[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
[Defaults]
command.time = 30
command.buffer.time = 1
;-| 2/3 Button Combination |-----------------------------------------------
[command]
name = "recovery";required (do not remove)
command = x+y
time = 1
[Command]
name = "undizzy"
command = ~B, F, B, F, B, F, B, F
time = 35
[Command]
name = "undizzy"
command = ~D, U, D, U, D, U, D, U
time = 35
;-| push back |-----------------------------------------------------------
[command]
name = "guardpush"
command = x+y
time = 10
[command]
name = "guardpush"
command = x+z
time = 10
[command]
name = "guardpush"
command = z+y
time = 10
;-| super jump |-----------------------------------------------------------
[command]
name = "du"
command = ~D, $U
time = 8
[command]
name = "abc"
command = a+b+c
time = 8
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$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 = /$D
time = 1
;-| Hold Button |--------------------------------------------------------
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "fwd_z"
command = /F,z
time = 1
;-| CPU |----------------------------------------------------------------
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
[Command]
name = "holda2"
command = /a
time = 1
[Command]
name = "holdb2"
command = /b
time = 1
[Command]
name = "holdc2"
command = /c
time = 1
[Command]
name = "holdx2"
command = /x
time = 1
[Command]
name = "holdy2"
command = /y
time = 1
[Command]
name = "holdz2"
command = /z
time = 1
[Command]
name = "holdstart2"
command = /s
time = 1
[Command]
name = "recovery2"
command = x+a
time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "108PH"
command = ~D, DF, F, x+y
time = 10
[Command]
name = "108PH"
command = ~D, DF, F, y+z
time = 10
[Command]
name = "108PH"
command = ~D, DF, F, x+z
time = 10
[Command]
name = "KTM"
command = ~D, DB, B, x+y
time = 32
[Command]
name = "KTM"
command = ~D, DB, B, y+z
time = 32
[Command]
name = "KTM"
command = ~D, DB, B, x+z
time = 32
[Command]
name = "KT"
command = ~D, DF, F, a+b
time = 32
[Command]
name = "KT"
command = ~D, DF, F, b+c
time = 32
[Command]
name = "KT"
command =~D, DF, F, a+c
time = 32
;-| Special Motions |------------------------------------------------------
[Command]
name = "01"
command = ~D, DF, F, x
[Command]
name = "02"
command = ~D, DF, F, y
[Command]
name = "03"
command = ~D, DF, F, z
[Command]
name = "04"
command = ~F, D, DF, x
[Command]
name = "05"
command = ~F, D, DF, y
[Command]
name = "06"
command = ~F, D, DF, z
[Command]
name = "07"
command = ~D, DB, B, a
[Command]
name = "08"
command = ~D, DB, B, b
[Command]
name = "09"
command = ~D, DB, B,c
[Command]
name = "yy"
command = ~y, y, y
[Command]
name = "bwdb"
command = /B,b
time = 1
[Command]
name = "bwdz"
command = /B,z
time = 1
[Command]
name = "fwdz"
command = /F,z
time = 1
[Command]
name = "az"
command =/D,z
[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 = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "down";Required (do not remove)
command = $D
time = 1
;throw shouldersuplex
[Command]
name = "2k"
command = a+b
time = 5
[Command]
name = "2k"
command = b+c
time = 5
[Command]
name = "2k"
command = c+a
time = 5
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+a
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------------------------------------------------------------------
[Statedef -1]
;===========================================================================
; Skill Section
;===========================================================================
;===========================================================================
;Artificial Intelligence
;===========================================================================
;var(59) = AI variable
;var(50) = Difficulty variable
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300
;--------------------------------------------------------------------------------------------------------------------------------
;===========================================================================
;Artificial Intelligence
;===========================================================================
;var(59) = AI variable
;var(50) = Difficulty variable
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300
;--------------------------------------------------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------------------------------------------------
;You're boring him.....===========================================================================
[State -1, random taunt]
type = changestate
value = 195
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X >= 50
triggerall = random <= 50
triggerall = life >= p2life+350
trigger1 = p2stateno = 5050
trigger2 = p2stateno = [5100,5101]
trigger3 = p2stateno = 5120 || p2stateno = 5020 || p2stateno = 5030
[State -1, Super Jump]
type = ChangeState
value = 40
triggerall = var(59) != 0 && roundstate =2; Applied if AI is activated
trigger1 = statetype != A ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated.
