;Daniel's Command and AI File
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
[Defaults]
command.time = 15
command.buffer.time = 1
;------------------AI
[Command]
name = "AI1"
command = F, x, x, x, F
time = 1
[Command]
name = "AI2"
command = b, a, b, a, F, c
time = 1
[Command]
name = "AI3"
command = DF, F, B, U, c, x
time = 1
[Command]
name = "AI4"
command = y, DF, F, B, U, c, x
time = 1
[Command]
name = "AI5"
command = x, x, x, F, c, a, z, z, b, DF, F
time = 1
[Command]
name = "AI6"
command = D, D, z, c
time = 1
[Command]
name = "AI7"
command = U, D, U, D, F, B, U, z
time = 1
[Command]
name = "AI8"
command = b, b, a, a, x, y, z, UB
time = 1
[Command]
name = "AI9"
command = x, y, z, UF, D, z
time = 1
[Command]
name = "AI10"
command = x, y, z, UF, D, z , y, a, a, F
time = 1
[Command]
name = "AI11"
command = D, D, D, D, D, D, U, UB, s, x
time = 1
[Command]
name = "AI12"
command = a, b, c, U, D, F
time = 1
[Command]
name = "AI13"
command = F, F, F, F, B, B, a, b
time = 1
[Command]
name = "AI14"
command = a, a, x, z, b, c, s
time = 1
[Command]
name = "AI15"
command = D, F, D, D, D, D, x
time = 1
[Command]
name = "AI16"
command = D, D, D, D, x
time = 1
[Command]
name = "AI17"
command = U, U, U, U, x, y
time = 1
[Command]
name = "AI18"
command = F,U,c, y,U ;Does anybody get the hidden message?
time = 1
[Command]
name = "AI19"
command = D, a, x, x, z, b
time = 1
[Command]
name = "AI20"
command = F, F, F, F, F, F, U, U, U, U, U, U ;Fuuuuuuuuuuuuuuuuuuuuu
time = 1
[Command]
name = "AI21"
command = z, z, z, z, y, y
time = 1
[Command]
name = "AI22"
command = x, x, x, x, U, D, z
time = 1
[Command]
name = "AI23"
command = b, U, x, y, y, x, x, s
time = 1
[Command]
name = "AI24"
command = y, y, y, y, x, x, x, z, z, z
time = 1
[Command]
name = "AI25"
command = b, b, y, U, x, F, F, B, D, F
time = 1
[Command]
name = "AI26"
command = y, a, y, a, y, U, y, UF
time = 1
[Command]
name = "AI27"
command = x, U, x, a, c, U, x
time = 1
[Command]
name = "AI28"
command = c, c, c, c, c, s, a, x, c
time = 1
[Command]
name = "AI29"
command = c, a, c, a, U, D, F, B
time = 1
[Command]
name = "AI30"
command = c, a, s, a, c, U, c, a
time = 1
;-| Cheat Codes |----------------------
[command]
name = "ASDF"
command = ~a,s,D,F,x,U,x,s
time = 360
buffer.time=20
[command]
name = "FUX"
command = ~F, U, x
time = 35
;-| Super Motions |--------------------------------------------------------
[command]
name = "MOJO MELTDOWN"
command = ~D,DB,B,D,DB,B,s
time = 45
[command]
name = "SmashKFUpper"
command = ~D,DB,B,DB,B,x
time = 30
[command]
name = "SmashKFUpper2"
command = ~D,DB,B,DB,B,y
time = 30
[command]
name = "SmashKFUpper3"
command = ~D,DB,B,DB,B,z
time = 30
[command]
name = "Master Spark"
command = ~D, DF, F, D, DF, F, c
time = 42
[command]
name = "BARREL OF DOOM"
command = ~D, DF, F, DF, D, DB, B, a
time = 42
[command]
name = "BARREL OF DOOM"
command = ~D, DF, F, DF, D, DB, B, b
time = 42
[command]
name = "BARREL OF DOOM"
command = ~D, DF, F, DF, D, DB, B, c
time = 42
[command]
name = "Iori"
command = ~D, DF, F, DF, D, DB, B, x
time = 42
[command]
name = "Iori"
command = ~D, DF, F, DF, D, DB, B, y
time = 42
[command]
name = "Iori"
command = ~D, DF, F, DF, D, DB, B, z
time = 42
[command]
name = "Skyrocket"
command = ~D,DF,F,D,DF,F,x
time = 42
[command]
name = "Mojo Smackdown"
command = ~D, DB, B, D,DB,B, x+y
time = 30
[command]
name = "Mojo Smackdown"
command = ~D, DB, B, D,DB,B, x+z
time = 30
[command]
name = "Mojo Smackdown"
command = ~D, DB, B, D,DB,B, y+z
time = 30
[command]
name = "Yukarin Weak"
command = ~F,DF,D,DB,B,F, x
time = 35
[command]
name = "Yukarin Weak"
command = ~F,D,B,F, x
time = 35
[command]
name = "Yukarin Med"
command = ~F,DF,D,DB,B,F, y
time = 35
[command]
name = "Yukarin Med"
command = ~F,D,B,F, y
time = 35
[command]
name = "Yukarin Strong"
command = ~F,DF,D,DB,B,F, z
time = 35
[command]
name = "Yukarin Strong"
command = ~F,D,B,F, z
time = 35
[Command]
name = "fat1"
command = ~F,F,B,a
time = 45
[command]
name = "EX"
command = ~F,DF,D,DB,B,F, x+z
time = 35
[command]
name = "EX"
command = ~F,D,B,F, x+z
time = 35
[command]
name = "EX"
command = ~F,DF,D,DB,B,F, x+y
time = 35
[command]
name = "EX"
command = ~F,D,B,F, x+y
time = 35
[command]
name = "EX"
command = ~F,DF,D,DB,B,F, y+z
time = 35
[command]
name = "EX"
command = ~F,D,B,F, y+z
time = 35
[command]
name = "ULTIMATE" ;Only in Explosion Moment
command = ~F,B,DB,D,DF,F,a
time = 60
[command]
name = "FingerFuck"
command = ~D, DB, B, D, DB, B, b
time = 35
[command]
name = "H_cancel"
command = ~D, DF, F, D, DF, F, y
time = 35
[command]
name = "Minamo"
command = ~D, DF, F, D, DF, F, x
time = 35
[command]
name = "Home-Run"
command = ~D,DB,B,DB,D,DF,F, y
time = 43
[command]
name = "Home-Run"
command = ~D,B,D,F,y
time = 22
[command]
name = "SDS"
command = ~x, x, B, a, z
time = 52
[command]
name = "SDS2"
command = ~x, x, F, a, z
time = 52
[command]
name = "RRDA"
command = ~D, DF, F, D, DF, F, b
time = 43
[command]
name = "Guard Cancel"
command = a+c
time = 24
[command]
name = "Guard Cancel"
command = a+b
time = 24
[command]
name = "Guard Cancel"
command = c+b
time = 24
[command]
name = "Throwz"
command = ~F,DF,D,DB,B,F,a
time = 24
[command]
name = "Throwz"
command = ~F,DF,D,DB,B,F,b
time = 24
[command]
name = "Throwz"
command = ~F,DF,D,DB,B,F,c
time = 24
[command]
