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DJB MUGEN & IKEMEN Community

Command List — UncleJogelVTE.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "NukeNorway" command = x, x, F, a, z time = 45 [Command] name = "Pizza" command = ~D, DF, F, x+y time = 20 [Command] name = "Pizza" ;Same name as above command = ~D, DF, F, y+z time = 20 [Command] name = "Pizza" ;Same name as above command = ~D, DF, F, x+z time = 20 [Command] name = "Mooskless" command = z+c time = 20 [Command] name = "Mooskless" ;Same name as above command = c+z time = 20 [Command] name = "Hobbit" command = ~D, DB, B, a+b time = 20 [Command] name = "Hobbit" ;Same name as above command = ~D, DB, B, b+c time = 20 [Command] name = "Hobbit" ;Same name as above command = ~D, DB, B, c+a time = 20 [Command] name = "GRAND" command = ~D, DF, F, a+b time = 20 [Command] name = "GRAND" command = ~D, DF, F, b+c time = 20 [Command] name = "GRAND" command = ~D, DF, F, a+c time = 20 [Command] name = "LRC" command = ~D, DB, B, x+y time = 20 [Command] name = "LRC" ;Same name as above command = ~D, DB, B, y+z time = 20 [Command] name = "LRC" ;Same name as above command = ~D, DB, B, x+z time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "Shoryuken" command = ~F, D, DF, x [Command] name = "Shoryuken" command = ~DF, DF, x [Command] name = "WACKY" command = ~F, D, DF, y [Command] name = "WACKY" command = ~DF, DF, y [Command] name = "SuperDeathSword" command = ~F, D, DF, z [Command] name = "SuperDeathSword" command = ~DF, DF, z [Command] name = "Harpoon" command = ~B, B, x [Command] name = "Harpoon" command = ~B, B, y [Command] name = "Harpoon" command = ~B, B, z [Command] name = "HADOOKEN" command = ~D, DF, F, x [Command] name = "DrPepper" command = ~D, DF, F, y [Command] name = "Trash" command = ~D, DF, F, z [Command] name = "Batsuratsulooken" command = ~D, DB, B, a [Command] name = "Spintaro" command = ~D, DB, B, b [Command] name = "SuperBig" command = ~D, DB, B, c [Command] name = "Kermit" command = ~D, DF, F, a [Command] name = "BootlegVegeta" command = ~D, DF, F, b [Command] name = "RunToYou" command = ~D, DF, F, c [Command] name = "BindLNPCSpawnJawa" command = ~D, DB, B, x [Command] name = "TheNewAdventures" command = ~D, DB, B, y [Command] name = "MainManJeigan" command = ~D, DB, B, z [Command] name = "SignalHunting" command = ~F, D, DF, a [Command] name = "SignalHunting" command = ~DF, DF, a [Command] name = "TooBigForSmash" command = ~F, D, DF, b [Command] name = "TooBigForSmash" command = ~DF, DF, b [Command] name = "TheHappySiegeMachine" command = ~F, D, DF, c [Command] name = "TheHappySiegeMachine" command = ~DF, DF, c ;-| 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 = "Rev" command = y+b time = 1 [Command] name = "Throw" 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 ;-| Single Button |--------------------------------------------------------- [Command] name = "ATATATATATATATATA" command = x, x, x time = 30 [Command] name = "ATATATATATATATATA" command = y, y time = 30 [Command] name = "ATATATATATATATATA" command = z, z, z time = 30 [Command] name = "ATATATATATATATATA" command = x, y, y time = 30 [Command] name = "ATATATATATATATATA" command = x, y, x time = 30 [Command] name = "ATATATATATATATATA" command = y, x, y time = 30 [Command] name = "ATATATATATATATATA" command = z, y, z time = 30 [Command] name = "ATATATATATATATATA" command = y, z, y time = 30 [Command] name = "ATATATATATATATATA" command = z, x, z time = 30 [Command] name = "ATATATATATATATATA" command = x, z, x time = 30 [Command] name = "ATATATATATATATATA" command = x, y, z, x time = 30 [Command] name = "ATATATATATATATATA" command = z, y, x time = 30 [Command] name = "ATATATATATATATATA" command = y, z, x time = 30 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [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 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [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 ;=========================================================================== ;--------------------------------------------------------------------------- ;Hardcore Friday (Vinetrigger) [State -1, My Mooskless are Getting Stronker!] type = ChangeState value = 950 triggerall = command = "Mooskless" triggerall = statetype != A triggerall = var(31) = 0 triggerall = fvar(3) >= 1 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ;Satanic Powers (uses one super bar) [State -1, Satanic Powers] type = ChangeState value = 4003 triggerall = var(59) = 0 triggerall = var(6) = 0 triggerall = var(5) != 0 triggerall = command = "Mooskless" triggerall = power >= 1000 triggerall = statetype = A triggerall = alive triggerall = var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl ;trigger2 = hitdefattr = SCA,NA,SA,HA,NP,SP,HP trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;My Mooskless are Getting Stronker! (uses one super bar) [State -1, My Mooskless are Getting Stronker!] type = ChangeState value = 4002 triggerall = var(59) = 0 triggerall = var(5) = 0 triggerall = command = "Mooskless" triggerall = power >= 1000 triggerall = statetype = A triggerall = alive triggerall = var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl ;trigger2 = hitdefattr = SCA,NA,SA,HA,NP,SP,HP trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;Satanic Powers (uses one super bar) [State -1, Satanic Powers] type = ChangeState value = 4001 triggerall = var(59) = 0 triggerall = var(6) = 0 triggerall = var(5) != 0 triggerall = command = "Mooskless" triggerall = power >= 1000 triggerall = statetype != A triggerall = alive triggerall = var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl ;trigger2 = hitdefattr = SCA,NA,SA,HA,NP,SP,HP trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1300 ||stateno = 1301 || stateno = 1302 ;After calling an assist trigger4 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1031 || stateno = 1040 || stateno = 10400 ;--------------------------------------------------------------------------- ;My Mooskless are Getting Stronker! (uses one super bar) [State -1, My Mooskless are Getting Stronker!] type = ChangeState value = 4000 triggerall = var(59) = 0 triggerall = var(5) = 0 triggerall = command = "Mooskless" triggerall = power >= 1000 triggerall = statetype != A triggerall = alive triggerall = var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl ;trigger2 = hitdefattr = SCA,NA,SA,HA,NP,SP,HP trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1300 ||stateno = 1301 || stateno = 1302 ;After calling an assist trigger4 