trigger1 = movehit >= 1
trigger1 = stateno = 420
[State -1, AI Super Jump]
type = ChangeState
value = 2600
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = command = "holdfwd"
trigger1= p2movetype=A && ctrl && p2bodydist x >70
trigger1 = ctrl
trigger1 = p2stateno= [1000,3999]
trigger2 = movehit >= 1
trigger2= stateno = 420
[State -1, AI Air Run Fwd]
type = ChangeState
triggerall = numhelper(109) = 0
value = 102
triggerall = var(59) = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = stateno != [1400, 1499]
trigger1 = p2bodydist x > 120
trigger1 = Random < 20
[State -1, AI Super Jump]
type = ChangeState
value = 2600
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = command = "holdfwd"
trigger1= p2movetype=A && ctrl && p2bodydist x >80
trigger1 = ctrl
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype != A
triggerall = P2movetype != H
triggerall = P2statetype != A
triggerall = P2statetype != L
trigger1 = ctrl
trigger1 = Random <= 20
trigger1 = p2bodydist X < 3
;Recover
[State -1]
type = ChangeState
value = 5210
triggerall = var(59) != 0
triggerall = canrecover = 1 && roundstate =2
triggerall = random < 499
triggerall = alive
triggerall = time > 20
trigger1 = stateno = 5050
[State -1: Recovery Roll]
type = ChangeState
triggerall = var(59) != 0
triggerall = Alive && Life > 0
triggerall = (StateNo = [5100, 5110]) && prevstateno !=3010
triggerall = Pos Y >= -5
triggerall = time > 10
trigger1 = random < 499
value = 895
[State -1]
Type=ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
Triggerall=Inguarddist
Triggerall=var(59)>0
Triggerall=ctrl
Trigger1 = random< (var(50)*2+(AiLevel>=3)*100)
value=120
[State -1]
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard
[State -1, AI Guard (Standing)]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 130
triggerall = var(59) != 0
triggerall = roundstate =2
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
triggerall = AIlevel > 2 || ((random < 250) && Time <= 1)
triggerall = AIlevel > 4 || ((random < 499) && Time <= 1)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 1)
triggerall = enemy,NumProj = 1
triggerall = (ctrl && statetype != A) || (stateno = 100) || (stateno = 105)
triggerall = p2statetype != C
trigger1 =Enemynear,statetype = A && Enemynear,movetype = A
trigger1 = inguarddist
[State -1, AI Guard (Crouching)]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 131
triggerall = var(59) != 0
triggerall = roundstate =2
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
triggerall = AIlevel > 2 || ((random < 250) && Time <= 1)
triggerall = AIlevel > 4 || ((random < 499) && Time <= 1)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 1)
triggerall = enemy,numproj = 1
triggerall = (ctrl && statetype != A) || (stateno = 100) || (stateno = 105)
triggerall = p2statetype = C
trigger1 =Enemynear,statetype = A && Enemynear,movetype = A
trigger1 = inguarddist
;AI Guard Push (Stand)
[State -1, Guard Push (Stand)]
type = ChangeState
value = 171
triggerall = var(59) != 0
triggerall = roundstate =2
triggerall = stateno = 150
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
triggerall = AIlevel > 2 || ((random < 250) && Time <= 1); Difficulty level
triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) ; Difficulty level
triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level
trigger1 = statetype = S
ignorehitpause = 1
;---------------------------------------------------------------------------
;AI Guard (Air)
[State -1, AI Guard (Air)]
type = ChangeState
value = 132
triggerall = var(59) != 0
triggerall = roundstate =2
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
triggerall = AIlevel > 2 || ((random < 250) && Time <= 1); Difficulty level
triggerall = AIlevel > 4 || ((random < 499) && Time <= 1) ; Difficulty level
triggerall = AIlevel > 7 || ((random < 799) && Time <= 1)
triggerall = enemy,NumProj = 1
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
triggerall = statetype = A
triggerall = ctrl
trigger1 = inguarddist
trigger1 =Enemynear,statetype = A && Enemynear,movetype = A
[State -1]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 0
triggerall = var(59) != 0
triggerall = roundstate = 3
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;ai misc
;---------------------------------------------------------------------------
;==============================Ground Combo=============================================
;COMBO 1
[State -1,1]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 200
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype != A && P2Bodydist Y > -30 && enemynear, statetype != L
triggerall = ctrl = 1
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
trigger1 = P2BodyDist X = [0,40]