name = "Crazy S"
command = ~D, DF, F, D, DF, F, a
time = 25
[command]
name = "Cumulonimbus A"
command = ~D, DF, F, D, DF, F, a
time = 25
[command]
name = "Flandre Plushie LV1"
command = ~D, DF, F, D, DF, F, c+z
time = 25
[command]
name = "Green Rage Takeover LV. 1"
command = ~D, DB, B, D, DB, B, a
time = 40
[command]
name = "Green Rage Takeover LV. 2"
command = ~D, DB, B, D, DB, B, b
time = 40
[command]
name = "Green Rage Takeover LV. 3"
command = ~D, DB, B, D, DB, B, c
time = 40
;THIS IS NOT SUICIDE!
[command]
name = "POCK"
command = ~D, DF, F, b
time = 26
[command]
name = "QCB_c"
command = ~D, DF, F, b
time = 26
;-| Special Motions |------------------------------------------------------
[command]
name = "Siythe"
command = ~D, DB, B, a
time = 25
[command]
name = "Siythe Med"
command = ~D, DB, B, b
time = 25
[command]
name = "BURST"
command = ~D, D, s
time = 30
[command]
name = "Siythe EX"
command = ~D, DB, B, a+b
time = 25
[command]
name = "Siythe EX"
command = ~D, DB, B, a+c
time = 25
[command]
name = "Siythe EX"
command = ~D, DB, B, c+b
time = 25
[command]
name = "Siythe Str"
command = ~D, DB, B, c
time = 25
[command]
name = "Headbutt Attack"
command = ~D, DB, B, x
time = 25
[command]
name = "Headbutt Attack 2"
command = ~D, DB, B, y
time = 25
[command]
name = "Headbutt Attack 3"
command = ~D, DB, B, z
time = 25
[command]
name = "Headbutt Attack EX"
command = ~D, DB, B, z+x
time = 25
[command]
name = "Headbutt Attack EX"
command = ~D, DB, B, z+y
time = 25
[command]
name = "Headbutt Attack EX"
command = ~D, DB, B, x+y
time = 25
[command]
name = "EX Pounce"
command = ~F, D, DF, a+b
time = 25
[command]
name = "EX Pounce"
command = ~F, D, DF, b+c
time = 25
[command]
name = "EX Pounce"
command = ~F, D, DF, c+a
time = 25
[command]
name = "Static Pounce"
command = ~F, D, DF, a
time = 25
[command]
name = "PounceC"
command = ~F, D, DF, c
time = 25
[command]
name = "Pounce"
command = ~F, D, DF, b
time = 25
[command]
name = "Cherry Strike 1"
command = ~D, D, a
time = 32
[command]
name = "Cherry Strike 1"
command = ~D, D, b
time = 32
[command]
name = "Cherry Strike 1"
command = ~D, D, c
time = 32
[command]
name = "Kimi"
command = ~D, D, x
time = 32
[command]
name = "Kimi"
command = ~D, D, y
time = 32
[command]
name = "Kimi"
command = ~D, D, z
time = 32
[command]
name = "Violet Strike"
command = ~D, DB, B, b+c
time = 32
[Command]
name = "2-Hit"
command = ~D, DB, B, x
time = 15
[Command]
name = "Dash Mash Fail EX"
command = ~F, DF, D, DB, B, a+b
time = 22
[Command]
name = "Dash Mash Fail EX"
command = ~F, DF, D, DB, B, b+c
time = 22
[Command]
name = "Dash Mash Fail EX"
command = ~D, DF, F, D, DF, F, a+c
time = 22
[Command]
name = "Dash Mash Fail Weak"
command = ~B,F,B,F, x+a
time = 22
[Command]
name = "Projectile1"
command = ~D, DF, F, x
time = 15
[Command]
name = "Projectile2"
command = ~D, DF, F, y
time = 15
[Command]
name = "Projectile3"
command = ~D, DF, F, z
time = 15
[Command]
name = "Dragon Punch Weak"
command = ~F, D, DF, x
time = 15
[Command]
name = "Dragon Punch Med"
command = ~F, D, DF, y
time = 15
[Command]
name = "Dragon Punch Strong"
command = ~F, D, DF, z
time = 15
[Command]
name = "EX Dragon Punch"
command = ~F, D, DF, x+y
time = 15
[Command]
name = "EX Dragon Punch"
command = ~F, D, DF, y+z
time = 15
[Command]
name = "EX Dragon Punch"
command = ~F, D, DF, x+z
time = 15
[Command]
name = "Projectile_EX"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "Projectile_EX"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "Projectile_EX"
command = ~D, DF, F, x+z
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 15
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 15
[Command]
name = "Super Jump"
command = $D, $U
time = 10
[Command]
name = "JumpLauncher"
command = ~$U
time = 1
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "Sassy"
command = z+c
time = 1
[Command]
name = "ShowTime";NOT Required
command = x+y+z
time = 1
[Command]
name = "a+b";NOT Required
command = a+b
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "ForwardB"
command = /F,b
time = 1
[Command]
name = "Yuyu"
command = /B,y
time = 1
[Command]
name = "BAKA"
command = /B,z
time = 1
[Command]
name = "Roll"
command = a+x
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "zc"
command = z+c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "fwd"
command = F
time = 1
[Command]
name = "bck"
command = B
time = 1
[Command]
name = "down"
command = D
time = 1
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "holdc";Required (do not remove)
command = /c
time = 1
[Command]
name = "holda";Required (do not remove)
command = /a
time = 1
[Command]
name = "holdx"
command = /x
[Command]
name = "holdb"
command = /b
[Command]
name = "holdy"
command = /y
[Command]
name = "hold_s"
command = /s
[Statedef -1]
;AI related-------------------------------------------------------------------------------
; TURN AI ON
[State -1, AI]
type = VarSet
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
v = 45
value = 1
[State -1, MOJO MELTDOWN]
type = ChangeState
value = 28000
trigger1 = power>=3000; && life<=lifemax*0.12
trigger1 = var(24)>0 && var(28)=1
trigger1 = statetype != A && ctrl && command = "MOJO MELTDOWN"
[State -1, FATALITY]
type = null
value = 27000
trigger1 = p2stateno = 29002 && numhelper(9000)
