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DJB MUGEN & IKEMEN Community

Command List — MH_Daniel.zip ← Back to Overview

;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
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