trigger1 = random < 499
trigger2 = (stateno=[100,101])
trigger2 = P2BodyDist X = [0,40]
trigger2 = random < 499
[State -1,1]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 430
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype != A && P2Bodydist Y > -30 && enemynear, statetype != L
triggerall = ctrl = 1
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
trigger1 = P2BodyDist X = [0,40]
trigger1 = random < 499
trigger2 = (stateno=[100,101])
trigger2 = P2BodyDist X = [0,40]
trigger2 = random < 499
;
[State -1,2]
type = ChangeState
value = 210
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
trigger1 = stateno = 200
trigger1 = movecontact
;
[State -1,2]
type = ChangeState
value = 240
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
;
[State -1,2]
type = ChangeState
value = 220
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = stateno = 240
trigger2 = movecontact
;
[State -1,2]
type = ChangeState
value = 250
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
trigger1 = stateno = 220
trigger1 = movecontact
;
[State -1,2]
type = ChangeState
value = 420
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
trigger1 = stateno = 220
trigger1 = movecontact
trigger2 = stateno = 250
trigger2 = movecontact
trigger3 = stateno = 410
trigger3 = movecontact
trigger4 = stateno = 440
trigger4 = movecontact
trigger5 = stateno = 450
trigger5 = movecontact && time > 8
;
[State -1,2]
type = ChangeState
value = 440
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
trigger1 = stateno = 430
trigger1 = movecontact
[State -1,1]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 450
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype != A && P2Bodydist Y > -30 && enemynear, statetype != L
triggerall = ctrl = 1
triggerall = (random < 500 * (AIlevel ** 2 / 64.0))
trigger1 = P2BodyDist X = [20,50]
trigger1 = random < 499
trigger2 = (stateno=[100,101])
trigger2 = P2BodyDist X = [20,50]
trigger2 = random < 499
trigger3 = stateno = 220
trigger3 = movecontact
trigger4 = stateno = 250
trigger4 = movecontact
[State -1]
type = ChangeState
value = 600
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype = A
triggerall = (random < (AILevel* 100))
trigger1 = p2bodydist x <= 45 && p2bodydist y = [-80,65]
trigger1 = vel y > 0 && p2statetype != A||p2statetype = A
trigger1 = ctrl
[State -1]
type = ChangeState
value = 630
triggerall = var(59) != 0 && roundstate =2
trigger1 = stateno = 600
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 610
triggerall = var(59) != 0 && roundstate =2
trigger1 = stateno = 630
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 640
triggerall = var(59) != 0 && roundstate =2
trigger1 = stateno = 610
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 620
triggerall = var(59) != 0 && roundstate =2
trigger1 = stateno = 640 && random = [0,499]
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 650
triggerall = var(59) != 0 && roundstate =2
trigger1 = stateno = 640 && random = [0,499]
trigger1 = movecontact >= 2
[State -1,2]
type = ChangeState
value = 1000
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
triggerall = numhelper(1001) < 1
triggerall = numhelper(1011) < 1
triggerall = numhelper(1021) < 1
trigger1 = p2bodydist x = [50,100]
trigger1 = random = [401,700]
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact
trigger3 = stateno = 250
trigger3 = movecontact
[State -1,2]
type = ChangeState
value = 1010
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
triggerall = numhelper(1001) < 1
triggerall = numhelper(1011) < 1
triggerall = numhelper(1021) < 1
trigger1 = p2bodydist x = [50,100]
trigger1 = random = [401,700]
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact
trigger3 = stateno = 250
trigger3 = movecontact
[State -1,2]
type = ChangeState
value = 1020
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
triggerall = numhelper(1001) < 1
triggerall = numhelper(1011) < 1
triggerall = numhelper(1021) < 1
trigger1 = Random < 10
trigger1 = (P2bodydist X >= 90)
trigger2 = stateno = 220
trigger2 = movecontact
trigger3 = stateno = 250
trigger3 = movecontact
[State -1,3]
type = ChangeState
value = 1040
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype = a
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
trigger1 = ctrl
trigger1 = stateno != 100
trigger1 = Random < 20
trigger1 = (P2bodydist X >= 110)
trigger2 = stateno = 610
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
[State -1,32]
type = ChangeState
value = 1100
triggerall = (roundstate = 2) && (var(59) != 0) && random = [401,700]
triggerall = (Ctrl) && (Statetype = S)&& p2statetype = A
trigger1 = (p2bodydist X <= 0)&&(EnemyNear, Pos Y > -100)
trigger1 = (prevstateno != 5120)
