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Command List — Takuma.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "KosatsuJin" command = ~B, F, D, DF, x+y time = 25 [Command] name = "KosatsuJin" command = ~B, F, D, DF, x+z time = 25 [Command] name = "KosatsuJIn" command = ~B, F, D, DF, y+z time = 25 [Command] name = "SuburuShikouken" command = ~F, B, $D, F, a+b time = 32 [Command] name = "SuburuShikouken" command = ~F, B, $D, F, a+c time = 32 [Command] name = "SuburuShikouken" command = ~F, B, $D, F, b+c time = 32 [Command] name = "MAX HaohShikoken" command = ~F, B, $D, F, x+y time = 32 [Command] name = "MAX HaohShikoken" command = ~F, B, $D, F, y+z time = 32 [Command] name = "MAX HaohShikoken" command = ~F, B, $D, F, x+z time = 32 [Command] name = "HaohShikoken" command = ~F, B, $D, F, x time = 32 [Command] name = "HaohShikoken" command = ~F, B, $D, F, ~x time = 32 [Command] name = "HaohShikoken" command = ~F, B, $D, F, y time = 32 [Command] name = "HaohShikoken" command = ~F, B, $D, F, ~y time = 32 [Command] name = "HaohShikoken" command = ~F, B, $D, F, z time = 32 [Command] name = "HaohShikoken" command = ~F, B, $D, F, ~z time = 32 [Command] name = "HaohShikoken1" command = ~F, B, $D, F, x time = 32 [Command] name = "HaohShikoken1" command = ~F, B, $D, F, ~x time = 32 [Command] name = "HaohShikoken2" command = ~F, B, $D, F, y time = 32 [Command] name = "HaohShikoken2" command = ~F, B, $D, F, ~y time = 32 [Command] name = "HaohShikoken3" command = ~F, B, $D, F, z time = 32 [Command] name = "HaohShikoken3" command = ~F, B, $D, F, ~z time = 32 [Command] Name = "RyukoRanbu" Command = ~D, DF, F, $D, B, x Time = 40 [Command] Name = "RyukoRanbu" Command = ~D, DF, F, $D, B, ~x Time = 40 [Command] Name = "RyukoRanbu" Command = ~D, DF, F, $D, B, y Time = 40 [Command] Name = "RyukoRanbu" Command = ~D, DF, F, $D, B, ~y Time = 40 [Command] Name = "RyukoRanbu" Command = ~D, DF, F, $D, B, z Time = 40 [Command] Name = "RyukoRanbu" Command = ~D, DF, F, $D, B, ~z Time = 40 [Command] Name = "MAXRyukoRanbu" Command = ~D, DF, F, $D, B, x+y Time = 40 [Command] Name = "MAXRyukoRanbu" Command = ~D, DF, F, $D, B, x+z Time = 40 [Command] Name = "MAXRyukoRanbu" Command = ~D, DF, F, $D, B, y+z Time = 40 [Command] name = "KishinGeki" command = ~D, DF, F, D, DF, x time = 32 [Command] name = "KishinGeki" command = ~D, DF, F, D, DF, ~x time = 32 [Command] name = "KishinGeki" command = ~D, DF, F, D, DF, y time = 32 [Command] name = "KishinGeki" command = ~D, DF, F, D, DF, ~y time = 32 [Command] name = "KishinGeki" command = ~D, DF, F, D, DF, z time = 32 [Command] name = "KishinGeki" command = ~D, DF, F, D, DF, ~z time = 32 [Command] name = "KishinGekiMax" command = ~D, DF, F, D, DF, x+y time = 32 [Command] name = "KishinGekiMax" command = ~D, DF, F, D, DF, y+z time = 32 [Command] name = "KishinGekiMax" command = ~D, DF, F, D, DF, x+z time = 32 [Command] name = "KyokugenKohou" command = ~D, DF, F, D, DF, a time = 32 [Command] name = "KyokugenKohou" command = ~D, DF, F, D, DF, ~a time = 32 [Command] name = "KyokugenKohou" command = ~D, DF, F, D, DF, b time = 32 [Command] name = "KyokugenKohou" command = ~D, DF, F, D, DF, ~b time = 32 [Command] name = "KyokugenKohou" command = ~D, DF, F, D, DF, c time = 32 [Command] name = "KyokugenKohou" command = ~D, DF, F, D, DF, ~c time = 32 [Command] name = "BorutoAppar" command = ~D, DF, F, D, DF, a+b time = 32 [Command] name = "BorutoAppar" command = ~D, DF, F, D, DF, a+c time = 32 [Command] name = "BorutoAppar" command = ~D, DF, F, D, DF, b+c time = 32 ;-| Special Motions |------------------------------------------------------ [Command] name = "Sanchin" command = ~D, D, x time = 10 [Command] name = "Sanchin" command = ~D, D, y time = 10 [Command] name = "Sanchin" command = ~D, D, z time = 10 [Command] name = "KoohKen" command = ~D, DF, F, x time = 15 [Command] name = "KoohKen" command = ~D, DF, F, ~x time = 15 [Command] name = "KoohKen" command = ~D, DF, F, y time = 15 [Command] name = "KoohKen" command = ~D, DF, F, ~y time = 15 [Command] name = "KoohKen" command = ~D, DF, F, z time = 15 [Command] name = "KoohKen" command = ~D, DF, F, ~z time = 15 [Command] name = "KoohKen1" command = ~D, DF, F, x time = 15 [Command] name = "KoohKen1" command = ~D, DF, F, ~x time = 15 [Command] name = "KoohKen2" command = ~D, DF, F, y time = 15 [Command] name = "KoohKen2" command = ~D, DF, F, ~y time = 15 [Command] name = "KoohKen3" command = ~D, DF, F, z time = 15 [Command] name = "KoohKen3" command = ~D, DF, F, ~z time = 15 [Command] name = "EX KoohKen" command = ~D, DF, F, x+y time = 15 [Command] name = "EX KoohKen" command = ~D, DF, F, y+z time = 15 [Command] name = "EX KoohKen" command = ~D, DF, F, x+z time = 15 [Command] name = "Kohou" command = ~F, D, DF, x time = 18 [Command] name = "Kohou" command = ~F, D, DF, ~x time = 18 [Command] name = "Kohou2" command = ~F, D, DF, y time = 18 [Command] name = "Kohou2" command = ~F, D, DF, ~y time = 18 [Command] name = "Kohou3" command = ~F, D, DF, z time = 18 [Command] name = "Kohou3" command = ~F, D, DF, ~z time = 18 [Command] name = "EX Kohou" command = ~F, D, DF, x+y time = 18 [Command] name = "EX Kohou" command = ~F, D, DF, y+z time = 18 [Command] name = "EX Kohou" command = ~F, D, DF, x+z time = 18 [Command] name = "HienShippuKyakuC" command = ~40$DB, F, a time = 16 [Command] name = "HienShippuKyaku2C" command = ~40$DB, F, b time = 16 [Command] name = "HienShippuKyaku3C" command = ~40$DB, F, c time = 16 [Command] name = "HienShippuKyaku" command = ~$DB, F, a time = 15 [Command] name = "HienShippuKyaku" command = ~$DB, F, ~a time = 15 [Command] name = "HienShippuKyaku2" command = ~$DB, F, b time = 15 [Command] name = "HienShippuKyaku2" command = ~$DB, F, ~b time = 15 [Command] name = "HienShippuKyaku3" command = ~$DB, F, c time = 15 [Command] name = "HienShippuKyaku3" command = ~$DB, F, ~c time = 15 [Command] name = "EX HienShippuKyaku" command = ~$DB, F, a+b time = 15 [Command] name = "EX HienShippuKyaku" command = ~$DB, F, a+c time = 15 [Command] name = "EX HienShippuKyaku" command = ~$DB, F, b+c time = 15 [Command] name = "EX HienShippuKyakuC" command = ~40$DB, F, a+b time = 16 [Command] name = "EX HienShippuKyakuC" command = ~40$DB, F, a+c time = 16 [Command] name = "EX HienShippuKyakuC" command = ~40$DB, F, b+c time = 16 [Command] name = "Zanretsuken" command = ~F, B, F, x time = 18 [Command] name = "Zanretsuken" command = ~F, B, F, ~x time = 18 [Command] name = "Zanretsuken2" command = ~F, B, F, y time = 18 [Command] name = "Zanretsuken2" command = ~F, B, F, ~y time = 18 [Command] name = "Zanretsuken3" command = ~F, B, F, z time = 18 [Command] name = "Zanretsuken3" command = ~F, B, F, ~z time = 18 [Command] name = "EX Zanretsuken" command = ~F, B, F, x+y time = 18 [Command] name = "EX Zanretsuken" command = ~F, B, F, x+z time = 18 [Command] name = "EX Zanretsuken" command = ~F, B, F, z+y time = 18 [Command] name = "MoukoBuraiGan" command = ~D, DB, B, x time = 15 [Command] name = "MoukoBuraiGan" command = ~D, DB, B, ~x time = 15 [Command] name = "MoukoBuraiGan2" command = ~D, DB, B, y time = 15 [Command] name = "MoukoBuraiGan2" command = ~D, DB, B, ~y time = 15 [Command] name = "MoukoBuraiGan3" command = ~D, DB, B, z time = 15 [Command] name = "MoukoBuraiGan3" command = ~D, DB, B, ~z time = 15 [Command] name = "EX MoukoBuraiGan" command = ~D, DB, B, x+y time = 15 [Command] name = "EX MoukoBuraiGan" command = ~D, DB, B, x+z time = 15 [Command] name = "EX MoukoBuraiGan" command = ~D, DB, B, z+y time = 15 [Command] name = "ShouranKyaku" command = ~F, D, DB, B, a time = 17 [Command] name = "ShouranKyaku" command = ~F, D, DB, B, ~a time = 17 [Command] name = "ShouranKyaku" command = ~F, D, DB, B, b time = 17 [Command] name = "ShouranKyaku" command = ~F, D, DB, B, ~b time = 17 [Command] name = "ShouranKyaku" command = ~F, D, DB, B, c time = 17 [Command] name = "ShouranKyaku" command = ~F, D, DB, B, ~c time = 17 [Command] name = "EX ShouranKyaku" command = ~F, D, DB, B, a+b time = 17 [Command] name = "EX ShouranKyaku" command = ~F, D, DB, B, a+c time = 17 [Command] name = "EX ShouranKyaku" command = ~F, D, DB, B, b+c time = 17 [Command] name = "2002Hien" command = ~F, D, DB, B, a time = 17 [Command] name = "2002Hien" command = ~F, D, DB, B, ~a time = 17 [Command] name = "2002Hien2" command = ~F, D, DB, B, b time = 17 [Command] name = "2002Hien2" command = ~F, D, DB, B, ~b time = 17 [Command] name = "2002Hien3" command = ~F, D, DB, B, c time = 17 [Command] name = "2002Hien3" command = ~F, D, DB, B, ~c time = 17 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, x time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, y time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, z time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~x time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~y time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~z time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, a time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, b time = 16 [Command] name= "412k" ;Zero Counter command = ~B, DB, D, c time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~a time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~b time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~c time = 16 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time=1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "fwd_s" command = /$F,s time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "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 = /$D time = 1 [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ;Release Direction [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;-------------------------------------------------------------------------- ;Release Button [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;--------------------------------------------------------------------------- ;Other [Command] name = "highjump" command = $D, $U time = 15 ;--------------------------------------------------------------------------- [Statedef -1] [State -1, Tick Fix] type = CtrlSet triggerall = !ctrl trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime trigger2 = (StateNo = [200,499]) && !AnimTime trigger3 = (StateNo = [760,762]) && !AnimTime trigger4 = StateNo = 810 && !AnimTime trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver trigger6 = (StateNo = [700,715]) && !AnimTime value = 1 [State -1, CtrlSet For Helpers];special thanks to 20S type = CtrlSet trigger1 = IsHelper value = 0 [State -1, Hit Count For Helpers];special thanks to 20S type = ParentVarAdd trigger1 = IsHelper trigger1 = MoveHit = 1 trigger1 = !HitPauseTime trigger1 = !(HitDefAttr = SCA, AT) var(13) = 1 [State -1, Juggle Count For Helpers];special thanks to 20S type = ParentVarAdd trigger1 = IsHelper trigger1 = MoveHit = 1 trigger1 = !HitPauseTime trigger1 = !(HitDefAttr = SCA, AT) var(15) = 1 [State -1, ProjContact];special thanks to 20S type = VarSet trigger1 = IsHelper trigger1 = MoveContact = 1 && NumTarget var(18) = 1 [State -1, Root ProjContact];special thanks to 20S type = ParentVarSet trigger1 = IsHelper trigger1 = MoveContact = 1 && NumTarget var(18) = 1 [State -1, Haoh Shikouken Max] type = ChangeState value = 3050 triggerall = !AILevel triggerall = command = "MAX HaohShikoken" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !Var(53) triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Haoh Shikoken] type = ChangeState value = 3000 triggerall = !AILevel triggerall = command = "HaohShikoken" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = !Var(53) triggerAll = !var(39) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;trigger1 = NumHelper(3005) <= 0 ;trigger2 = NumHelper(3005) <= 1 ;trigger2 = Helper(3005),StateNo = [3016,3017] [State -1, Kosatsu Jin] type = ChangeState value = 4200 triggerall = !AILevel triggerall = command = "KosatsuJin" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Suburu Ou Shikouken] type = ChangeState value = 4100 triggerall = !AILevel triggerall = command = "SuburuShikouken" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Built Upper] type = ChangeState value = 4000 triggerall = !AILevel triggerall = command = "BorutoAppar" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Kishin Geki Max] type = ChangeState value = 3150 triggerall = !AILevel triggerall = !Var(53) triggerall = command = "KishinGekiMax" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerAll = p2bodydist x <= 25 triggerAll = p2Statetype = S || p2Statetype = C trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) [State -1, Ryuko Ranbu Max] type = ChangeState value = 3350 triggerall = !AILevel triggerall = command = "MAXRyukoRanbu" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Kishin Geki 02] type = ChangeState value = 3152 triggerall = !AILevel triggerall = Var(53) triggerall = command = "KishinGeki" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerAll = p2Statetype = S || p2Statetype = C trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = var(6) [State -1, Kishin Geki] type = ChangeState value = 3100 triggerall = !AILevel triggerall = !Var(53) triggerall = command = "KishinGeki" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerAll = p2bodydist x <= 25 && PrevStateno != 1350 triggerAll = p2Statetype = S || p2Statetype = C trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = var(6) [State -1, Kyokugen Kohou] type = ChangeState value = 3200 triggerall = !AILevel triggerall = Var(51) triggerall = command = "KyokugenKohou" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Ryuko Ranbu] type = ChangeState value = 3300 triggerall = !AILevel triggerall = command = "RyukoRanbu" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Shikouken] type = ChangeState value = 1750 triggerall = !AILevel triggerall = command = "MAX HaohShikoken" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1751) <= 0 trigger2 = NumHelper(1751) <= 1 trigger2 = Helper(1751),StateNo = [1603,1604] [State -1, EX Kohou] type = ChangeState triggerall = Var(51) value = 1150 triggerall = !AILevel triggerall = command = "EX Kohou" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX HienShippuKyaku] type = ChangeState value = 1250 triggerall = !AILevel triggerall = command = "EX HienShippuKyaku" && !Var(52) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX HienShippuKyaku] type = ChangeState value = 1250 triggerall = !AILevel triggerall = command = "EX HienShippuKyakuC" && Var(52) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX MoukoBuraiGan] type = ChangeState value = 1450 triggerall = !AILevel triggerall = command = "EX MoukoBuraiGan" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX ShouranKyaku] type = ChangeState value = 1550 triggerall = !AILevel triggerall = command = "EX ShouranKyaku" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX 2002 Hien Shippu Kyaku] type = ChangeState value = 1850 triggerall = !AILevel triggerall = command = "EX ShouranKyaku" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX KoohKen] type = ChangeState value = 