trigger1 = statetype != A && ctrl && p2bodydist X < 30 && command = "fat1"
;
; ;LOL
; [State -1, FAIL]
; type = ChangeState
; value = 80028
; triggerall = command = "ASDF"
; trigger1 = (statetype = s) && (ctrl || stateno=195) && roundstate=2 && var(45)=0
[State -1, ULTIMATE]
type = ChangeState
value = 10350
triggerall = command = "ULTIMATE"
triggerall = (var(24)>0 && var(28)=1)
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = movecontact && ((stateno=[200,260])||(stateno=[400,460]))
[State -1, Green Rage Takeover LV. 1]
type = ChangeState
value = 4222
triggerall = command = "Green Rage Takeover LV. 1" || command = "Green Rage Takeover LV. 2" || command = "Green Rage Takeover LV. 3"
triggerall = power >= 1000 || (var(24)>0 && var(28)=1)
triggerall = Statetype != A
trigger1 = ctrl || ((stateno = [200,499]) && MoveContact)
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA
trigger2 = stateno != [3000,5999)
trigger2 = stateno != [6000,125000)
trigger3 = movecontact && statetype=S
trigger3 = (stateno = 1436) || (stateno = 1440) || (stateno = 1441) || (stateno = 1444)
trigger4 = stateno=243 && movehit
trigger5 = stateno=601 && movehit
;
[State -1, Road Roller]
type = ChangeState
value = 4500
triggerall = command = "RRDA"
triggerall = power >= 2000 || (var(24)>0 && var(28)=1)
triggerall = Statetype != A
trigger1 = ctrl || stateno = 230
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno=3050||stateno=4222||stateno=4804 ;Dreamcancel Triggers
trigger3 = statetype!=A
trigger3 = !(var(24)&&var(28)=1)
trigger3 = power>=3000
trigger4 = stateno=243 && movehit
trigger5 = stateno=601 && movehit
[State -1, Flowndru]
type = ChangeState
value = 4410
triggerall = command = "Flandre Plushie LV1"
triggerall = !NumHelper(4415)
triggerall = power >= 2000 || (var(24)>0 && var(28)=1)
triggerall = Statetype != A
trigger1 = ctrl || stateno = 230
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno=243 && movehit
trigger4 = stateno=601 && movehit
trigger5 = stateno=3050||stateno=4222||stateno=4804 ;Dreamcancel Triggers
[State -1, Mojo Smackdown]
type = ChangeState
value = 27100;3000
triggerall = command = "Mojo Smackdown"
triggerall = power >= 3000 || (var(24)>0 && var(28)=1)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno = [1436,1444]
trigger3 = movecontact && statetype = S
trigger4 = stateno=243 && movehit
trigger5 = stateno=601 && movehit
;---------------------------------------------------------------------------
;Kick Smash
[State -1, Kick Smash]
type = ChangeState
value = 3052
triggerall = command = "SmashKFUpper" || command = "SmashKFUpper2" || command = "SmashKFUpper3"
triggerall = power >= 1000 || (var(24)>0 && var(28)=1)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno = [1436,1444]
trigger3 = movecontact && statetype = S
trigger4 = stateno=243 && movehit
trigger5 = stateno=601 && movehit
;---------------------------------------------------------------------------
;Skyrocket
[State -1, Skyrocket]
type = ChangeState
value = 3200
triggerall = command = "Skyrocket"
triggerall = power >= 1000 || var(24)>0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno = [1436,1444]
trigger3 = movecontact && statetype = S
;---------------------------------------------------------------------------
;Photon Cutter
[State -1, Photon Cutter]
type = ChangeState
value = 3250
triggerall = !numhelper(3251)
triggerall = command = "BARREL OF DOOM"
triggerall = (var(24)>0&&var(28)=1)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SCA, NA, SA && (stateno != [411,412])
trigger3 = stateno = [1436,1444]
trigger3 = movecontact
trigger4 = stateno=243 && movehit
trigger5 = stateno=601 && movehit
trigger6 = (stateno=500||stateno=502||stateno=503) && movecontact
;---------------------------------------------------------------------------
;Photon Cutter
[State -1, Photon Cutter]
type = ChangeState
value = 3150
triggerall = command = "Iori"
triggerall = power >= 1000 || (var(24)>0&&var(28)=1)
triggerall = statetype != L
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SCA, NA, SA && (stateno != [411,412])
trigger3 = stateno = [1436,1444]
trigger3 = movecontact
trigger4 = stateno=243 && movehit
trigger5 = (stateno=1788||stateno=1789) && MOVEcOnTaCt
trigger6 = stateno=601 && movehit
[State -1, Raping DevilAngel]
type = ChangeState
value = 23650
triggerall = command = "SDS"
triggerall = power >= 3000 || (var(24)>0 && var(28)=1)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || (stateno = 200) || (stateno = 220) || (stateno = 230)
trigger1 = !MoveContact
[State -1, AI: ShunDanielSatsu]
type = ChangeState
value = 22650
triggerall = power >= 4000 || (var(24)>0 && var(28)=1)
triggerall = roundstate = 2 && var(45)!=0
triggerall = statetype != A
triggerall = ctrl || (stateno = 200) || (stateno = 220) || (stateno = 230)
triggerall = !MoveContact
trigger1 = p2bodydist X < 18 && p2movetype=A && p2statetype!=A && p2statetype!=L && random<999
trigger2 = (p2bodydist X = [18,202]) && p2movetype!=A && p2statetype!=A && p2statetype!=L && random<409
[State -1, ShunDanielSatsu]
type = ChangeState
value = 22650
triggerall = command = "SDS2"
triggerall = power >= 4000 || (var(24)>0 && var(28)=1)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || (stateno = 200) || (stateno = 220) || (stateno = 230)
trigger1 = !MoveContact
; ;other!!!!