[State -1,32]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 1110
triggerall = (roundstate = 2) && (var(59) != 0) && random = [401,700]
triggerall = (Ctrl) && (Statetype = S)&& p2statetype = A
trigger1 = (p2bodydist X <= 0)&&(EnemyNear, Pos Y > -100)
trigger1 = (prevstateno != 5120)
trigger2 = stateno = 220
trigger2 = movecontact
trigger3 = stateno = 250
trigger3 = movecontact
[State -1,32]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 1120
triggerall = (roundstate = 2) && (var(59) != 0) && random = [401,700]
triggerall = (Ctrl) && (Statetype = S)&& p2statetype = A
trigger1 = (p2bodydist X <= 0)&&(EnemyNear, Pos Y > -100)
trigger1 = (prevstateno != 5120)
trigger2 = stateno = 220
trigger2 = movecontact
trigger3 = stateno = 250
trigger3 = movecontact
[State -1,3]
type = ChangeState
value = 1200
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype = a
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
trigger1 = ctrl
trigger1 = stateno != 100
trigger1 = Random < 20
trigger1 = (P2bodydist X >= 110)
trigger2 = stateno = 620
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
[State -1,3]
type = ChangeState
value = 1210
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype = a
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
trigger1 = ctrl
trigger1 = stateno != 100
trigger1 = Random < 20
trigger1 = (P2bodydist X >= 110)
trigger2 = stateno = 620
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
[State -1,3]
type = ChangeState
value = 1220
triggerall = var(59) != 0 && roundstate =2
triggerall = statetype = a
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
trigger1 = ctrl
trigger1 = stateno != 100
trigger1 = Random < 20
trigger1 = (P2bodydist X >= 110)
trigger2 = stateno = 620
trigger2 = movecontact
trigger3 = stateno = 640
trigger3 = movecontact
[State -1,2]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 1300
triggerall = var(59) != 0 && roundstate =2 && random = [401,700]
triggerall = statetype != A
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
triggerall = numhelper(1301) < 1
trigger1 = p2bodydist x = [50,100]
trigger1 = random = [401,700]
trigger1 = ctrl = 1
;
[State -1, ]
type = ChangeState
value = 3000
triggerall = statetype = S && var(59) != 0 && random <= 400
triggerall = stateno != [800,850]
triggerall = power >= 1000
triggerall = p2statetype !=A||((p2bodydist y =[-55,-20])&&enemy,vel y >=0&& AILevel >3)
triggerall = p2statetype !=L
triggerall = enemynear,anim!=5120
triggerall = p2bodydist x = [0,300]
trigger1= p2movetype=A && ctrl && p2bodydist x >90
trigger2 = stateno = [200,499]
trigger2 = movecontact && p2movetype=H
trigger3 = stateno = [1000,1199]
trigger3 = movecontact && p2movetype=H
trigger4= enemynear,anim=5300 && ctrl
[State -1]
type = ChangeState
value = 3010
triggerall = statetype = A && var(59) != 0 && random <= 400
triggerall = movetype != H
triggerall = power >= 1000
triggerall = stateno < 3050
triggerall = stateno != [800,899]
triggerall = AIlevel > 2 || ((random < 250) && Time <= 15)
triggerall = AIlevel > 4 || ((random < 500) && Time <= 10)
triggerall = AIlevel > 7 || ((random < 799) && Time <= 5)
trigger1 = anim = 620
trigger1 = movecontact
trigger2 = anim = 650
trigger2 = movecontact
;
[State -1, ]
type = ChangeState
value = 3200
triggerall = (Var(0) = 0)
triggerall = power >= 3000
triggerall = random <= 31*AILevel
triggerall = AILevel >0
triggerall = statetype != A
triggerall = p2statetype !=A
triggerall = p2statetype !=L
triggerall = ctrl || stateno=20
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)|| (p2stateno=120||p2stateno=140)
triggerall = p2bodydist X < 80
triggerall = p2bodydist y = 0
triggerall = stateno != [800,899]
trigger1= ctrl
trigger2 = (p2stateno =[120,150]) &&ctrl
trigger3 = p2movetype=A && ctrl && (enemynear,hitdefattr!=SCA,AA,AP)&& AIlevel >5
;=======================================================================================
;HYPER COMBOS
[State -1, ]
type = ChangeState
value = 3200
triggerall = Command = "KT"
triggerall = var(59) = 0
triggerall = statetype != a
triggerall = power >= 3000
trigger1 = statetype !=a
trigger1 = ctrl
trigger2 = statetype != a
trigger2=(stateno=[200,499]) && MoveContact
trigger3 = stateno = [1000,1999]
[State -1, ]
type = ChangeState
value = 3100
triggerall = Command = "KTM"
triggerall = var(59) = 0
triggerall = statetype != a
triggerall = power >= 1000
trigger1 = statetype !=a
trigger1 = ctrl
trigger2 = statetype != a
trigger2=(stateno=[200,499]) && MoveContact
trigger3 = stateno = [1000,1999]
[State -1,]
type = ChangeState
value = 3010
triggerall = roundstate = 2
triggerall = !Var(59)
triggerall = command = "108PH"
triggerall = power >= 1000
triggerall = statetype != S