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1031 || stateno = 1040 || stateno = 10400 ;--------------------------------------------------------------------------- ; Lonely Rolling Car (uses one super bar) [State -1, GRAND DAD] type = ChangeState value = 3300 triggerall = var(59) = 0 triggerall = command = "LRC" triggerall = power >= 2000 triggerall = alive triggerall = roundstate = 2 trigger1 = ctrl trigger2 = hitdefattr = SCA, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1300 ||stateno = 1301 || stateno = 1302 ;After calling an assist ;--------------------------------------------------------------------------- ; GRAND DAD (uses one super bar) [State -1, GRAND DAD] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = command = "GRAND" triggerall = power >= 1000 triggerall = statetype != A triggerall = alive triggerall = roundstate = 2 trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1300 ||stateno = 1301 || stateno = 1302 ;After calling an assist ;--------------------------------------------------------------------------- ;Refrengeance (uses one super bar) [State -1, Refrengeance] type = ChangeState value = 3105 triggerall = numhelper(1951) triggerall = var(59) = 0 triggerall = command = "Hobbit" triggerall = power >= 1000 triggerall = alive triggerall = roundstate = 2 trigger1 = statetype != A trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1120 trigger4 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1031 || stateno = 1040 || stateno = 10400 ;--------------------------------------------------------------------------- ;Hobbit Homicide (uses one super bar) [State -1, Hobbit Homicide] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = command = "Hobbit" triggerall = power >= 1000 triggerall = alive triggerall = roundstate = 2 trigger1 = statetype != A trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1120 trigger4 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1031 || stateno = 1040 || stateno = 10400 ;--------------------------------------------------------------------------- ;Fuck you, Norway!(uses three super bars) [State -1, Fuck you, Norway!] type = ChangeState value = 3050 triggerall = var(59) = 0 triggerall = command = "NukeNorway" triggerall = power >= 3000 triggerall = numhelper(3052) = 0 triggerall = alive triggerall = roundstate = 2 trigger1 = statetype != A trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1300 ||stateno = 1301 || stateno = 1302 ;After calling an assist trigger4 = movetype = A trigger4 = statetype != A trigger4 = stateno != [3000,3050) ;--------------------------------------------------------------------------- ;THE PIZZA, HEMAN! EAT IT! (uses one super bar) [State -1, THE PIZZA, HEMAN! EAT IT!] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = command = "Pizza" triggerall = power >= 1000 triggerall = alive triggerall = roundstate = 2 trigger1 = statetype != A trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1120 trigger4 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1031 || stateno = 1040 || stateno = 10400 ;--------------------------------------------------------------------------- ;Burning Super Death Sword [State -1, Burning Super Death Sword] type = ChangeState value = 1120 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "SuperDeathSword" triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Swedish Shoryuken [State -1, Swedish Shoryuken] type = ChangeState value = 1220 triggerall = var(59) = 0 triggerall = command = "Shoryuken" triggerall = roundstate = 2 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 = 2000) && movecontact trigger9 = (stateno = 600) && movecontact trigger10 = (stateno = 610) && movecontact trigger11 = (stateno = 620) && movecontact trigger12 = (stateno = 630) && movecontact trigger13 = (stateno = 640) && movecontact trigger14 = (stateno = 650) && movecontact trigger15 = (stateno = 1040) && time >= 15 trigger16 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;WACKY EFFECTS [State -1, WACKY EFFECTS] type = ChangeState value = 1110 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "WACKY" triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;I'M THE TRASH MAN [State -1, I'M THE TRASH MAN] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "Trash" triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Botched Hadooken [State -1, Botched Hadooken] type = ChangeState value = 10000 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "HADOOKEN" triggerall = numhelper(1001) > 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Hadooken [State -1, Hadooken] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "HADOOKEN" triggerall = numhelper(1001) = 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Dr. Dr. Pepper is Back [State -1, Dr. Dr. Pepper is Back] type = ChangeState value = 1010 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "DrPepper" triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;BATSURATSULOOKEN [State -1, BATSURATSULOOKEN] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "Batsuratsulooken" triggerall = roundstate = 2 triggerall = var(13) = 0 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 = 2000) && movecontact trigger9 = (stateno = 600) && movecontact trigger10 = (stateno = 610) && movecontact trigger11 = (stateno = 620) && movecontact trigger12 = (stateno = 630) && movecontact trigger13 = (stateno = 640) && movecontact trigger14 = (stateno = 650) && movecontact trigger15 = (stateno = 1040) && time >= 15 trigger16 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Spintaro [State -1, Spintaro] type = ChangeState value = 1210 triggerall = var(59) = 0 triggerall = command = "Spintaro" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 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 = 2000) && movecontact trigger9 = (stateno = 600) && movecontact trigger10 = (stateno = 610) && movecontact trigger11 = (stateno = 620) && movecontact trigger12 = (stateno = 630) && movecontact trigger13 = (stateno = 640) && movecontact trigger14 = (stateno = 650) && movecontact trigger15 = (stateno = 1040) && time >= 15 trigger16 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Super Big! [State -1, Super Big!] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "SuperBig" triggerall = numhelper(1123) < 2 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Super Big! (Air) [State -1, Super Big! (Air)] type = ChangeState value = 1150 triggerall = var(59) = 0 triggerall = statetype = A triggerall = command = "SuperBig" triggerall = numhelper(1123) < 2 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 620) && movecontact trigger5 = (stateno = 630) && movecontact trigger6 = (stateno = 640) && movecontact trigger7 = (stateno = 650) && movecontact trigger8 = (stateno = 250) && movecontact ;--------------------------------------------------------------------------- ;Signal Hunting [State -1, Signal Hunting] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "SignalHunting" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Too Big For Smash [State -1, Too Big For Smash] type = ChangeState value = 1410 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "TooBigForSmash" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;The Happy Siege Machine [State -1, The Happy Siege Machine] type = ChangeState value = 1420 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "TheHappySiegeMachine" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Kermit the Drunk [State -1, Kermit the Drunk] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = command = "Kermit" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype != A ;--------------------------------------------------------------------------- ;Kermit the Drunk [State -1, Kermit the Drunk] type = ChangeState value = 1310 triggerall = var(59) = 0 triggerall = command = "Kermit" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype = A ;--------------------------------------------------------------------------- ;Kermit the Drunk [State -1, Kermit the Drunk] type = ChangeState value = 0 triggerall = var(59) = 0 triggerall = command = "Kermit" triggerall = numhelper(1320) > 0 trigger1 = numhelper(1323) = 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype != A ;--------------------------------------------------------------------------- ;Kermit the Drunk [State -1, Kermit the Drunk] type = ChangeState value = 50 triggerall = var(59) = 0 triggerall = command = "Kermit" triggerall = numhelper(1320) > 0 triggerall = roundstate = 2 trigger1 = numhelper(1323) = 0 trigger1 = ctrl trigger1 = statetype = A ;--------------------------------------------------------------------------- ;Bootleg Vegeta [State -1, Bootleg Vegeta] type = ChangeState value = 1301 triggerall = var(59) = 0 triggerall = command = "BootlegVegeta" triggerall = numhelper(1330) = 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype != A ;--------------------------------------------------------------------------- ;Bootleg Vegeta [State -1, Bootleg Vegeta] type = ChangeState value = 1311 triggerall = var(59) = 0 triggerall = command = "BootlegVegeta" triggerall = numhelper(1330) = 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype = A ;--------------------------------------------------------------------------- ;Run To You [State -1, Run To You] type = ChangeState value = 1302 triggerall = var(59) = 0 triggerall = command = "RunToYou" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype != A ;--------------------------------------------------------------------------- ;Run To You [State -1, Run To You] type = ChangeState value = 1312 triggerall = var(59) = 0 triggerall = command = "RunToYou" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = statetype = A ;--------------------------------------------------------------------------- ;Bind l npc spawn jawa [State -1, Bind l npc spawn jawa] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "BindLNPCSpawnJawa" triggerall = numhelper(1501) = 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;The New Adventures [State -1, The New Adventures] type = ChangeState value = 1510 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "TheNewAdventures" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Main Man Jeigan [State -1, Main Man Jeigan] type = ChangeState value = 1520 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "MainManJeigan" triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 400) && movecontact trigger9 = (stateno = 410) && movecontact trigger10 = (stateno = 420) && time >= 18 trigger11 = (stateno = 430) && movecontact trigger12 = (stateno = 440) && movecontact trigger13 = (stateno = 450) && movecontact trigger14 = (stateno = 1040) && time >= 15 trigger15 = (stateno = 10400) && time >= 15 ;--------------------------------------------------------------------------- ;Harpoon [State -1, Harpoon] type = ChangeState value = 1030 triggerall = var(59) = 0 triggerall = statetype != A triggerall = command = "Harpoon" triggerall = numhelper(1032) = 0 triggerall = roundstate = 2 trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = roundstate = 2 triggerall = stateno != 100 triggerall = stateno != 101 triggerall = stateno != 105 triggerall = stateno != 106 trigger1 = command = "FF" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = roundstate = 2 triggerall = stateno != 100 triggerall = stateno != 101 triggerall = stateno != 105 triggerall = stateno != 106 trigger1 = command = "BB" trigger1 = statetype != A triggerall = ctrl ;--------------------------------------------------------------------------- ;Vinewrestle [State -1, Vinewrestle] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "Throw" triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl ;--------------------------------------------------------------------------- ;ATATATATATATATATA [State -1, ATATATATATATATATA] type = ChangeState value = 2000 triggerall = var(59) = 0 triggerall = command = "ATATATATATATATATA" triggerall = roundstate = 2 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 trigger3 = stateno = 210 trigger4 = stateno = 220 trigger5 = stateno = 1031 trigger6 = stateno = 1040 trigger7 = stateno = 10400 ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 trigger2 = !movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command != "Rev" triggerall = command = "y" triggerall = command != "holddown" triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Stand Fierce Punch [State -1, Stand Fierce Punch] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 430) && movecontact trigger8 = (stateno = 410) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = command != "Rev" triggerall = command = "b" triggerall = command != "holddown" triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Standing Fierce Kick [State -1, Standing Fierce Kick] type = ChangeState value = 250 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 220) && movecontact trigger5 = (stateno = 230) && movecontact trigger6 = (stateno = 240) && movecontact trigger7 = (stateno = 2000) && movecontact trigger8 = (stateno = 1040) && time >= 12 trigger9 = (stateno = 400) && movecontact trigger10 = (stateno = 410) && movecontact trigger11 = (stateno = 420) && time >= 22 trigger12 = (stateno = 430) && movecontact trigger13 = (stateno = 440) && movecontact trigger14 = (stateno = 450) && movecontact trigger15 = (stateno = 10400) && time >= 12 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 1950 triggerall = var(59) = 0 triggerall = command = "start" triggerall = roundstate = 2 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" triggerall = roundstate = 2 trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command != "Rev" triggerall = command = "y" triggerall = command = "holddown" triggerall = roundstate = 2 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Crouching Fierce Punch [State -1, Crouching Fierce Punch] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" triggerall = roundstate = 2 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 430) && movecontact trigger8 = (stateno = 410) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" triggerall = roundstate = 2 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = command != "Rev" triggerall = command = "b" triggerall = command = "holddown" triggerall = roundstate = 2 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Crouching Fierce Kick [State -1, Crouching Fierce Kick] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" triggerall = roundstate = 2 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 430) && movecontact trigger8 = (stateno = 410) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" triggerall = roundstate = 2 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command != "Rev" triggerall = command = "y" triggerall = roundstate = 2 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;Jump Fierce Punch [State -1, Jump Fierce Punch] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "z" triggerall = roundstate = 2 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" triggerall = roundstate = 2 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command != "Rev" triggerall = command = "b" triggerall = roundstate = 2 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;Jump Fierce Kick [State -1, Jump Fierce Kick] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "c" triggerall = roundstate = 2 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1310 ||stateno = 1311 || stateno = 1312 ;After calling an assist ;--------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ;AI wo torimodose (SpriteClub AI) - Balanced (fvar(8) = 1) ;------|Defensive Measures|------ ;It's fine, let the defualt AI do the blocking. I'm not drunk. I'm a good MUGEN author, here I go! ;------|Offense|------ ;------HYPERS------ ;Nuke Norway [State -1, AI] type = ChangeState value = 3050 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 3000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = p2bodydist x <= 180 trigger1 = p2bodydist y >= -40 trigger1 = random <= 400 ;Vinetrigger [State -1, AI] type = ChangeState value = 950 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = var(31) = 0 triggerall = roundstate = 2 triggerall = statetype != A trigger1 = fvar(3) >= 1 trigger1 = ctrl ;Getting Stronger (air) [State -1, AI] type = ChangeState value = 4002 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype = A triggerall = alive triggerall = power >= 1000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 triggerall = var(31) != 0 trigger1 = stateno = 650 && movehit trigger1 = random <= 200 trigger1 = var(5) = 0 trigger1 = var(6) = 0 ;SATAN (Air) [State -1, AI] type = ChangeState value = 4003 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype = A triggerall = alive triggerall = power >= 1000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 triggerall = var(31) != 0 trigger1 = stateno = 650 && movehit trigger1 = random <= 200 trigger1 = var(5) > 0 trigger1 = var(6) = 0 ;GRAND DAD [State -1, AI] type = ChangeState value = 3200 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = alive triggerall = power >= 1000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 trigger1 = stateno = 2002 trigger1 = numhelper(2004) = 0 trigger1 = time >= 60 trigger1 = random <= 200 trigger1 = p2bodydist x <= 150 ;Refrengeance [State -1, AI] type = ChangeState value = 3105 triggerall = numhelper(1951) triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = alive triggerall = power >= 1000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = power >= 2000 trigger1 = power < 3000 trigger1 = p2bodydist x >= 140 trigger1 = random <= 120 trigger1 = random <= 120 ;Hobbit Hommicide [State -1, AI] type = ChangeState value = 3100 triggerall = !numhelper(1951) triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = alive triggerall = power >= 1000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = power >= 2000 trigger1 = power < 3000 trigger1 = p2bodydist x >= 140 trigger1 = random <= 120 trigger1 = random <= 120 ;THE PIZZA, HE-MAN! EAT IT! [State -1, AI] type = ChangeState value = 3000 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel >= 7 triggerall = numhelper(9997) = 0 trigger1 = stateno = 1020 trigger1 = numhelper(1021) trigger1 = helper(1021), movehit trigger1 = random <= 420 trigger2 = stateno = 1020 trigger2 = numhelper(1021) trigger2 = helper(1021), movehit trigger2 = enemynear, life <= 255 ;-------COMBO STARTERS------ ;Taunt [State -1, AI] type = ChangeState value = 1950 triggerall = !numhelper(1951) triggerall = statetype != A triggerall = var(59) > 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = enemynear, statetype = L trigger1 = ctrl trigger1 = random <= 460 trigger1 = p2bodydist x <= 185 trigger2 = life >= 433 trigger2 = enemynear, statetype = A trigger2 = enemynear, movetype = H trigger2 = ctrl trigger2 = random <= 130 trigger2 = p2bodydist x >= 45 trigger2 = p2bodydist x <= 205 trigger3 = life >= 951 trigger3 = ctrl trigger3 = random <= 120 trigger3 = p2bodydist x >= 165 ;Main Man Jeigan [State -1, AI] type = ChangeState value = 1520 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = fvar(12) <= 80 || var(31) != 0 trigger1 = ctrl trigger1 = numhelper(1) trigger1 = p2bodydist y >= -80 ;"Oh no, he's hot." [State -1, AI] type = ChangeState value = 1510 triggerall = numhelper(1511) = 0 triggerall = var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = numhelper(1) trigger1 = p2bodydist y >= -80 ;Burning Super Death Sword [State -1, AI] type = ChangeState value = 1120 triggerall = numhelper(1101) = 0 triggerall = statetype != A triggerall = p2movetype != H triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 400 