[State -1, Dimmension Bend]
type = ChangeState
value = 4881
triggerall = roundstate = 2
triggerall = command = "Dash Mash Fail Weak"
triggerall = power >= 2000 || (var(24)>0&&var(28)=1)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno=3050||stateno=4222||stateno=4804 ;Dreamcancel Triggers
trigger3 = statetype!=A
trigger3 = !(var(24)&&var(28)=1)
trigger3 = power>=3000
trigger4 = stateno=243 && movehit
trigger5 = stateno=601 && movehit
;other!!!!
[State -1, Master Spark]
type = ChangeState
value = 3015
triggerall = roundstate = 2
;triggerall = !numhelper(4445)
triggerall = command = "Master Spark"
triggerall = power >= 2000 || (var(24)>0&&var(28)=1)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = hitdefattr = SC, NA, SA && (stateno != [411,412])
trigger3 = stateno=243 && movehit
trigger4 = stateno=601 && movehit
[State -1, LOL]
type = ChangeState
value = 1100
triggerall = command = "EX"
triggerall = power >= 500 || (var(24)>0&&var(28)=1)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,242]) && Statetype!=A
trigger2 = movehit
[State -1, YuYuYuka]
type = ChangeState
value = 2030
triggerall = command = "Throwz"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,242]) && Statetype!=A
trigger2 = movehit
[State -1, YuYuYuka]
type = ChangeState
value = 1020
triggerall = command = "Yukarin Weak" || command = "Yukarin Med" || command = "Yukarin Strong"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,242]) && Statetype!=A
trigger2 = movehit
[State -1, Guard Cancel Yukarin]
type = ChangeState
value = 1032
triggerall = command = "Guard Cancel"
triggerall = power >= 500
trigger1 = statetype != A
trigger1 = stateno = [150,151]
;other!!!!
[State -1, Siythe]
type = ChangeState
value = 504
triggerall = roundstate = 2
triggerall = command = "Siythe EX"
triggerall = statetype != A
triggerall = power>=500||(var(24)>0&&var(28)=1)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = movecontact && (Stateno=531)
;other!!!!
[State -1, Siythe]
type = ChangeState
value = 500
triggerall = roundstate = 2
triggerall = command = "Siythe"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = stateno=[1440,1441]
trigger3 = movecontact
trigger3 = statetype=S
trigger4 = movecontact && (Stateno=531)
;other!!!!
[State -1, Siythe]
type = ChangeState
value = 502
triggerall = roundstate = 2
triggerall = command = "Siythe Med"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = movecontact && (Stateno=531)
[State -1, Siythe]
type = ChangeState
value = 503
triggerall = roundstate = 2
triggerall = command = "Siythe Str"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = movecontact && (Stateno=531)
;other!!!!
[State -1, Siythe Air]
type = ChangeState
value = 501
triggerall = roundstate = 2
triggerall = command = "Siythe"||command = "Siythe Med"||command = "Siythe Str"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = [600,660]) || stateno=670
[State -1, airDash]
type = ChangeState
value = 99000
triggerall = roundstate = 2
triggerall = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl && stateno!=99000
[State -1, airDash2]
type = ChangeState
value = 99001
triggerall = roundstate = 2
triggerall = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Super Jump]
type = ChangeState
value = 8999
trigger1 = command = "Super Jump" && stateno != 11620
trigger1 = (roundstate = 2) && (var(45) = 0)
trigger1 = statetype != A
trigger1 = ctrl
;--|-AI Defense-|-----------------------------------------------------------
;[State -1, Super Jump AI]
;type = ChangeState
;value = 8999
;trigger1 = (roundstate = 2) && (var(45) != 0)
;trigger1 = (Ctrl) && (p2movetype = A) && (statetype = S)
;trigger1 = (p2bodydist X <= 30) && (random <= 888)
;trigger1 = statetype != A
;trigger1 = ctrl
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Alive
trigger1 = stateno != [100, 105]
trigger1 = (roundstate = 2) && (var(45) != 0)
trigger1 = (Ctrl) && (p2movetype != A) && (statetype = S)
trigger1 = (p2bodydist X >= 75) && (random <= 888)
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Run Bwd]
type = ChangeState
value = 105
triggerall = Alive
triggerall = stateno != [100, 105]
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X = [-20,20]) && p2movetype=H && p2statetype = L
[State -1]
type = ChangeState
triggerall = Alive
triggerall = statetype!=A
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = (Ctrl) && (p2movetype = A)
triggerall = enemynear,hitdefattr=SA,NA,SA,HA || p2statetype=S || enemynear,numproj
trigger1 = (inguarddist) && (random <= 992)
value = 130
[State -1]
type = ChangeState
triggerall = Alive
triggerall = statetype!=A
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = (Ctrl) && (p2movetype = A)
triggerall = enemynear,hitdefattr=C,NA,SA,HA || p2statetype=C || enemynear,numproj
trigger1 = (inguarddist) && (random <= 992)
value = 131
[State -1]
type = ChangeState
triggerall = Alive
triggerall = statetype=A
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = (Ctrl) && (p2movetype = A)
triggerall = enemynear,hitdefattr=SA,NA,SA,HA || p2statetype=A || enemynear,numproj
trigger1 = (inguarddist) && (random <= 992)
value = 132
[State -1, AI: TAUNT]
type = ChangeState
triggerall = Alive
trigger1 = (roundstate = 3) && (var(45) != 0)
trigger1 = (Ctrl) && (statetype != A)
value = 195
;======================================================
; ;Super Move AI
;
; ;other!!!!