trigger1 = statetype = A && ctrl
trigger2 = (stateno = [600,699]) || (stateno = [1000,1999])
[State -1, ]
type = ChangeState
value = 3000
triggerall = Command = "108PH"
triggerall = var(59) = 0
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = statetype != a
trigger2=(stateno=[200,499]) && MoveContact
trigger3 = stateno = [1000,1999]
;---------------------------------------------------------------------------;
;SUPERS
;
[state -1, a2]
type = ChangeState
value = 1300
triggerall = numhelper(1301) < 1
triggerall = statetype != A
triggerall = command = "07"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;
[state -1, a2]
type = ChangeState
value = 1310
triggerall = numhelper(1301) < 1
triggerall = statetype != A
triggerall = command = "08"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;
[state -1, a2]
type = ChangeState
value = 1320
triggerall = numhelper(1301) < 1
triggerall = statetype != A
triggerall = command = "09"
trigger1 = ctrl
trigger2 = stateno = [200,499]
[State -1]
type = ChangeState
value = 1200
triggerall = command = "07"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
[State -1]
type = ChangeState
value = 1210
triggerall = command = "08"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
[State -1]
type = ChangeState
value = 1220
triggerall = command = "09"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
;
[state -1, a2]
type = ChangeState
value = 1100
triggerall = numhelper(1101) < 1
triggerall = statetype != A
triggerall = command = "04"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;
[state -1, a2]
type = ChangeState
value = 1110
triggerall = numhelper(1111) < 1
triggerall = statetype != A
triggerall = command = "05"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;
[state -1, a2]
type = ChangeState
value = 1120
triggerall = numhelper(1121) < 1
triggerall = statetype != A
triggerall = command = "06"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;01
[state -1, a2]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = command = "01"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;01
[state -1, a2]
type = ChangeState
value = 1010
triggerall = statetype != A
triggerall = command = "02"
trigger1 = ctrl
trigger2 = stateno = [200,499]
;01
[state -1, a2]
type = ChangeState
value = 1020
triggerall = statetype != A
triggerall = command = "03"
trigger1 = ctrl
trigger2 = stateno = [200,499]
[State -1]
type = ChangeState
value = 1030
triggerall = command = "01"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
[State -1]
type = ChangeState
value = 1040
triggerall = command = "02"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
[State -1]
type = ChangeState
value = 1050
triggerall = command = "03"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
;Super Jump
[state -1]
type = changestate
value = 40
triggerall = var(59) = 0
triggerall = command = "abc"
trigger1 = statetype != a
trigger1 = ctrl
trigger3 = stateno = 420
[State -1, Run Forward]
type = ChangeState
triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114])
value = 100
triggerall = var(59) = 0
triggerall = statetype != a
trigger1 = (command = "FF") && (stateno !=[100,106])
trigger1 = ctrl
[state -1, run Fwd]
type = ChangeState
value = 102
triggerall = numhelper(109) = 0
triggerall = (statetype = A) && (stateno !=102)
triggerall = (statetype = A) && (stateno !=103)
triggerall = ctrl
triggerall = var(59) = 0
trigger1 = (command = "FF")
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 650 && movecontact
[state -1, run Fwd]
type = ChangeState
value = 103
triggerall = numhelper(109) = 0
triggerall = (statetype = A) && (stateno !=103)
triggerall = (statetype = A) && (stateno !=102)
triggerall = ctrl
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = ctrl
[State -1, Back Dash]
type = ChangeState
triggerall = var(59) = 0
triggerall = roundstate = 2
triggerall = command = "BB" && (stateno !=[100,106])
trigger1 = (StateType = S||StateType != A) && (ctrl)
value = 105
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = roundstate = 2
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Throw]
type = changestate
value = 800
triggerall = var(59) = 0
trigger1 = command = "z"
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = statetype = s
trigger1 = ctrl
trigger1 = p2bodydist x < 10
trigger1 = p2statetype = s || p2statetype = c
trigger1 = p2movetype != h
;
[state -1]
type = changestate
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = s
trigger1 = ctrl
;
[state -1]
type = changestate
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact
;
[state -1]
type = changestate
value = 220
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;
[state -1]
type = changestate