trigger1 = p2bodydist x >= 10 trigger1 = p2bodydist x <= 95 trigger1 = p2bodydist y <= -60 ;Kermit the Drunk [State -1, AI] type = ChangeState value = 1300 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 130 ;Bootleg Vegeta [State -1, AI] type = ChangeState value = 1301 triggerall = numhelper(1330) = 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= 20 trigger1 = p2bodydist x >= 130 ;Run To You [State -1, AI] type = ChangeState value = 1302 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= 10 trigger1 = p2bodydist x >= 130 ;The New Adventures [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 triggerall = numhelper(1521) = 0 || var(31) != 0 trigger1 = ctrl trigger1 = random <= 20 trigger1 = p2bodydist x >= 86 trigger1 = p2bodydist x >= 126 trigger1 = p2bodydist y > -45 ;The Happy Siege Machine [State -1, AI] type = ChangeState value = 1420 triggerall = var(31) != 0 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 110 trigger2 = stateno = 1040 trigger2 = time >= 15 trigger2 = p2bodydist x <= 80 ;Too Big For Smash [State -1, AI] type = ChangeState value = 1410 triggerall = var(31) != 0 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 110 trigger2 = stateno = 1040 trigger2 = time >= 15 trigger2 = p2bodydist x <= 80 ;Signal Hunting [State -1, AI] type = ChangeState value = 1400 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 110 trigger2 = stateno = 1040 trigger2 = time >= 15 trigger2 = p2bodydist x <= 80 ;Too Big for Smash [State -1, AI] type = ChangeState value = 1410 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 110 trigger2 = stateno = 1040 trigger2 = time >= 15 trigger2 = p2bodydist x <= 80 ;The Happy Siege Machine [State -1, AI] type = ChangeState value = 1420 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 110 trigger2 = stateno = 1040 trigger2 = time >= 15 trigger2 = p2bodydist x <= 80 ;Kermit the Drunk [State -1, AI] type = ChangeState value = 1310 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype = A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= 40 trigger1 = p2bodydist x >= 130 ;Bootleg Vegeta [State -1, AI] type = ChangeState value = 1311 triggerall = numhelper(1330) = 0 triggerall = statetype = A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= 200 trigger1 = random <= 200 trigger1 = p2bodydist x >= 130 ;Run To You [State -1, AI] type = ChangeState value = 1312 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype = A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= 100 trigger1 = random <= 150 trigger1 = p2bodydist x >= 130 ;Spintaro [State -1, AI] type = ChangeState value = 1210 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 30 trigger1 = p2bodydist x >= 50 trigger1 = p2bodydist x <= 130 trigger1 = p2bodydist y > -105 trigger2 = ctrl trigger2 = random <= 80 trigger2 = random <= 100 trigger2 = p2bodydist x >= 130 trigger3 = numhelper(1) trigger3 = ctrl trigger3 = random <= 180 trigger3 = random <= 380 trigger3 = p2bodydist x >= 130 trigger4 = numhelper(1340) trigger4 = ctrl trigger4 = random <= 160 trigger4 = random <= 360 trigger4 = p2bodydist x >= 130 ;Harpoon [State -1, AI] type = ChangeState value = 1030 triggerall = numhelper(1032) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 140 trigger1 = random <= 140 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;Hadooken [State -1, AI] type = ChangeState value = 1000 triggerall = numhelper(1001) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 100 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;I'm a Good Doctor [State -1, AI] type = ChangeState value = 1010 triggerall = numhelper(1012) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 100 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;I'm the TRASH MAN [State -1, AI] type = ChangeState value = 1020 triggerall = numhelper(1021) <= 1 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 100 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;Spintaro [State -1, AI] type = ChangeState value = 1210 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 120 trigger1 = p2bodydist x >= 50 trigger1 = p2bodydist x <= 130 trigger1 = p2bodydist y > -105 trigger2 = ctrl trigger2 = random <= 120 trigger2 = random <= 150 trigger2 = p2bodydist x >= 50 trigger2 = p2bodydist x >= 130 trigger2 = p2bodydist y > -105 trigger3 = numhelper(1) trigger3 = ctrl trigger3 = random <= 380 trigger3 = random <= 380 trigger3 = p2bodydist x >= 130 trigger4 = numhelper(1340) trigger4 = ctrl trigger4 = random <= 160 trigger4 = random <= 360 trigger4 = p2bodydist x >= 130 ;Light Whatever [State -1, AI] type = ChangeState value = 200+((random%2)*200)+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 trigger1 = ctrl trigger1 = random <= 600 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y > -60 ;Standing Light Punch [State -1, AI] type = ChangeState value = 200 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 600 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y > -60 trigger2 = numhelper(1951) trigger2 = helper(1951), stateno != 1952 trigger2 = ctrl trigger2 = random <= 880 trigger2 = p2bodydist x <= 125 trigger2 = p2bodydist y > -60 ;Standing Light Kick [State -1, AI] type = ChangeState value = 230 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 500 trigger1 = p2bodydist x <= 50 trigger1 = p2bodydist y > -20 ;Standing Light Punch [State -1, AI] type = ChangeState value = 400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 400 trigger1 = p2bodydist x <= 55 trigger1 = p2bodydist y > -20 ;Crouch Light Kick [State -1, AI] type = ChangeState value = 430 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 100 trigger1 = p2bodydist x <= 75 trigger1 = p2bodydist y > -60 ;Vinewrestle [State -1, AI] type = ChangeState value = 800 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = fvar(9) < 5 ;If missed 5 times in a row, stop using this move. trigger1 = stateno = 1200 trigger1 = animtime = 0 trigger1 = moveguarded trigger2 = ctrl trigger2 = p2bodydist x <= 40 trigger2 = random <= 550 trigger2 = enemynear, life <= 93 trigger3 = ctrl trigger3 = p2bodydist x <= 40 trigger3 = p2bodydist y >= -95 trigger3 = random <= 250 ;------FOLLOW UP MOVES------ ;------Combo 1------ ;Standing Strong Punch [State -1, AI] type = ChangeState value = 210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 200 && movehit ;Standing Strong Kick [State -1, AI] type = ChangeState value = 240 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 200 && moveguarded trigger2 = stateno = 230 && movecontact trigger3 = stateno = 430 && moveguarded