > -50) && (Random <= 249) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Weak Kick [State -1: SWK] type = ChangeState value = 230 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2) trigger1 = (Command = "a") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "a") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl) trigger3 = (P2BodyDist X <= 20) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 300) && (StateType = S) && (Ctrl) trigger4 = (P2BodyDist X <= 40) && (P2StateType = L) && (P2MoveType = H) && (Random <= 499) && (StateType != A) && (Ctrl) trigger5 = (StateNo = 52) && (PrevStateNo = 1080) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X <= 70) && (FrontEdgeBodyDist <= 50) && (Random <= 799) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Medium Kick [State -1: SMK] type = ChangeState value = 240 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2) trigger1 = (Command = "b") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "b") && (Command != "holddown") && (((StateNo = 200) || (StateNo = 230)) && (MoveContact)) trigger3 = (Command = "b") && (Command != "holddown") && (((StateNo = 400) || (StateNo = 430)) && (MoveContact)) trigger4 = (Command = "b") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl) trigger5 = (P2BodyDist X <= 40) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 350) && (StateType != A) && (Ctrl) trigger6 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) && (Random <= 799) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Stand Strong Kick [State -1: SSK] type = ChangeState value = 250 triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2) trigger1 = (Command = "c") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))) trigger2 = (Command = "c") && (Command != "holddown") && (((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)) trigger3 = (Command = "c") && (Command != "holddown") && (((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)) trigger4 = (Command = "c") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl) trigger5 = (P2BodyDist X <= 30) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 400) && (StateType != A) && (Ctrl) trigger6 = ((StateNo = 210) || (StateNo = 240)) && (MoveContact) && (Random <= 799) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Weak Punch [State -1: CWP] type = ChangeState value = 400 triggerall = (Command = "x") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = (StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))) trigger3 = (StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Medium Punch [State -1: CMP] type = ChangeState value = 410 triggerall = (Command = "y") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Punch [State -1: CSP] type = ChangeState value = 420 triggerall = (Command = "z") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Weak Kick [State -1: CWK] type = ChangeState value = 430 triggerall = (Command = "a") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Medium Kick [State -1: CMK] type = ChangeState value = 440 triggerall = (Command = "b") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 430)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Kick [State -1: CSK] type = ChangeState value = 450 triggerall = (Command = "c") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact) trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Jump Weak Kick [State -1: JWK] type = ChangeState value = 600 triggerall = (Var(2) > 0) && (P2Dist X <= 120) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((Command = "a") || (Command = "x")) && (((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y < 0))) trigger2 = (StateType = A) && (Ctrl) && (Var(20) = 0) && (P2Dist X <= 100) && (Random <= 449) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Jump Medium Kick [State -1: JMK] type = ChangeState value = 610 triggerall = (Var(2) > 0) && (P2Dist X <= 120) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((Command = "a") || (Command = "x")) && (((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y < 0))) trigger2 = ((Command = "a") || (Command = "x")) && ((StateNo = 600) && (MoveContact)) trigger3 = (StateType = A) && (Ctrl) && (Var(20) = 0) && (P2Dist X <= 100) && (Random <= 349) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1: JSK] type = ChangeState value = 620 triggerall = (Var(2) > 0) && (P2Dist X <= 120) && (StateNo != [3000,3021]) && (StateNo != [120,155]) trigger1 = ((Command = "c") || (Command = "z")) && (((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y < 0))) trigger2 = ((Command = "c") || (Command = "z")) && (((StateNo = 600) || (StateNo = 610)) && (MoveContact)) trigger3 = (StateType = A) && (Ctrl) && (Var(20) = 0) && (P2Dist X <= 100) && (Random <= 249) ignorehitpause = 1
Back
Top