1050 triggerall = !AILevel triggerall = command = "EX KoohKen" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = !Var(53) trigger1 = NumHelper(1651) <= 0 trigger2 = NumHelper(1651) <= 1 trigger2 = Helper(1651),StateNo = [1015,1016] [State -1, EX KoohKen] type = ChangeState value = 1650 triggerall = !AILevel triggerall = command = "EX KoohKen" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX Zanretsuken] type = ChangeState value = 1350 triggerall = !AILevel triggerall = command = "EX Zanretsuken" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Light 2002 Shikouken] type = ChangeState value = 1700 triggerall = !AILevel triggerall = command = "HaohShikoken1" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1701) <= 0 trigger2 = NumHelper(1701) <= 1 trigger2 = Helper(1701),StateNo = [1603,1604] [State -1, Medium 2002 Shikouken] type = ChangeState value = 1710 triggerall = !AILevel triggerall = command = "HaohShikoken2" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1711) <= 0 trigger2 = NumHelper(1711) <= 1 trigger2 = Helper(1711),StateNo = [1603,1604] [State -1, Strong 2002 Shikouken] type = ChangeState value = 1720 triggerall = !AILevel triggerall = command = "HaohShikoken3" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1721) <= 0 trigger2 = NumHelper(1721) <= 1 trigger2 = Helper(1721),StateNo = [1603,1604] [State -1, Strong Kohou] type = ChangeState value = 1120 triggerall = !AILevel triggerall = Var(51) triggerall = command = "Kohou3" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Medium Kohou] type = ChangeState value = 1110 triggerall = !AILevel triggerall = Var(51) triggerall = command = "Kohou2" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Light Kohou] type = ChangeState value = 1100 triggerall = !AILevel triggerall = Var(51) triggerall = command = "Kohou" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Strong HienShippuKyaku] type = ChangeState value = 1220 triggerall = !AILevel triggerall = command = "HienShippuKyaku3C" && Var(52) triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Medium HienShippuKyaku] type = ChangeState value = 1210 triggerall = !AILevel triggerall = command = "HienShippuKyaku2C" && Var(52) triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Light HienShippuKyaku] type = ChangeState value = 1200 triggerall = !AILevel triggerall = command = "HienShippuKyakuC" && Var(52) triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Strong HienShippuKyaku] type = ChangeState value = 1220 triggerall = !AILevel triggerall = command = "HienShippuKyaku3" && !Var(52) triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Medium HienShippuKyaku] type = ChangeState value = 1210 triggerall = !AILevel triggerall = command = "HienShippuKyaku2" && !Var(52) triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Light HienShippuKyaku] type = ChangeState value = 1200 triggerall = !AILevel triggerall = command = "HienShippuKyaku" && !Var(52) triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Strong MoukoBuraiGan] type = ChangeState value = 1420 triggerall = !AILevel triggerall = command = "MoukoBuraiGan3" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Medium MoukoBuraiGan] type = ChangeState value = 1410 triggerall = !AILevel triggerall = command = "MoukoBuraiGan2" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Light MoukoBuraiGan] type = ChangeState value = 1400 triggerall = !AILevel triggerall = command = "MoukoBuraiGan" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Sanchin No Kata] type = ChangeState value = 1900 triggerall = !AILevel triggerall = Var(53) triggerall = command = "Sanchin" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, 2002 Hien Shippu Kykau] type = ChangeState value = 1800 triggerall = !AILevel triggerall = command = "2002Hien" triggerall = RoundState = 2 && StateType != A triggerall = Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, 2002 Medium Hien Shippu Kykau] type = ChangeState value = 1810 triggerall = !AILevel triggerall = command = "2002Hien2" triggerall = RoundState = 2 && StateType != A triggerall = Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, 2002 Strong Hien Shippu Kykau] type = ChangeState value = 1820 triggerall = !AILevel triggerall = command = "2002Hien3" triggerall = RoundState = 2 && StateType != A triggerall = Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, ShouranKyaku] type = ChangeState value = 1500 triggerall = !AILevel triggerall = command = "ShouranKyaku" triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, All KoohKen] type = ChangeState value = 1000 triggerall = !AILevel triggerall = command = "KoohKen" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = !Var(53) trigger1 = NumHelper(1001) <= 0 trigger2 = NumHelper(1001) <= 1 trigger2 = Helper(1001),StateNo = [1015,1016] [State -1, Light 2002 Koohken] type = ChangeState value = 1600 triggerall = !AILevel triggerall = command = "KoohKen1" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1601) <= 0 trigger2 = NumHelper(1601) <= 1 trigger2 = Helper(1601),StateNo = [1603,1604] [State -1, Medium 2002 Koohken] type = ChangeState value = 1610 triggerall = !AILevel triggerall = command = "KoohKen2" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1611) <= 0 trigger2 = NumHelper(1611) <= 1 trigger2 = Helper(1611),StateNo = [1603,1604] [State -1, Strong 2002 Koohken] type = ChangeState value = 1620 triggerall = !AILevel triggerall = command = "KoohKen3" triggerall = RoundState = 2 && StateType != A triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || var(5) triggerall = Var(53) trigger1 = NumHelper(1621) <= 0 trigger2 = NumHelper(1621) <= 1 trigger2 = Helper(1621),StateNo = [1603,1604] [State -1, Strong Zanretsuken] type = ChangeState value = 1320 triggerall = !AILevel triggerall = command = "Zanretsuken3" triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Medium Zanretsuken] type = ChangeState value = 1310 triggerall = !AILevel triggerall = command = "Zanretsuken2" triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Light Zanretsuken] type = ChangeState value = 1300 triggerall = !AILevel triggerall = command = "Zanretsuken" triggerall = RoundState = 2 && StateType != A triggerall = !Var(53) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Zero Counter] type = ChangeState value = 750 triggerall = !AILevel trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "412p" || command = "412k" trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) [State -1, Throw] type = ChangeState value = 800 triggerall = !AILevel trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp"||command = "kk") trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Roll Forward] type = ChangeState value = 710 triggerall = !AILevel triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd" [State -1, Roll Back] type = ChangeState value = 715 triggerall = !AILevel triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback" [State -1, Power Charge] type = ChangeState value = 730 triggerall = !AILevel trigger1 = command = "hold_b" && command = "hold_y" trigger1 = RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) [State -1, MAX Mode] type = ChangeState value = 770 triggerall = !AILevel triggerall = command = "c+z" triggerall = RoundState = 2 && StateType != A triggerall = var(20) <= 0 && Power >= 1000 trigger1 = ctrl || (Stateno = [100,101]) [State -1, Dodge] type = ChangeState value = 700 triggerall = !AILevel triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !AILevel trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, Run Back] type = ChangeState value = 105 triggerall = !AILevel trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;-------------------------------------------------------------------------- [State -1, Kawara Wari] type = ChangeState value = 310 triggerall = !AILevel triggerall = command = "fwd_c" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Oniguruma] type = ChangeState value = 300 triggerall = !AILevel triggerall = !Var(53) triggerall = command = "fwd_z" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Kawara Wari (Combo)] type = ChangeState value = 311 triggerall = !AILevel triggerall = command = "fwd_c" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = (StateNo = 205 || StateNo = 210 || StateNo = 225 || StateNo = 235 ) && MoveContact trigger3 = (StateNo = 400 || StateNo = 410 || StateNo = 420 || StateNo = 430 ) && MoveContact trigger4 = (StateNo = 440 || StateNo = 240) && MoveContact [State -1, Oniguruma (Combo)] type = ChangeState value = 301 triggerall = !AILevel triggerall = !Var(53) triggerall = command = "fwd_z" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl trigger2 = (StateNo = 205 || StateNo = 210 || StateNo = 225 || StateNo = 235 ) && MoveContact trigger3 = (StateNo = 400 || StateNo = 410 || StateNo = 420 || StateNo = 430 ) && MoveContact trigger4 = (StateNo = 440 || StateNo = 240) && MoveContact [State -1, Stand Light Punch] type = ChangeState value = 200 + (Abs(P2BodyDist X) <= 18) * 5 triggerall = !AILevel triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) trigger2 = (StateNo = 200 || Stateno = 205 || StateNo = 400 || StateNo = 430) && Time >=5 trigger3 = StateNo = 235 && AnimElemTIme(6) > 0 [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand Strong Punch] type = ChangeState value = 220 + (Abs(P2BodyDist X) <= 20) * 5 triggerall = !AILevel triggerall = command = "z" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand Light Kick] type = ChangeState value = 230 + (Abs(P2BodyDist X) <= 20) * 5 triggerall = !AILevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) trigger2 = Stateno = 400 && AnimElemTime(3) > 4 trigger3 = StateNo = 205 && AnimElemTIme(5) > 1 [State -1, Stand Medium Kick] type = ChangeState value = 240 + (Abs(P2BodyDist X) <= 22) * 5 triggerall = !AILevel triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) [State -1, Standing Strong Kick] type = ChangeState value = 250 + (Abs(P2BodyDist X) <= 20) * 5 triggerall = !AILevel triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerAll = !AILevel triggerAll = command = "holddown" && command = "x" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5 [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerAll = !AILevel triggerAll = command = "holddown" && command = "y" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerAll = !AILevel triggerAll = command = "holddown" && command = "z" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerAll = !AILevel triggerAll = command = "holddown" && command = "a" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5 [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerAll = !AILevel triggerAll = command = "holddown" && command = "b" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerAll = !AILevel triggerAll = command = "holddown" && command = "c" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Jump Light Punch] type = ChangeState value = 605 triggerall = !AILevel triggerall = (command = "x") && (Vel X != 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AILevel triggerall = (command = "x") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = !AILevel triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Kick] type = ChangeState value = 635 triggerall = !AILevel triggerall = (command = "a") && (Vel X != 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AILevel triggerall = (command = "a") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 655 triggerall = !AILevel triggerall = (command = "c") && (Vel X != 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = !AILevel triggerall = (command = "c") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Taunt] type = ChangeState value = 197 triggerall = !AILevel triggerall = command = "fwd_s" triggerall = StateType != A triggerall = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) [State -1, Taunt] type = ChangeState value = 196 triggerall = !AILevel triggerall = command = "s" triggerall = StateType != A triggerall = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) ;=================================================================================== ;--------------------------------- <JADEEYE's A.I> --------------------------------- ;=================================================================================== [State -1] type = ChangeState value = 0 triggerall = AILevel >= 5 trigger1 = stateno = 40 && p2dist x < 140 trigger2 = stateno = 21 && p2bodydist x > 165 trigger3 = stateno = 21 && (p2bodydist x = [75,160]) && (enemynear, anim = 20) && (enemynear, time > 150) ctrl = 1 [State -1] type = ChangeState value = 12 triggerall = AILevel >= 5 trigger1 = stateno = 15 && (p2dist x > 160 || time > 150 || (enemynear, alive = 0) || !((facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)))) ctrl = 1 [State -1, Crouch] type = ChangeState value = 14 triggerall = AILevel >= 5 triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = stateno = 21 && p2bodydist x < 90 && life >= (enemynear, life) [State -1, Walk] type = ChangeState value = 21 triggerall = AILevel >= 5 && numenemy triggerall = roundstate=2 && statetype=S && !inguarddist && anim!=5 triggerall = !((stateno=[10,12]) || stateno=21 || (stateno=[100,101]) || (stateno=[760,761])) trigger1 = ctrl && (p2bodydist x=[75,160]) && random<500*(AILevel**2/64.0) [State -1, Jump] type=ChangeState value = 40 triggerall= AILevel >= 5 && numenemy triggerall= roundstate=2 && statetype!=A && (ctrl || stateno=21) triggerall= enemynear,p2dist x>=0 || backedgebodydist<=80 trigger1= enemynear,movetype=A && ((enemynear,stateno=[1000,1999]) || (enemynear,stateno=[3000,3999])) trigger1= p2bodydist x>=120 && (((enemynear,numhelper) && !numhelper(9741)) || (enemynear,numproj)) trigger1= !(enemynear,statetype=A) && random<100*(AILevel**2/64.0) trigger2= enemynear,statetype=A && (p2bodydist x=[40,60]) && (p2dist y=[-110,-80]) trigger2= enemynear,vel x>=0 && !(enemynear,movetype=A) && random<50*(AILevel**2/64.0) [State -1, High Jump] type=ChangeState value = 41 triggerall = AILevel >= 5 && numenemy && roundstate=2 && statetype!=A triggerall = (p2dist x = [200,250]) && !inguarddist && p2statetype != A && p2statetype != L triggerall = random<100*(AILevel**2/64.0) && (stateno != [120,153]) && (stateno != [710,715]) trigger1 = ctrl || stateno = 21 [State -1, Low Jump] type=ChangeState value = 42 triggerall = AILevel >= 5 && numenemy && roundstate=2 && statetype!=A && p2movetype != A triggerall = (p2dist x = [170,190]) && !inguarddist && p2statetype != A && p2statetype != L triggerall = (stateno != [120,153]) && (stateno != [710,715]) trigger1 = (ctrl || stateno = 21) && random<100*(AILevel**2/64.0) [State -1, Guarding Remove Var] type=VarSet trigger1= AILevel >= 5 && roundstate=2 trigger1= var(28) var(28)=0 ignorehitpause=1 [State -1, No Guarding Var] type=VarSet triggerall= AILevel >= 5 && roundstate=2 trigger1= ((stateno=[760,762]) || (prevstateno=[760,762])) trigger2= enemynear,hitdefattr=SCA,AT trigger3= (prevstateno=[700,715]) var(28)=1 ignorehitpause=1 [State -1, No Guarding] type=AssertSpecial trigger1= AILevel >= 5 && roundstate=2 trigger1= var(28) flag=nostandguard flag2=nocrouchguard flag3=noairguard ignorehitpause=1 [State -1, Stop Guarding] type=ChangeState triggerall= AILevel >= 5 && roundstate=2 triggerall= stateno=[120,130] trigger1= var(28) value=140 ignorehitpause=1 [State -1, Enemy Starts To Attack] type=VarSet triggerall= AILevel >= 5 && roundstate=2 && var(46)=0 trigger1= enemynear,movetype=A && enemynear,time<=2 var(46)=1 [State -1, Enemy Attacking] type=VarSet triggerall= AILevel >= 5 && roundstate=2 && var(46)!