; [State -1, AI: Level 2]
; type = ChangeState
; value = ifelse(random<50,4500,4881)
; triggerall = Alive
; triggerall = (roundstate = 2) && (var(45) != 0)
; triggerall = statetype != A
; trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)||(stateno=500)||(stateno=502)||(hitdefattr=SC,NA,SA) && stateno!=450
; trigger1 = movecontact && random < 333
; trigger1 = power >= 2000 && power <2750 || (var(24)>0&&var(28)=1)
; trigger2 = (stateno=3050 && time > 78)||(stateno=4222 && time > 105)||stateno=4804 ;Dreamcancel Triggers
; trigger2 = statetype!=A
; trigger2 = !(var(24)&&var(28)=1)
; trigger2 = power>=3000 && random<82
;---------------------------------------------------------------------------
;Kick Smash
[State -1, Kick Smash]
type = ChangeState
value = 3200
triggerall = Alive
triggerall=power>=1000
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno= 1433||stateno=502
trigger1 = movecontact && random < 400
trigger2 = (p2bodydist X <= 29) && (random <= 50)
trigger2 = ctrl
[State -1, AI FOUR HIT BARRAGE Smash]
type = ChangeState
value = 27100
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = (p2bodydist X <= 12) && (p2bodydist Y < 20) && (random <= 85) && (p2stateno != [130,132])
trigger1 = ctrl
trigger2 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)||(stateno=500)||(stateno=502)||(hitdefattr=SC,NA,SA)
trigger2 = movecontact && random < 663 && stateno!=450
[State -1, AI Kick Smash]
type = ChangeState
value = ifelse(random<333,3052,ifelse(random<666,4222,3200))
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
triggerall = power >= 1000
triggerall = power <= 1750 ;Added
trigger1 = (p2bodydist X <= 28) && (p2bodydist Y < 60) && (random <= 25) && (p2stateno != [130,132])
trigger1 = ctrl
trigger2 = (p2bodydist X <= 52) && (p2bodydist Y < 45) && (random <= 24*((life<750)+1)*((life<300)+1))
trigger2 = ctrl
trigger3 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)||(stateno=500)||(stateno=502)||(hitdefattr=SC,NA,SA)
trigger3 = movecontact && random < 333 && stateno!=450
;---------------------------------------------------------------------------
;AI Photon Cutter
[State -1, AI Photon Cutter]
type = ChangeState
value = 3150
triggerall = statetype != L
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = power >= 1000
triggerall = power <= 1750 ;Added
trigger1 = ctrl && (p2bodydist X > 100 && p2bodydist X < 135) && (random <= 25) && (p2stateno != [130,132])
trigger2 = movecontact
trigger2 = hitdefattr = SCA, NA, SA && (stateno != [411,412]) && stateno!=450
trigger2 = random < 5
trigger3 = power>=2000 && p2statetype=L && random<200 && ctrl
;==============================================
;Normal moves AI
[State -1, AI: Stand Light Punch]
type = ChangeState
value = 200
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = (p2bodydist X <= 10) && (p2bodydist Y < 20) && (random <= 346) && (statetype = S)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
[State -1, AI: Crouching Light Punch]
type = ChangeState
value = 400
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = (power < 500) || (p2statetype=S)
triggerall = (p2bodydist X <= 10) && (p2bodydist Y < 20) && (random > 806)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 7
trigger3 = stateno = 400
trigger3 = time > 7
[State -1, AI: Crouching Light Kick]
type = ChangeState
value = 430
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 400
trigger1 = movecontact
trigger2 = stateno = 430
trigger2 = movecontact && (random = [500,550])
trigger3 = (p2bodydist X <= 10) && (p2bodydist Y < 20) && (random > 756) && ctrl
[State -1, AI: Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 430
trigger1 = movecontact
trigger2 = (p2bodydist X <= 20) && (p2bodydist Y < 20) && (random >= 500) && ctrl
[State -1, AI: LAUNCHER]
type = ChangeState
value = 450
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 410 || stateno = 400 || stateno= 430 || stateno = 440
trigger1 = movecontact && random<300
trigger2 = stateno = [200,260]
trigger2 = movecontact && random<490
trigger3 = (p2bodydist X <= 20) && (p2bodydist Y < 27) && (random >= 200) && ctrl
[State -1, AI: JUMP!]