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
[state -1]
type = changestate
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 430 && movecontact
;
[state -1]
type = changestate
value = 250
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 220) && movecontact
trigger5 = (stateno = 230) && movecontact
trigger6 = (stateno = 240) && movecontact
trigger7 = (stateno = 400) && movecontact
trigger8 = (stateno = 410) && movecontact
trigger9 = (stateno = 430) && movecontact
trigger10 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
;crouching light punch
[state -1, crouching light punch]
type = changestate
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = c
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger2 = (stateno = 230) && movecontact
;---------------------------------------------------------------------------
;crouching medium punch
[state -1, crouching medium punch]
type = changestate
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype != a
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 430 && movecontact
trigger7 = stateno = 210 && movecontact
;---------------------------------------------------------------------------
;crouching strong punch
[state -1, crouching strong punch]
type = changestate
value = 420
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
trigger12 = stateno = 450 && movecontact
;---------------------------------------------------------------------------
;crouching light kick
[state -1, crouching light kick]
type = changestate
value = 430
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = c
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
;crouching medium kick
[state -1, crouching medium kick]
type = changestate
value = 440
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype != a
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 430 && movecontact
;---------------------------------------------------------------------------
;crouching strong kick
[state -1, crouching strong kick]
type = changestate
value = 450
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 430 && movecontact
trigger11 = stateno = 440 && movecontact
;
[state -1]
type = changestate
value = 651
triggerall = var(59) = 0
triggerall = command = "yy"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
;jump light punch
[state -1]
type = changestate
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = a
trigger1 = ctrl
;---------------------------------------------------------------------------
;jump medium punch
[state -1]
type = changestate
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = stateno = 600&& MoveContact
trigger3 = StateNo = 630&& MoveContact
;---------------------------------------------------------------------------
;jump strong punch
[state -1]
type = changestate
value = 620
triggerall = var(59) = 0
triggerall = command = "z"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
;---------------------------------------------------------------------------
;jump light kick
[state -1]
type = changestate
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
;---------------------------------------------------------------------------
;jump medium kick
[state -1]
type = changestate
value = 640
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 610) && movecontact
;jump strong kick
[state -1]
type = changestate
value = 650
triggerall = var(59) = 0
triggerall = command = "c"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
; Push Block (Stand)
[State -1]
type = ChangeState
value = 171
triggerall = var(59) = 0
triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z")
trigger1 = stateno = [150,151]
;Push Block (crouching)
[State -1]
type = ChangeState
value = 172
triggerall = var(59) = 0
triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z")
trigger1 = stateno = [152,153]
;Push Block (aerial)
[State -1]
type = ChangeState
value = 173
triggerall = var(59) = 0
triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z")
trigger1 = stateno = 154
trigger2 = stateno = 155
trigger2 = Time <= 10
[State -1, Forward Recovery Roll]
type = ChangeState
value = 891
triggerall = !Var(59)
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1
[State -1, Backward Recovery Roll]
type = ChangeState
value = 895
triggerall = !Var(59)
triggerall = command = "holdback"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1
[State -1,]
type = ChangeState
value = 45
triggerall = command = "up"
triggerall = vel Y > -40
triggerall = var(25)=2
trigger1 = ctrl
trigger1 = stateno = 460 || stateno = 257 || stateno = 5040 || stateno = 461 || stateno = 7000
trigger2 = stateno = [600,610]
trigger2 = movecontact
trigger3 = stateno = [630,640]
trigger3 = movecontact