=2 trigger1= enemynear,hitdefattr=SCA,AA,AP,AT trigger2= enemynear,movetype=A && (enemynear,stateno=[3000,4999]) && enemynear,time<=2 var(46)=2 ignorehitpause=1 [State -1, Enemy Attacking Ending] type=VarSet triggerall= AILevel >= 5 && roundstate=2 && var(46)=2 trigger1= !(enemynear,ctrl) && !(enemynear,hitdefattr=SCA,AA,AP,AT) trigger1= ifelse(enemynear,stateno<=3000,1,enemynear,time>=60) trigger2= abs(enemynear,animtime)<=10 var(46)=3 ignorehitpause=1 [State -1, Enemy Not Attacking At All] type=VarSet triggerall= AILevel >= 5 && roundstate=2 && var(46) trigger1= (enemynear,ctrl) trigger2= enemynear,stateno<=200 var(46)=0 ignorehitpause=1 [State -1, Run Fwd] type = ChangeState value = 100 triggerall = AILevel && NumEnemy && !inguarddist triggerall = RoundState = 2 && StateType != A triggerall = ctrl || stateno = 21 triggerall = P2BodyDist x >= 160 && Random < (150 * (AILevel ** 2 / 64.0)) trigger1 = numpartner >= 1 && (partner, stateno = [5000,5050]) [State -1, Run Fwd] type = ChangeState value = 100 triggerall = AILevel && NumEnemy && !inguarddist triggerall = RoundState = 2 && StateType != A triggerall = ctrl || stateno = 21 trigger1 = P2BodyDist x >= 160 && Random < (75 * (AILevel ** 2 / 64.0)) [State -1, Guard] type = ChangeState value = 120 triggerall = AILevel >= 5 && numenemy triggerall = roundstate=2 && inguarddist triggerall = enemynear,p2dist x>=0 && !(stateno=[120,155]) && !var(26) && !var(28) trigger1 = (ctrl || stateno=0 || stateno=20 || stateno=21 || stateno=15) trigger1 = !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<=120) trigger1 = statetype!=A || enemynear,statetype=A trigger1 = ifelse(statetype=A,((var(3)!=[1,2]) || stateno=5210),1) trigger1 = random<((500*(var(46)=[1,2])+ifelse((enemynear,stateno=[200,699]),333,ifelse((enemynear,stateno=[1000,2999]),666,1000))))*(AILevel**2/64.0) [State -1, Dodge] type = ChangeState value = 700 triggerall = AILevel >= 5 triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (StateNo = [100,101]) || stateno=21 || stateno=15) && random < (150 * (AIlevel ** 2 / 64.0)) trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [35,60]) && (enemynear, hitdefattr = SCA, NA) && (enemynear, movetype = A) trigger2 = (ctrl || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno=21 || stateno=15) && random < (75 * (AIlevel ** 2 / 64.0)) trigger2 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger2 = p2statetype = A && (p2bodydist x = [-35,60]) && p2dist y >= -150 && (enemynear, movetype = A) && (enemynear, vel x >= 0) && (enemynear, vel y > 0) [State -1, Roll Forward] type = ChangeState value = 710 triggerall = AILevel >= 5 triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H) || stateno = 15) && random < (75 * (AIlevel ** 2 / 64.0)) trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [40,80]) && (enemynear, movetype = A) && (enemynear, stateno < 3000) trigger1 = (enemynear, stateno != [200,205]) && (enemynear, stateno != [210,215]) && (enemynear, stateno != [230,235]) && (enemynear, stateno != [240,245]) && (enemynear, stateno != [400,405]) && (enemynear, stateno != [410,415]) && (enemynear, stateno != [430,435]) && (enemynear, stateno != [440,445]) [State -1, Roll Forward] type = ChangeState value = 710 triggerall = AILevel && prevstateno != 710 triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21) trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj)) trigger1 = p2dist x >= 180 && inguarddist trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) [State -1, Roll Forward] type = ChangeState value = 710 triggerall = AILevel && prevstateno != 710 triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21) trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj)) trigger1 = p2dist x < 180 && (enemynear, alive = 0) && inguarddist [State -1, Roll Back] type = ChangeState value = 715 triggerall = AILevel triggerall = roundstate = 2 && statetype != A && random < (200 * (AIlevel ** 2 / 64.0)) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = (ctrl || stateno = 15 || stateno = 21) && (enemynear, stateno = 5110) && p2bodydist x <= 25 && backedgebodydist >= 120 [State -1, Roll Back] type = ChangeState value = 715 triggerall = AILevel triggerall = roundstate = 2 && statetype != A && prevstateno != 715 && backedgebodydist >= 80 trigger1 = (ctrl || stateno = 15 || stateno = 21) && enemynear, statetype = L && p2bodydist x <= 35 && random < (50 * (AIlevel ** 2 / 64.0)) trigger2 = AILevel >= 5 && (ctrl || stateno = 21) && p2statetype != A && p2statetype != L && (p2bodydist x = [55,80]) && p2movetype = A && random < (100 * (AIlevel ** 2 / 64.0)) [State -1, Power Charge] type = ChangeState value = 730 triggerall = AILevel triggerall= roundstate = 2 && statetype != A && !var(20) triggerall = numenemy triggerall= random < (100 * (AIlevel ** 2 / 64.0)) && !inguarddist && p2movetype != A && p2dist x >= 160 triggerall = power < powermax trigger1 = ctrl [State -1, Zero Counter] type = ChangeState value = 750 triggerall = AILevel trigger1= roundstate = 2 && random < (150 * (AIlevel ** 2 / 64.0)) && statetype != A trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = power >= 1000 && !var(20) && backedgebodydist <= 35 trigger1 = StateNo = 150 || StateNo = 152 trigger1 = p2bodydist x <= 40 [State -1, MAX Mode] type = ChangeState value = 770 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = power >= 2000 && p2dist x >= 150 && var(20) <= 0 trigger1 = ctrl || (Stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Throw] type = ChangeState value = 800 triggerall = AILevel && prevstateno != 800 triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = S triggerall = p2statetype != A && p2statetype != L && p2bodydist x <= 30 && p2movetype != H trigger1 = ctrl [State -1, AI Standing Parry] type = hitoverride triggerall = AIlevel && numenemy triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl && random < (175 * (AIlevel ** 2 / 64.0))) || ((stateno = [760, 761]) && random < (250 * (AIlevel ** 2 / 64.0))) trigger1 = var(27) := 1 attr = SA, AA, AP stateno = 760 slot = 0 time = 8 [State -1, AI Crouching Parry] type = hitoverride triggerall = AIlevel && numenemy triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl && random < (175 * (AIlevel ** 2 / 64.0))) || ((stateno = [760, 761]) && random < (250 * (AIlevel ** 2 / 64.0))) trigger1 = var(27) := 2 attr = C, AA, AP stateno = 761 slot = 0 time = 8 [State -1, AI Air Parry] type = hitoverride triggerall = AIlevel && numenemy triggerall = roundstate = 2 && statetype = A trigger1 = (ctrl && random < (200 * (AIlevel ** 2 / 64.0))) || (stateno = 762 && random < (250 * (AIlevel ** 2 / 64.0))) trigger1 = var(27) := 3 attr = SA, AA, AP stateno = 762 forceair = 1 slot = 0 time = 7 [State -1, Reset Parry] type = hitoverride triggerall = AIlevel trigger1 = (!ctrl && (stateno != [760, 762]) && stateno != 5120) trigger2 = movetype != I || (stateno = [100, 106]) || (stateno = [120, 132]) trigger3 = (statetype = S || statetype = C) && var(27) != 1 && var(27) != 2 trigger4 = statetype = A && var(27) != 3 slot = 0 time = 0 [State -1, Haoh Shikoken] type = ChangeState value = 3000 triggerall = (AILevel = [1,4]) && !inguarddist && ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = RoundState = 2 && StateType != A && !Var(53) && !var(39) && p2statetype != L trigger1 = (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0)) && (P2Dist x = [350,400]) && (P2Dist y = [-100,-60]) && p2movetype != H trigger2 = (stateno = 225 ||stateno = 245 || stateno = 311 || stateno = 410) && moveguarded && random < (150 * (AIlevel ** 2 / 64.0)) && p2statetype != A && Var(53) [State -1, Haoh Shikoken] type = ChangeState value = 3000 triggerall = AILevel && !inguarddist triggerall = RoundState = 2 && StateType != A && !Var(53) && !var(39) trigger1 = (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21) && Random < (150 * (AILevel ** 2 / 64.0)) trigger1 = (P2Dist x = [350,400]) && (P2Dist y = [-100,-60]) && p2statetype = A && (EnemyNear, vel y >= 0) trigger1 = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger2 = (stateno = [1100,1120]) && movecontact && Random < (250 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,100]) && p2dist y >= -90 trigger2 = ifelse(var(20) <= 0, (power = [1000,2999]), (power = [0,999])) trigger3 = stateno = 1400 && movehit && time > 17 && Random < (250 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,55]) && p2dist y >= -90 && (p2stateno = [5000,5050]) trigger3 = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger4 = AILevel >= 5 && stateno = 1440 && time > 1 && ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger5 = stateno = 1351 && p2stateno = 1353 && (time = [90,100]) && random < (200 * (AIlevel ** 2 / 64.0)) && ifelse(var(20) <= 0, (power = [1000,1999]), (power = [0,999])) [State -1, Kishin Geki] type = ChangeState value = 3100 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A && ifelse(var(20) <= 0, power >= 1000, power >= 0) && !Var(53) triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,25]) && PrevStateno != 1350 && p2stateno != 40 triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 trigger1 = numenemy = 1 trigger2 = numenemy = 2 && ((enemy, alive = 0) || (enemy(numenemy = 2), alive = 0)) [State -1, Kyokugen Kohou] type = ChangeState value = 3200 triggerall = RoundState = 2 && StateType != A && Var(51) triggerall = ifelse(var(20) <= 0, (power = [1000,2999]), (power = [0,999])) trigger1 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && p2statetype != A && (p2bodydist x = [0,40]) && (enemynear, vel x >= 0) && (enemynear, anim != 11) && p2movetype != H trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = AILevel >= 5 && random < (200 * (AIlevel ** 2 / 64.0)) && p2statetype != A && (p2bodydist x = [0,40]) && (enemynear,movetype = A) && (enemynear,vel x >= 0) trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 [State -1, Ryuko Ranbu] type = ChangeState value = 3300 triggerall = AILevel && (p2dist x = [0,155]) triggerall = roundstate = 2 && statetype != A && !inguarddist && ifelse(var(20) <= 0, (power = [1000,1999]), (power = [0,999])) && p2statetype != L trigger1 = stateno = 440 && movehit && random < (250 * (AIlevel ** 2 / 64.0)) && p2statetype != A && time < 9 && (p2stateno = [5000,5050]) trigger2 = AILevel >= 5 && stateno = 1440 && !movecontact && random < (250 * (AIlevel ** 2 / 64.0)) trigger3 = stateno = 1620 && p2stateno = 1759 && time < 50 && random < (200 * (AIlevel ** 2 / 64.0)) trigger4 = (stateno = 225 ||stateno = 245 || stateno = 311 || stateno = 410) && movehit && random < (250 * (AIlevel ** 2 / 64.0)) && p2statetype != A && Var(53) && (p2stateno = [5000,5050]) [State -1, Ryuko Ranbu Max] type = ChangeState value = 3350 triggerall = AILevel triggerall = roundstate = 2 && statetype != A && !inguarddist && ifelse(var(20) <= 0, power >= 2000, power >= 1000) && p2statetype != L trigger1 = stateno = 440 && movehit && random < (300 * (AIlevel ** 2 / 64.0)) && (p2dist x = [0,160]) && p2statetype != A && (p2stateno = [5000,5050]) trigger2 = (stateno = [1100,1120]) && movehit && Random < (350 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,100]) && p2dist y >= -90 && (p2stateno = [5000,5050]) trigger3 = stateno = 1400 && movehit && time > 17 && Random < (250 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,55]) && p2dist y >= -90 && (p2stateno = [5000,5050]) trigger4 = AILevel >= 5 && stateno = 1440 && !movecontact && (p2dist x = [0,160]) && random < (250 * (AIlevel ** 2 / 64.0)) trigger5 = stateno = 1620 && p2stateno = 1759 && time < 50 && (p2dist x = [0,160]) && random < (200 * (AIlevel ** 2 / 64.0)) trigger6 = (stateno = 225 ||stateno = 245 || stateno = 311 || stateno = 410) && movehit && random < (350 * (AIlevel ** 2 / 64.0)) && p2statetype != A && Var(53) && (p2dist x = [0,160]) && (p2stateno = [5000,5050]) trigger7 = stateno = 1351 && p2stateno = 1353 && (time = [90,100]) && random < (250 * (AIlevel ** 2 / 64.0)) trigger6 = stateno = 3100 && time > 87 && (p2stateno = [5000,5030]) && random < (350 * (AIlevel ** 2 / 64.0)) && (p2dist x = [0,160]) [State -1, Built Upper] type = ChangeState value = 4000 triggerall = RoundState = 2 && StateType != A && !Var(53) triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) && p2statetype != L trigger1 = AILevel >= 5 && random < (300 * (AIlevel ** 2 / 64.0)) && (p2bodydist x = [0,60]) && (enemynear,movetype = A) && p2statetype != A trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 trigger2 = AILevel && (stateno = [1100,1120]) && movehit && Random < (300 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,100]) && p2dist y >= -90 && (p2stateno = [5000,5050]) trigger3 = AILevel && (stateno = 235 || stateno = 245 || stateno = 410 || stateno = 430 || stateno = 440) && movehit && Random < (350 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,50]) && p2statetype != A && (p2stateno = [5000,5050]) trigger4 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && p2statetype != A && (p2bodydist x = [0,60]) && (enemynear, vel x >= 0) && (enemynear, anim != 11) && p2movetype != H trigger4 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, Kosatsu Jin] type = ChangeState value = 4200 triggerall = Var(53) triggerall = roundstate = 2 && statetype != A && p2statetype != A && p2statetype != L && ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = AILevel >= 5 && (p2bodydist x = [0,80]) && random < (350 * (AIlevel ** 2 / 64.0)) && p2movetype = A && p2stateno < 1000 trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21 trigger2 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && (p2bodydist x = [0,60]) && (enemynear, vel x >= 0) && (enemynear, anim != 11) && p2movetype != H trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, EX KoohKen] type = ChangeState value = 1050 triggerall = AILevel >= 5 triggerall = roundstate = 2 && statetype != A && !Var(53) && !inguarddist triggerall = p2statetype != L && p2statetype != A && (p2dist x = [200,350]) && ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 triggerall = (p2stateno = [1000,2999]) && (enemynear, time < 5) && random < (200 * (AIlevel ** 2 / 64.0)) trigger1 = NumHelper(1651) <= 0 trigger2 = NumHelper(1651) <= 1 trigger2 = Helper(1651),StateNo = [1015,1016] [State -1, EX KoohKen] type = ChangeState value = 1050 triggerall = AILevel >= 5 triggerall = roundstate = 2 && statetype != A && !Var(53) && !inguarddist triggerall = p2statetype != L && p2statetype != A && (p2dist x = [200,350]) && ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 