type = ChangeState
value = 701
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno=450 && movehit && time>=10
[State -1, AI: AIR X]
type = ChangeState
value = 600
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=701 && time>=2
[State -1, AI: AIR A]
type = ChangeState
value = 630
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=600 && movecontact && time>=6
[State -1, AI: AIR Y]
type = ChangeState
value = 610
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=630 && movecontact && time>=9
[State -1, AI: AIR B]
type = ChangeState
value = 640
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=610 && movecontact && time>=20
[State -1, AI: AIR Z]
type = ChangeState
value = 650
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=640 && movehit && time>=7
[State -1, AI: AIR C]
type = ChangeState
value = 660
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=650 && movehit && time>=11
[State -1, AI: AIR Special]
type = ChangeState
value = 501
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype = A
trigger1 = stateno=660 && movecontact
[State -1, AI: Crouching Trip]
type = ChangeState
value = 420
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 410
trigger1 = movecontact
trigger2 = (p2bodydist X <= 27) && (p2bodydist Y < 27) && (random >= 740) && ctrl
[State -1, AI: Stand Light Kick]
type = ChangeState
value = 230
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 200
trigger1 = movecontact
trigger2 = (p2bodydist X <= 10) && (p2bodydist Y < 20) && (random <= 346) && ctrl
[State -1, AI: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 230
trigger1 = movecontact
trigger2 = (p2bodydist X <= 20) && (p2bodydist Y < 20) && (random <= 346) && ctrl
[State -1, AI: Stand Medium Kick]
type = ChangeState
value = 240
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = (p2bodydist X <= 20) && (p2bodydist Y < 20) && (random <= 346) && ctrl
[State -1, AI: Stand Cheese Cutter/Heavy Punch]
type = ChangeState
value = ifelse(random<500,241,220)
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 240
trigger1 = movecontact
trigger2 = (p2bodydist X <= 25) && (p2bodydist Y < 20) && (random <= 346) && ctrl
[State -1, AI: Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 243
[State -1, AI: Stand Medium Kick]
type = ChangeState
value = 260
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 220
trigger1 = movecontact
trigger2 = (p2bodydist X <= 30) && (p2bodydist Y < 20) && (random <= 346) && ctrl
[State -1, AI: DP Jump]
type = ChangeState
value = ifelse(random<500,1788,1790)
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)
trigger1 = movecontact
trigger1 = random<460
trigger2 = (p2bodydist X <= 20) && (p2bodydist Y > 0) && (random <= 446) && ctrl
trigger3 = (stateno = [1440,1441]) && statetype = S && random<200
trigger3 = movecontact
[State -1, AI: DP Jump Strong]
type = ChangeState
value = 1792
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = 220
trigger1 = movecontact
trigger1 = random<460
trigger2 = (p2bodydist X <= 33) && (p2bodydist Y > 0) && (random <= 250) && ctrl
trigger3 = (stateno = [1440,1441]) && statetype = S && random<200
trigger3 = movecontact
[State -1, AI: Small Pounce]
type = ChangeState
value = 1436
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)
trigger1 = movecontact
trigger1 = random<460
trigger2 = (p2bodydist X <= 40) && (p2bodydist Y > 0) && (random <= 256) && ctrl
[State -1, AI: Big Pounce]
type = ChangeState
value = ifelse(random<400,1441,1440)
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = ctrl && P2bodyDist X >= 200 && random < 80
[State -1, AI: ULTIMATE]
type = ChangeState
value = 10350
triggerall = Alive
triggerall = var(24)<120 && var(28)=1
triggerall = Statetype != A
triggerall = Var(45) != 0 && roundstate=2
trigger1 = ctrl && random < 640
[State -1, AI: 2*pi*radius]
type = ChangeState
value = ifelse(stateno=220,502,500)
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)
trigger1 = movecontact
trigger1 = random<560
trigger2 = (p2bodydist X <= 30) && (p2bodydist Y = 0) && (random <= 250) && ctrl
trigger3 = (stateno = [1440,1441]) && statetype = S && random<200
trigger3 = movecontact
[State -1, AI: Headbutt]
type = ChangeState
value = 1534
triggerall = Alive
triggerall = power>=500
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)
trigger1 = movecontact
trigger1 = random<560
trigger2 = (p2bodydist X >95) && (p2bodydist Y = 0) && (random <= 350) && ctrl
[State -1, AI: Headbutt]
type = ChangeState
value = ifelse(stateno=220,1432,1435)
triggerall = Alive
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)
trigger1 = movecontact
trigger1 = random<560
trigger2 = (p2bodydist X = [95,136]) && (p2bodydist Y = 0) && (random <= 250) && ctrl
[State -1, AI: Yukarin]
type = ChangeState
value = 1020
triggerall = Alive
triggerall = power<1000
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = (stateno = 200)||(stateno = 210)||(stateno = 230)||(stateno = 240)||(stateno=220)||(stateno=260)
trigger1 = movehit
trigger1 = random<770
[State -1, AI: Yukarin Guard Cancel]
type = ChangeState
value = 1032
triggerall = Alive
triggerall = power>=1000
triggerall = (roundstate = 2) && (var(45) != 0)
triggerall = statetype != A
trigger1 = stateno = [150,151]
trigger1 = random<250
;---------------------------------------------------------------------------
;Recharge
[State -1, AI: Recharge]
type = ChangeState
value = 197
triggerall = roundstate = 2
triggerall = statetype != A && Power < 3000
triggerall = var(45) != 0
trigger1 = ctrl && (p2movetype = H || p2statetype = L) && p2bodydist X > 60
;AI: Stop Charging
[State -1, AI: Abort Charge]
type = ChangeState
value = 202
triggerall = (stateno = 197)
triggerall = var(45) != 0
trigger1 = p2bodydist X <= 60 || (p2movetype = A) || enemynear,NumProj
trigger2 = roundstate >=3
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
[State -1, Combo condition Check]
type = VarSet
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3052)
trigger2 = stateno != [6000,125000)
trigger2 = movecontact
var(3) = 1
[State -1, Projectile EX]
type = ChangeState
value = 1165
triggerall = command = "Projectile_EX"
triggerall = power >= 500 || var(24)>0
triggerall = !Numhelper(65000) && !NumHelper(65001) && !NumHelper(65002) && !NumHelper(65005)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact && ((stateno=[200,260])||(stateno=[400,460]))
[State -1, Strong Projectile]
type = ChangeState
value = 1160
triggerall = command = "Projectile3"
triggerall = !Numhelper(65000) && !NumHelper(65001) && !NumHelper(65002) && !NumHelper(65005)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact && ((stateno=[200,260])||(stateno=[400,460]))
[State -1, Medium Projectile]
type = ChangeState
value = 1155
triggerall = command = "Projectile2"
triggerall = !Numhelper(65000) && !NumHelper(65001) && !NumHelper(65002) && !NumHelper(65005)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact && ((stateno=[200,260])||(stateno=[400,460]))
[State -1, Weak Projectile]
type = ChangeState
value = 1150
triggerall = command = "Projectile1"
triggerall = !Numhelper(65000) && !NumHelper(65001) && !NumHelper(65002) && !NumHelper(65005)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact && ((stateno=[200,260])||(stateno=[400,460]))
[State -1, Kimi]
type = ChangeState
value = 1501
triggerall = command = "Kimi"
triggerall = !NumHelper(14000) && !NumHelper(16000)
trigger1 = ctrl && statetype != A
trigger2 = var(45) != 0 && ctrl && Statetype != A
trigger2 = random>900 && (P2BodyDist X = [80,150]) && p2movetype != A
[State -1, CherryTERRY]
type = ChangeState
value = 1500
triggerall = command = "Cherry Strike 1"
triggerall = !NumHelper(14000) && !NumHelper(16000)
trigger1 = ctrl && statetype != A
trigger2 = var(45) != 0 && ctrl && Statetype != A
trigger2 = random<77 && (P2BodyDist X = [30,70]) && p2movetype != A
[State -1, DRAGON PAWNCH EX (Ground)]
type = ChangeState
value = 1794
triggerall = power >= 500 || var(24)>0
triggerall = command = "EX Dragon Punch"
trigger1 = ctrl && statetype != A
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
trigger4 = movecontact && (Stateno=531)
[State -1, DRAGON PAWNCH X (Ground)]
type = ChangeState
value = 1788
triggerall = command = "Dragon Punch Weak"
trigger1 = ctrl && statetype != L
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
trigger4 = stateno=[1440,1441]
trigger4 = movecontact
trigger4 = statetype=S
trigger5 = movecontact && (Stateno=531)
trigger6 = (stateno=[600,670]) && movecontact
[State -1, DRAGON PAWNCH Y (Ground)]
type = ChangeState
value = 1790
triggerall = command = "Dragon Punch Med"
trigger1 = ctrl && statetype != L
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
trigger4 = movecontact && (Stateno=531)
trigger5 = (stateno=[600,670]) && movecontact
[State -1, DRAGON PAWNCH Z (Ground)]
type = ChangeState
value = 1792
triggerall = command = "Dragon Punch Strong"
trigger1 = ctrl && statetype != L
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
trigger4 = movecontact && (Stateno=531)
trigger5 = (stateno=[600,670]) && movecontact
[State -1, EX Pounce]
type = ChangeState
value = 1444
triggerall = power >= 500 || var(24)>0
triggerall = command = "EX Pounce" && var(45)=0
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
[State -1, Pounce]
type = ChangeState
value = 1436
triggerall = command = "Static Pounce"
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
[State -1, Pounce]
type = ChangeState
value = 1440
triggerall = command = "Pounce" && var(45)=0
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
trigger4 = (stateno = [600,660]) && movecontact
[State -1, Pounce]
type = ChangeState
value = 1441
triggerall = command = "PounceC" && var(45)=0
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && movecontact
trigger3 = (stateno = [1600,1601]) && movecontact
trigger4 = (stateno = [600,660]) && movecontact
[State -1, Headbutt (Hit HitDef Version)]
type = ChangeState
value = 1534
triggerall = power>=500 || var(24)>0
triggerall = command = "Headbutt Attack EX"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && Statetype!=A
trigger2 = movecontact
trigger3 = movecontact && (Stateno=531)
[State -1, Headbutt (Hit HitDef Version)]
type = ChangeState
value = 1435
triggerall = command = "Headbutt Attack"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && Statetype!=A
trigger2 = movecontact
trigger3 = stateno=[1440,1441]
trigger3 = movecontact
trigger3 = statetype=S
trigger4 = movecontact && (Stateno=531)
[State -1, Headbutt (Hit HitDef Version)]
type = ChangeState
value = 1434
triggerall = command = "Headbutt Attack 2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && Statetype!=A
trigger2 = movecontact
trigger3 = movecontact && (Stateno=531)
[State -1, Headbutt (Hit HitDef Version)]
type = ChangeState
value = 1433
triggerall = command = "Headbutt Attack 3"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (stateno!=[241,243]) && Statetype!=A
trigger2 = movecontact
trigger3 = movecontact && (Stateno=531)
[State -1, Projectile AI]
type = ChangeState
value = 1150+(p2bodydist X>180)*5+(p2bodydist X>260)*5
triggerall = random < 50
triggerall = var(45)
triggerall = !Numhelper(65000) && !NumHelper(65001) && !NumHelper(65002) && !NumHelper(65005)
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = p2bodydist X > 160
trigger2 = (stateno=220 || stateno=260) && movecontact
;other!!!!
[State -1, POCK]
type = Null;ChangeState
value = 1365
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = command = "POCK"
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno != [3000,5999)
trigger2 = stateno != [6000,125000)
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;----------------------------------------------------------------
;---------------------------------------------------------------------------
;Run Fwd (Explosion Moment)
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;DO A BARREL ROLL!!