triggerall = (p2stateno != [120,153]) && random < (125 * (AIlevel ** 2 / 64.0)) && numpartner >= 1 && (partner, alive) trigger1 = NumHelper(1651) <= 0 trigger2 = NumHelper(1651) <= 1 trigger2 = Helper(1651),StateNo = [1015,1016] [State -1, EX Zanretsuken] type = ChangeState value = 1350 triggerall = !Var(53) && roundstate = 2 && statetype != A && p2statetype = S && (p2bodydist x = [0,35]) && (enemynear,const(size.head.pos.y) <= -40) trigger1 = AILevel >= 5 && (stateno = 235 || stateno = 245 || stateno = 301 || stateno = 410 || stateno = 430) && movehit && random < (300 * (AIlevel ** 2 / 64.0)) && ifelse(var(20) <= 0, power >= 1500, power >= 1000) && (p2stateno = [5000,5050]) trigger2 = (AILevel = [1,4]) && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])) && random < (150 * (AIlevel ** 2 / 64.0)) && p2movetype != H && ifelse(var(20) <= 0, power >= 500, power >= 0) [State -1, EX Zanretsuken] type = ChangeState value = 1350 triggerall = AILevel && roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A && !Var(53) && ifelse(var(20) <= 0, power >= 1500, power >= 1000) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 trigger1 = p2statetype = A && (p2dist x = [100,160]) && (p2dist y = [-130,-70]) && (enemynear, vel x > 0) && (enemynear, vel y >= 0) && p2movetype != A trigger2 = (enemynear, stateno = [5035, 5050]) && p2statetype = A && (p2bodydist x = [0, 40]) && (p2dist y = [-50,-15]) && (enemynear, vel y > 0) trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 [State -1, EX ShouranKyaku] type = ChangeState value = 1550 triggerall = AILevel >= 5 && !Var(53) triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0)) triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = (enemynear, stateno != [200,599]) triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = p2statetype != A && p2statetype != L && (p2dist x = [100,170]) && (enemynear, vel x = 0) && (enemynear, time = [10,15]) && (enemynear, stateno = 1000) triggerall = !((enemynear, numhelper) && (enemynear, hitdefattr = SCA, NA, SA, HA)) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21 [State -1, EX Shikouken] type = ChangeState value = 1750 triggerall = AILevel >= 5 && Var(53) triggerall = roundstate = 2 && statetype != A && !inguarddist && ifelse(var(20) <= 0, power >= 1500, power >= 1000) triggerall = p2statetype != A && p2statetype != L && (enemynear,const(size.head.pos.y) <= -40) triggerall = NumHelper(1751) <= 0 || (NumHelper(1751) <= 1 && (Helper(1751),StateNo = [1603,1604])) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 trigger1 = (p2dist x = [45,75]) && random < (50 * (AIlevel ** 2 / 64.0)) && p2movetype != A && (p2stateno != [5000,5050]) trigger2 = (stateno = 225 || stateno = 245 || stateno = 311 || stateno = 410) && moveguarded trigger2 = (p2dist x = [0,75]) && random < (350 * (AIlevel ** 2 / 64.0)) [State -1, All KoohKen] type = ChangeState value = 1000 triggerall = AILevel triggerall = roundstate = 2 && random < (150 * (AIlevel ** 2 / 64.0)) && statetype != A && !Var(53) && (enemynear, vel y >= 0) triggerall = p2statetype != L && (p2dist x = [190,300]) && (p2dist y = [-70,20]) && (enemynear,const(size.head.pos.y) <= -40) triggerall = NumHelper(1001) <= 0 || (NumHelper(1001) <= 1 && (Helper(1001),StateNo = [1015,1016])) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 [State -1, Light Kohou] type = ChangeState value = 1100 triggerall = roundstate = 2 && statetype != A && Var(51) && var(20) <= 0 && power < 1000 triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,40]) && (enemynear,const(size.head.pos.y) <= -40) trigger1 = (AILevel = [1,4]) && random < (200 * (AIlevel ** 2 / 64.0)) && (enemynear, vel x >= 0) && (enemynear, anim != 21) && p2movetype != H trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = AILevel >= 5 && ((random < (125 * (AIlevel ** 2 / 64.0)) && statetype = S) || (random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C)) && p2movetype = A trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21 [State -1, Medium Kohou] type = ChangeState value = 1110 triggerall = AILevel && Var(51) triggerall = roundstate = 2 && statetype != A trigger1 = random < (220 * (AIlevel ** 2 / 64.0)) && (enemynear, vel x >= 0) && (p2bodydist x = [5,35]) && (p2dist y = [-60,-40]) && p2statetype = A && p2movetype != H trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 trigger2 = (enemynear, stateno = [5035, 5050]) && p2statetype = A && (p2bodydist x = [0, 40]) && (p2dist y = [-50,-15]) && (enemynear, vel y > 0) trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 [State -1, Strong Kohou] type = ChangeState value = 1120 triggerall = roundstate = 2 && statetype != A && Var(51) && ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,40]) && (enemynear,const(size.head.pos.y) <= -40) trigger1 = (AILevel = [1,4]) && random < (200 * (AIlevel ** 2 / 64.0)) && (enemynear, vel x >= 0) && (enemynear, anim != 21) && p2movetype != H trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = AILevel >= 5 && ((random < (125 * (AIlevel ** 2 / 64.0)) && statetype = S) || (random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C)) && p2movetype = A trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21 [State -1, Medium HienShippuKyaku] type = ChangeState value = 1210 triggerall = AILevel triggerall = roundstate = 2 && statetype != A && Var(52) && !Var(53) && !inguarddist triggerall = p2statetype != A && p2statetype != L && (enemynear,const(size.head.pos.y) <= -40) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger1 = AILevel >= 5 && random < (50 * (AIlevel ** 2 / 64.0)) && (p2dist x = [140,160]) && (p2stateno != [150,153]) trigger2 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) && (p2dist x = [140,160]) && (p2stateno != [150,153]) trigger3 = (stateno = 225 || stateno = 245 || stateno = 301 || stateno = 311 || stateno = 410) && movehit && random < (250 * (AIlevel ** 2 / 64.0)) && (p2dist x = [0,160]) && (p2stateno = [5000,5050]) [State -1, Light Zanretsuken] type = ChangeState value = 1300 triggerall = roundstate = 2 && random < (150 * (AIlevel ** 2 / 64.0)) && statetype != A && !Var(53) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 trigger1 = AILevel && p2statetype = A && (p2dist x = [100,160]) && (p2dist y = [-130,-70]) && (enemynear, vel x > 0) && (enemynear, vel y >= 0) && p2movetype != A trigger2 = (AILevel = [1,4]) && p2statetype = S && (enemynear,const(size.head.pos.y) <= -40) && (p2bodydist x = [50,60]) [State -1, Light MoukoBuraiGan] type = ChangeState value = 1400 triggerall = (AILevel = [1,4]) triggerall = roundstate = 2 && p2statetype = S triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger1 = (p2bodydist x = [35,45]) && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A [State -1, Light MoukoBuraiGan] type = ChangeState value = 1400 triggerall = AILevel >= 5 triggerall = roundstate = 2 && p2statetype = S triggerall = p2stateno < 1000 && p2stateno != 230 && p2movetype = A triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21 trigger1 = (p2bodydist x = [35,45]) && random < (100 * (AIlevel ** 2 / 64.0)) && statetype = S trigger2 = (p2bodydist x = [35,45]) && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C [State -1, Light MoukoBuraiGan] type = ChangeState value = 1430 triggerall = AILevel >= 5 triggerall = roundstate = 2 && p2statetype = S triggerall = p2stateno < 1000 && p2stateno != 230 && p2movetype = A triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21 trigger1 = (p2bodydist x = [46,80]) && ifelse(var(20) <= 