[State -1, Roll]
type = ChangeState
value = 1362
triggerall = !Var(45) ;AI Shouldn't Do this Move
triggerall = command = "Roll"
;triggerall = power >= 500
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = roundstate = 2
;---------------------------------------------------------------------------
;DO A BARREL ROLL!!
;[State -1, Roll Backwards]
;type = ChangeState
;value = 1363
;triggerall = !Var(45) ;AI Shouldn't Do this Move
;triggerall = command = "RollBWD"
;triggerall = power >= 500
;trigger1 = statetype != A
;trigger1 = ctrl
;trigger1 = roundstate = 2
;---------------------------------------------------------------------------
;Recharge
[State -1, Recharge]
type = ChangeState
value = 197
triggerall = !Var(45) ;AI Shouldn't Do this Move
triggerall = var(28)!=-1
trigger1 = (command = "holdy" && command = "holdb")
trigger1 = statetype != A
trigger1 = power < 3000
trigger1 = ctrl
trigger1 = roundstate = 2
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "holdfwd"
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1, Kick Throw]
type = ChangeState
value = 865
triggerall = command = "holdfwd"
triggerall = command = "c"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 8
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1, Combo Breaker Throw]
type = Null;ChangeState
value = 850
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 5
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = enemynear, stateno != [120,160]
;---------------------------------------------------------------------------
;Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 531
triggerall = command = "Yuyu"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
trigger4 = (stateno = 210) && movecontact
trigger6 = stateno=100 && movetype=A && movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 4
trigger3 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Stand Medium Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 230
trigger2 = movecontact
trigger3 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240
trigger2 = movecontact
trigger3 = stateno = 243
trigger4 = stateno=100 && movetype=A && movecontact
trigger5 = (stateno=531||(stateno=241&&(var(24)>0&&var(28)=1))) && movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 4
trigger3 = (stateno = 230) && time > 8
trigger4 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 241
triggerall = command = "ForwardB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 210) && movecontact
trigger3 = (stateno = 230 || stateno = 240) && movecontact
trigger4 = stateno=100 && movetype=A && movecontact
trigger5 = stateno=531 && movecontact
;---------------------------------------------------------------------------
;Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
trigger4 = (stateno = 210) && movecontact
trigger5 = stateno=100 && movetype=A && movecontact
trigger6 = stateno=531 && movecontact
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 260
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 210 || stateno = 220) && movecontact
trigger3 = (stateno = 230 || stateno = 240) && movecontact
trigger4 = stateno = 243
trigger5 = stateno=100 && movetype=A && movecontact
trigger6 = (stateno=531||(stateno=241&&(var(24)>0&&var(28)=1))) && movecontact
[State -1, BURST]
type = ChangeState
value = 111354
triggerall = power>=3000 && life<=lifemax*0.33 && palno!=12
triggerall = !(var(24)&&var(28)=1)
trigger1 = command = "BURST"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (var(45) != 0) && (p2bodydist X >= 160) && (random < (500-400*((life*1.000)/lifemax))) && ctrl && statetype = S
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = stateno!=100
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && (movecontact || time > 7)
trigger4 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Crouching Medium Punch
;しゃがみ強パンチ
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = stateno!=100
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430) || stateno = 200 || stateno = 230
trigger2 = movecontact
trigger3 = (stateno = 210 || stateno = 230 || stateno = 200) && movecontact
trigger4 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Medium Punch]
type = ChangeState
value = 450
triggerall = stateno!=100
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430) || (stateno = 410) || (stateno = 411) || (stateno = 412) || (stateno = 440)
trigger2 = movecontact
trigger3 = (stateno = 210 || stateno = 230 || stateno = 200 || stateno = 220 || stateno = 240) && movecontact
trigger4 = stateno=100 && movetype=A && movecontact
trigger5 = stateno=531 && movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = stateno!=100
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (movecontact || time > 8)
trigger4 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = stateno!=100
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 410) || (stateno = 412) || (stateno = 411) || (stateno = 430)
trigger2 = movecontact
trigger4 = stateno=100 && movetype=A && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 420;450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430) || (stateno = 410) || (stateno = 440)
trigger2 = (movecontact)
trigger3 = (stateno = 210 || stateno = 230 || stateno = 200 || stateno = 220 || stateno = 240 || stateno = 250 || stateno = 260) && movecontact
trigger4 = stateno=100 && movetype=A && Time>10
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, I fell for hours]
type = ChangeState
value = 602
triggerall = command = "holddown"
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 610 || stateno = 630 || stateno = 600 || stateno = 620 || stateno = 640 || stateno = 650 || stateno = 660)
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 630 || stateno = 600) && (stateno != 610 && stateno != 650 && stateno != 660)
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && (stateno != 630 && stateno != 650 && stateno != 660)
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 630 || stateno = 600 || stateno = 610) && stateno != [640, 660]
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
[State -1, Jump Strong Punch]
type = ChangeState
value = 670
triggerall = command = "BAKA"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630 || stateno = 640 || stateno = 600 || stateno = 610 || stateno = 650;jump_x or jump_a
trigger2 = movehit
[State -1, Jump Strong Punch]
type = ChangeState
value = 650
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 630 || stateno = 640 || stateno = 600 || stateno = 610) && stateno != [650,660];jump_x or jump_a
trigger2 = movehit
trigger3 = stateno = 1350 ;Air blocking
[State -1, Jump VERYStrong Kick]
type = ChangeState
value = 660
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 630 || stateno = 640 || stateno = 600 || stateno = 610 || stateno = 650) || stateno=670
trigger2 = movehit
trigger3 = stateno = 1350 ;Air blocking
; TURN AI OFF
[State -1, AI2]
type = VarSet
triggerall = Var(45)
trigger1 = !alive ;If I make a slip while coding the AI
trigger2 = stateno=195 && roundstate = 3
v = 45
value = 0