0, power >= 1000, power >= 0) && random < (100 * (AIlevel ** 2 / 64.0)) && statetype = S trigger2 = (p2bodydist x = [46,80]) && ifelse(var(20) <= 0, power >= 1000, power >= 0) && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = C [State -1, ShouranKyaku] type = ChangeState value = 1500 triggerall = !Var(53) triggerall = roundstate = 2 && statetype != A triggerall = (enemynear, movetype != H) && (enemynear, movetype != A) && !inguarddist triggerall = p2statetype != A && p2statetype != L && (p2dist x = [100,130]) triggerall = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 trigger1 = AILevel >= 5 && random < (40 * (AIlevel ** 2 / 64.0)) trigger2 = (AILevel = [1,4]) && random < (150 * (AIlevel ** 2 / 64.0)) [State -1, Strong 2002 Shikouken] type = ChangeState value = 1620 triggerall = AILevel && Var(53) triggerall = roundstate = 2 && random < (50 * (AIlevel ** 2 / 64.0)) && statetype != A && !inguarddist && ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,155]) && (enemynear,const(size.head.pos.y) <= -40) && p2movetype != A && (p2stateno != [5000,5050]) triggerall = NumHelper(1621) <= 0 || (NumHelper(1621) <= 1 && (Helper(1621),StateNo = [1603,1604])) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 15 || stateno = 21 [State -1, 2002 Hien Shippu Kykau] type = ChangeState value = 1800 triggerall = AILevel triggerall = roundstate = 2 && random < (75 * (AIlevel ** 2 / 64.0)) && statetype != A && Var(53) triggerall = p2statetype = S && (p2bodydist x = [30,40]) && (enemynear,const(size.head.pos.y) <= -40) && p2movetype != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 [State -1, Sanchin No Kata] type = ChangeState value = 1900 triggerall = AILevel && Var(53) triggerall = roundstate = 2 && statetype != A && random < (100 * (AIlevel ** 2 / 64.0)) trigger1 = (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || ((Stateno = [120,131]) && movetype != H) || stateno = 15 || stateno = 21) trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj)) trigger1 = p2dist x >= 180 && inguarddist [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype = S && (p2bodydist x = [40,55]) && (enemynear,const(size.head.pos.y) <= -40) trigger1 = ctrl || (stateno = [100,101]) || stateno = 21 [State -1, Stand Strong Punch (Dodge)] type = ChangeState value = 221 triggerall = AILevel >= 5 triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [51,55]) trigger1 = stateno = 700 && time > 18 [State -1, Stand Strong Punch Close] type = ChangeState value = 225 triggerall = AILevel triggerall = random < (200 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,10]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 21 [State -1, Stand Light Kick Close] type = ChangeState value = 235 triggerall = AILevel triggerall = roundstate = 2 && random < (210 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,20]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 21 [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = AILevel && roundstate = 2 && statetype != A triggerall = ctrl || (stateno = [100,101]) || stateno = 21 trigger1 = (enemynear, vel x >= 0) && (enemynear, vel y > 0) && (enemynear,stateno != [5030,5050]) trigger1 = p2statetype = A && (p2bodydist x = [28,40]) && p2dist y >= -90 && random < (200 * (AIlevel ** 2 / 64.0)) trigger2 = (p2bodydist x = [40,50]) && p2statetype = S && (enemynear,const(size.head.pos.y) <= -40) && random < (125 * (AIlevel ** 2 / 64.0)) [State -1, Stand Medium Kick Close] type = ChangeState value = 245 triggerall = AILevel triggerall = roundstate = 2 && random < (220 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [10,22]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 21 [State -1, Stand Medium Kick Close (Dodge)] type = ChangeState value = 245 triggerall = AILevel >= 5 triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,50]) trigger1 = stateno = 700 && time > 18 [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [40,55]) && (enemynear,const(size.head.pos.y) <= -40) trigger1 = ctrl || (stateno = [100,101]) || stateno = 21 [State -1, Oniguruma (Combo)] type = ChangeState value = 301 triggerall = AILevel && !Var(53) triggerall = roundstate = 2 && statetype != A && random < (300 * (AIlevel ** 2 / 64.0)) triggerall = p2statetype = S && (p2bodydist x = [0,40]) && (enemynear,const(size.head.pos.y) <= -40) trigger1 = (stateno = 225 || stateno = 235 || stateno = 410 || stateno = 430) && movehit && random < (300 * (AIlevel ** 2 / 64.0)) && (p2stateno = [5000,5050]) [State -1, Kawara Wari] type = ChangeState value = 310 triggerall = AILevel >= 5 triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype = C && (p2bodydist x = [0,30]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 21 [State -1, Kawara Wari (Combo)] type = ChangeState value = 311 triggerall = AILevel triggerall = roundstate = 2 && random < (250 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,30]) trigger1 = (stateno = 235 || stateno = 430) && movecontact [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [0,49]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = AILevel triggerall = roundstate = 2 && statetype != A && random < (200 * (AIlevel ** 2 / 64.0)) triggerall = (enemynear, vel x >= 0) && (enemynear, vel y >= 0) && (p2bodydist x = [0,10]) && p2dist y >= -120 && p2statetype = A triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = AILevel triggerall = roundstate = 2 && statetype != A && random < (200 * (AIlevel ** 2 / 64.0)) triggerall = (enemynear, vel x > 0) && (enemynear, vel y = 0) && (p2bodydist x = [0,20]) && p2dist y >= -40 && p2statetype = A && (enemynear, vel x > 5) trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = AILevel triggerall = random < (220 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,30]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = AILevel triggerall = roundstate = 2 && ifelse(life > lifemax * 0.5,random < (200 * (AIlevel ** 2 / 64.0)),random < (50 * (AIlevel ** 2 / 64.0))) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [40,85]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = AILevel triggerall = roundstate = 2 && random < (210 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [36,45]) trigger1 = ctrl || (stateno = [100,101]) || stateno = 15 || stateno = 21 [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A triggerall = p2statetype = A && (p2bodydist x = [-1,45]) && (p2dist y = [-80,-31]) trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A triggerall = p2statetype = A && (p2bodydist x = [-1,45]) && (p2dist y = [-30,20]) trigger1 = ctrl [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A && vel y > 0 triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,55]) && (p2dist y = [-30,100]) trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A && Vel X = 0 && vel y > 0 triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,50]) && (p2dist y = [-30,90]) trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 655 triggerall = AILevel && Roundstate = 2 && numenemy && statetype = A && p2statetype != L && random < (200 * (AIlevel ** 2 / 64.0)) && (p2bodydist x = [0,60]) && (p2dist y = [-30,80]) && Vel X != 0 trigger1 = ctrl && (stateno = 50 && anim = 52) [State -1, Jump Strong Kick] type = ChangeState value = 655 triggerall = AILevel triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype = A && Vel X != 0 && vel y > 0 triggerall = p2statetype != A && p2statetype != L && (p2bodydist x = [-1,55]) && (p2dist y = [-30,90]) trigger1 = ctrl
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