trigger3 = random <= 200 trigger3 = random <= 400 ;------Combo 1------ ;Standing Fierce Punch [State -1, AI] type = ChangeState value = 220 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 210 && movehit ;ATATATATATA [State -1, AI] type = ChangeState value = 2000 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 220 && movehit trigger1 = time >= 27 trigger2 = numhelper(1951) trigger2 = helper(1951), stateno != 1952 trigger2 = stateno = 200 trigger2 = time >= 5 trigger2 = p2bodydist x <= 125 trigger2 = p2bodydist x >= -5 trigger2 = p2bodydist y > -80 trigger2 = random <= 260 trigger3 = numhelper(1951) trigger3 = helper(1951), stateno != 1952 trigger3 = stateno = 210 trigger3 = time >= 12 trigger3 = p2bodydist x <= 125 trigger3 = p2bodydist x >= -5 trigger3 = p2bodydist y > -80 trigger3 = random <= 260 ;Batsuratsurooken [State -1, AI] type = ChangeState value = 1200 triggerall = var(13) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = numhelper(2004) = 0 trigger1 = stateno = 2000 && time >= 90 trigger1 = random <= 200 trigger1 = random <= 100 trigger2 = numhelper(2004) = 0 trigger2 = stateno = 1040 && time >= 22 trigger2 = p2bodydist x <= 70 ;trigger3 = numhelper(2004) = 0 ;trigger3 = stateno = 10400 && time >= 22 ;trigger3 = p2bodydist x <= 120 ;Stand Fierce Kick [State -1, AI] type = ChangeState value = 250 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = numhelper(2004) = 0 trigger1 = stateno = 2000 && time >= 90 trigger1 = random <= 300 trigger1 = random <= 100 trigger2 = numhelper(2004) = 0 trigger2 = stateno = 1040 && time >= 22 trigger2 = p2bodydist x <= 70 trigger3 = stateno = 1200 trigger3 = hitcount >= 6 trigger4 = numhelper(2004) = 0 trigger4 = stateno = 10400 && time >= 22 trigger4 = p2bodydist x <= 70 ;Air Light Kick [State -1, AI] type = ChangeState value = 630 triggerall = roundstate = 2 triggerall = p2statetype != L triggerall = alive triggerall = AIlevel >= 7 trigger1 = var(59) > 0 trigger1 = statetype = A trigger1 = ctrl trigger1 = p2bodydist x <= 60 trigger1 = p2bodydist y < 60 ;Air Strong Punch [State -1, AI] type = ChangeState value = 610 triggerall = roundstate = 2 triggerall = p2statetype != L triggerall = alive triggerall = AIlevel >= 7 trigger1 = var(59) > 0 trigger1 = statetype = A trigger1 = stateno = 630 && movecontact trigger1 = numhelper(1211) = 0 ;Air Fierce Punch [State -1, AI] type = ChangeState value = 620 triggerall = roundstate = 2 triggerall = p2statetype != L triggerall = alive triggerall = AIlevel >= 7 trigger1 = var(59) > 0 trigger1 = statetype = A trigger1 = stateno = 610 && movecontact trigger2 = var(59) > 0 trigger2 = statetype = A trigger2 = ctrl trigger2 = p2bodydist x > 59 trigger2 = p2bodydist x <= 120 trigger2 = p2bodydist y > 10 trigger2 = numhelper(1101) = 0 ;------Combo 2------ ;SUPER BIG [State -1, AI] type = ChangeState value = 1100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 240 && movehit ;SUPER BIG [State -1, AI] type = ChangeState value = 1020 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 1100 && time >= 30 trigger1 = helper(1123), movehit ;------Combo 3------ ;Spintaro [State -1, AI] type = ChangeState value = 1210 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 240 && moveguarded trigger2 = stateno = 430 && moveguarded trigger2 = random <= 100 trigger2 = random <= 200 ;See Combo 1 for followup ;Air Strong Punch [State -1, AI] type = ChangeState value = 620 triggerall = roundstate = 2 triggerall = p2statetype != L triggerall = alive triggerall = AIlevel >= 7 trigger1 = var(59) > 0 trigger1 = statetype = A trigger1 = stateno = 630 && movecontact trigger1 = numhelper(1211) > 0 ;------Combo 4------ ;Crouch Strong Punch or Kick [State -1, AI] type = ChangeState value = 410+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 trigger1 = stateno = 400 && movecontact trigger2 = stateno = 430 && movecontact ;Crouch Strong Kick [State -1, AI] type = ChangeState value = 450 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 trigger1 = stateno = 410 && movecontact trigger2 = stateno = 440 && movecontact ;Spawn Jawas or "Oh no, he's hot." [State -1, AI] type = ChangeState value = 1500+((random%2)*10) triggerall = numhelper(1501) = 0 triggerall = numhelper(1511) = 0 triggerall = var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 450 && movecontact ;Spawn Jawas or "Oh no, he's hot." [State -1, AI] type = ChangeState value = 1500 triggerall = numhelper(1501) = 0 triggerall = numhelper(1511) triggerall = var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 450 && movecontact ;"Oh no, he's hot." [State -1, AI] type = ChangeState value = 1510 triggerall = numhelper(1511) = 0 triggerall = var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = numhelper(1501) trigger1 = stateno = 450 && movecontact trigger2 = stateno = 220 && movecontact ;Spawn Jawa or Main Man Jeigan [State -1, AI] type = ChangeState value = 1500+((random%2)*20) triggerall = fvar(12) < 160 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = numhelper(1501) = 0 triggerall = var(31) = 0 trigger1 = p2bodydist x <= 15 trigger1 = stateno = 450 && movecontact ;Spawn Jawa [State -1, AI] type = ChangeState value = 1500 triggerall = fvar(12) >= 160 || p2bodydist x > 15 triggerall = var(31) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 || random <= (AILevel * 65) && random <= (AILevel * 42) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = numhelper(1501) = 0 trigger1 = stateno = 450 && movecontact ;------Combo 5------ ;Crouch Strong Punch [State -1, AI] type = ChangeState value = 410 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 430 && movecontact trigger1 = random <= 300 trigger2 = stateno = 430 && movehit ;Crouch Fierce Kick [State -1, AI] type = ChangeState value = 450 triggerall = statetype != A triggerall = p2statetype = L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 430 && movehit ;Crouch Firece Punch [State -1, AI] type = ChangeState value = 420 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 410 && movehit ;Crouch Gun [State -1, AI] type = ChangeState value = 10400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 420 && time >= 26 ;Burning Super Death Sword [State -1, AI] type = ChangeState value = 1120 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 10400 && time >= 15 trigger1 = p2bodydist x <= 95 ;Air Fierce Kick [State -1, AI] type = ChangeState value = 650 triggerall = roundstate = 2 triggerall = p2statetype != L triggerall = alive triggerall = AIlevel >= 7 trigger1 = var(59) > 0 trigger1 = statetype = A trigger1 = stateno = 640 && movecontact trigger2 = var(59) > 0 trigger2 = statetype = A trigger2 = ctrl trigger2 = p2bodydist x <= 80 trigger2 = p2bodydist y <= -20 trigger2 = p2bodydist y >= -120 ;------Combo 5------ ;Crouch Strong Kick [State -1, AI] type = ChangeState value = 440 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 400 && movecontact trigger1 = random <= 300 trigger2 = stateno = 400 && movehit ;WACKY EFFECTS! [State -1, AI] type = ChangeState value = 1110 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 440 && movehit ;Trash Man [State -1, AI] type = ChangeState value = 1020 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 1110 && movehit trigger1 = animtime = 0 ;------|Movement|------ ;Dash [State -1, AI] type = ChangeState value = 100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life >= 400 triggerall = alive trigger1 = ctrl trigger1 = random <= 30 trigger1 = random <= 30 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;---------------------------------------------------------------------------- ;AI am wet, and ready for death. (Regular AI) ;------|Defensive Measures|------ ;What's blocking? ;------|Movement|------ ;Dash [State -1, AI] type = ChangeState value = 100+((random%2)*50) triggerall = numhelper(1012) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 100 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;------|Offense|------ ;------HYPERS------ ;THE PIZZA, HE-MAN! EAT IT! [State -1, AI] type = ChangeState value = 3000 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = p2bodydist x <= 100 trigger1 = p2life <= 255 trigger1 = random <= (AILevel * 50) trigger1 = random <= (AILevel * 55) ;Nuke Norway [State -1, AI] type = ChangeState value = 3050 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 3000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = p2bodydist x <= 180 trigger1 = p2bodydist y >= -40 trigger1 = random <= (AILevel * 30) trigger1 = random <= (AILevel * 25) ;THE PIZZA, HE-MAN! EAT IT! [State -1, AI] type = ChangeState value = 3000 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = numhelper(9997) = 0 trigger1 = power < 2000 trigger1 = ctrl trigger1 = p2bodydist x >= 130 trigger1 = random <= (AILevel * 25) trigger1 = random <= (AILevel * 15) trigger2 = power >= 2000 trigger2 = ctrl trigger2 = p2bodydist x >= 130 trigger2 = random <= (AILevel * 5) trigger2 = random <= (AILevel * 5) ;GRAND DAD [State -1, AI] type = ChangeState value = 3200 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = numhelper(9997) = 0 trigger1 = stateno = 2000 trigger1 = numhelper(2004) = 0 trigger1 = time >= 90 trigger1 = random <= (AILevel * 90) trigger2 = stateno = 2002 trigger2 = numhelper(2004) = 0 trigger2 = time >= 60 trigger2 = random <= (AILevel * 50) trigger3 = stateno = 220 && movehit trigger3 = numhelper(2004) = 0 trigger3 = random <= (AILevel * 30) trigger3 = random <= (AILevel * 30) ;Refrengeance [State -1, AI] type = ChangeState value = 3105 triggerall = numhelper(1951) triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = p2bodydist x >= 130 trigger1 = random <= (AILevel * 5) trigger1 = random <= (AILevel * 5) ;Hobbit Homicide [State -1, AI] type = ChangeState value = 3100 triggerall = !numhelper(1951) triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = numhelper(9997) = 0 trigger1 = ctrl trigger1 = p2bodydist x >= 130 trigger1 = random <= (AILevel * 5) trigger1 = random <= (AILevel * 5) ;Pump the Mooskles [State -1, AI] type = ChangeState value = 4000 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = life <= 500 triggerall = var(5) = 0 triggerall = power < 3000 triggerall = numhelper(9997) = 0 triggerall = var(31) != 0 trigger1 = ctrl trigger1 = p2bodydist x <= 180 trigger1 = random <= (AILevel * 20) trigger1 = random <= (AILevel * 15) ;Satanic Powers [State -1, AI] type = ChangeState value = 4001 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = power < 3000 triggerall = numhelper(9997) = 0 triggerall = var(31) != 0 trigger1 = life <= 200 trigger1 = ctrl trigger1 = p2bodydist x <= 180 trigger1 = random <= (AILevel * 20) trigger1 = random <= (AILevel * 15) trigger1 = var(5) > 0 trigger1 = var(6) = 0 trigger2 = power >= 2000 trigger2 = life <= 400 trigger2 = ctrl trigger2 = p2bodydist x <= 180 trigger2 = random <= (AILevel * 50) trigger2 = random <= (AILevel * 15) trigger2 = var(5) > 0 trigger2 = var(6) = 0 ;Pump the Mooskles [State -1, AI] type = ChangeState value = 4002 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype = A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = life <= 500 triggerall = var(5) = 0 triggerall = power < 3000 triggerall = numhelper(9997) = 0 triggerall = var(31) != 0 trigger1 = ctrl trigger1 = p2bodydist x <= 180 trigger1 = random <= (AILevel * 20) trigger1 = random <= (AILevel * 5) trigger2 = power >= 2000 trigger2 = ctrl trigger2 = p2bodydist x <= 180 trigger2 = random <= (AILevel * 50) trigger2 = random <= (AILevel * 15) ;Satanic Powers [State -1, AI] type = ChangeState value = 4003 triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = statetype = A triggerall = p2statetype != L triggerall = alive triggerall = power >= 1000 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = power < 3000 triggerall = numhelper(9997) = 0 triggerall = var(31) != 0 trigger1 = life <= 200 trigger1 = ctrl trigger1 = p2bodydist x <= 180 trigger1 = random <= (AILevel * 20) trigger1 = random <= (AILevel * 15) trigger1 = var(5) > 0 trigger1 = var(6) = 0 trigger2 = power >= 2000 trigger2 = life <= 400 trigger2 = ctrl trigger2 = p2bodydist x <= 180 trigger2 = random <= (AILevel * 50) trigger2 = random <= (AILevel * 15) trigger2 = var(5) > 0 trigger2 = var(6) = 0 ;-------COMBO STARTERS------ ;Vinewrestle [State -1, AI] type = ChangeState value = 800 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 30) trigger1 = random <= (AILevel * 20) trigger1 = p2bodydist x <= 40 trigger1 = p2bodydist y > -50 ;Light Whatever, fuck. I dunno. [State -1, AI] type = ChangeState value = 200+((random%2)*30)+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 60) trigger1 = random <= (AILevel * 50) trigger1 = p2bodydist x <= 55 trigger1 = p2bodydist y > -20 ;Air Light Whatever, fuck. I dunno. [State -1, AI] type = ChangeState value = 600+((random%2)*30) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 70) trigger1 = random <= (AILevel * 65) trigger1 = p2bodydist x <= 60 trigger1 = p2bodydist y < 60 ;Stand Strong Punch [State -1, AI] type = ChangeState value = 220+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 60) trigger1 = random <= (AILevel * 50) trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -70 ;Burning Super Death Sword [State -1, AI] type = ChangeState value = 1120 triggerall = numhelper(1101) = 0 triggerall = statetype != A triggerall = p2movetype != H triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 50) trigger1 = random <= (AILevel * 40) trigger1 = p2bodydist x >= 10 trigger1 = p2bodydist x <= 95 trigger1 = p2bodydist y <= -60 ;Kermit the Drunk [State -1, AI] type = ChangeState value = 1300 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= (AILevel * 10) trigger1 = random <= (AILevel * 16) trigger1 = p2bodydist x >= 130 ;Bootleg Vegeta [State -1, AI] type = ChangeState value = 1301 triggerall = numhelper(1330) = 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= (AILevel * 8) trigger1 = random <= (AILevel * 5) trigger1 = p2bodydist x >= 130 ;Run To You [State -1, AI] type = ChangeState value = 1302 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype != A triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= (AILevel * 3) trigger1 = random <= (AILevel * 4) trigger1 = p2bodydist x >= 130 ;Kermit the Drunk [State -1, AI] type = ChangeState value = 1310 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype = A triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= (AILevel * 10) trigger1 = random <= (AILevel * 16) trigger1 = p2bodydist x >= 130 ;Bootleg Vegeta [State -1, AI] type = ChangeState value = 1311 triggerall = numhelper(1330) = 0 triggerall = statetype = A triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= (AILevel * 8) trigger1 = random <= (AILevel * 5) trigger1 = p2bodydist x >= 130 ;Run To You [State -1, AI] type = ChangeState value = 1312 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 || var(31) != 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = statetype = A triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = power < 3000 trigger1 = ctrl trigger1 = random <= (AILevel * 3) trigger1 = random <= (AILevel * 4) trigger1 = p2bodydist x >= 130 ;Harpoon [State -1, AI] type = ChangeState value = 1030 triggerall = numhelper(1032) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 25) trigger1 = random <= (AILevel * 18) trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;Batsuratsulooken or Spintaro [State -1, AI] type = ChangeState value = 1200+((random%2)*10) triggerall = var(13) = 0 triggerall = numhelper(1001) = 0 triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 13) trigger1 = random <= (AILevel * 15) trigger1 = p2bodydist x > 60 trigger1 = p2bodydist x < 130 trigger1 = p2bodydist y > -105 trigger2 = ctrl trigger2 = random <= (AILevel * 15) trigger2 = random <= (AILevel * 5) trigger2 = p2bodydist x >= 130 trigger2 = p2bodydist y > -105 ;Batsuratsulooken or Spintaro [State -1, AI] type = ChangeState value = 1210 triggerall = var(13) != 0 triggerall = numhelper(1001) = 0 triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 13) trigger1 = random <= (AILevel * 15) trigger1 = p2bodydist x > 60 trigger1 = p2bodydist x < 130 trigger1 = p2bodydist y > -105 trigger2 = ctrl trigger2 = random <= (AILevel * 15) trigger2 = random <= (AILevel * 5) trigger2 = p2bodydist x >= 130 trigger2 = p2bodydist y > -105 ;Hadooken [State -1, AI] type = ChangeState value = 1000 triggerall = numhelper(1001) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 30) trigger1 = random <= (AILevel * 45) trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;I'm a Good Doctor [State -1, AI] type = ChangeState value = 1010 triggerall = numhelper(1012) = 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 40) trigger1 = random <= (AILevel * 30) trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;I'm the TRASH MAN [State -1, AI] type = ChangeState value = 1020 triggerall = numhelper(1021) <= 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= (AILevel * 25) trigger1 = random <= (AILevel * 36) trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 ;------FOLLOW UP MOVES------ ;ATATATATATA [State -1, AI] type = ChangeState value = 2000 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 200 && movehit trigger1 = time >= 6 trigger1 = random <= 300 trigger1 = random <= (AILevel * 40) trigger2 = stateno = 210 && movehit trigger2 = time >= 12 trigger2 = random <= 300 trigger2 = random <= (AILevel * 45) trigger3 = stateno = 220 && movehit trigger3 = time >= 27 trigger3 = random <= 300 trigger3 = random <= (AILevel * 40) ;Strong whatever, man [State -1, AI] type = ChangeState value = 210+((random%2)*30)+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 200 && movecontact trigger1 = random <= 300 trigger1 = random <= (AILevel * 70) trigger2 = stateno = 230 && movecontact trigger2 = random <= 300 trigger2 = random <= (AILevel * 70) trigger3 = stateno = 400 && movecontact trigger3 = random <= 300 trigger3 = random <= (AILevel * 70) trigger4 = stateno = 430 && movecontact trigger4 = random <= 300 trigger4 = random <= (AILevel * 70) ;Fierce whatever floats your boat [State -1, AI] type = ChangeState value = 220+((random%2)*30)+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 210 && movecontact trigger1 = random <= 300 trigger1 = random <= (AILevel * 65) trigger2 = stateno = 240 && movecontact trigger2 = random <= 300 trigger2 = random <= (AILevel * 65) trigger3 = stateno = 410 && movecontact trigger3 = random <= 300 trigger3 = random <= (AILevel * 65) trigger4 = stateno = 440 && movecontact trigger4 = random <= 300 trigger4 = random <= (AILevel * 65) ;Gun [State -1, AI] type = ChangeState value = 1040+((random%2)*9360) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 220 && p2bodydist x >= 130 trigger1 = time >= 22 trigger1 = random <= 300 trigger1 = random <= (AILevel * 95) trigger2 = stateno = 420 && p2bodydist x >= 130 trigger2 = time >= 26 trigger2 = random <= 300 trigger2 = random <= (AILevel * 95) ;Batsuratsulooken or Spintaro [State -1, AI] type = ChangeState value = 1200+((random%2)*10) triggerall = numhelper(1001) = 0 triggerall = numhelper(1123) < 2 || var(31) != 0 triggerall = numhelper(1211) = 0 triggerall = numhelper(1320) = 0 || var(31) != 0 triggerall = numhelper(1340) = 0 || var(31) != 0 triggerall = numhelper(1401) = 0 || var(31) != 0 triggerall = numhelper(1411) = 0 || var(31) != 0 triggerall = numhelper(1421) = 0 || var(31) != 0 triggerall = numhelper(1511) = 0 || var(31) != 0 triggerall = numhelper(1521) = 0 || var(31) != 0 triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 220 && movecontact trigger1 = random <= 300 trigger1 = random <= (AILevel * 15) trigger2 = stateno = 420 && time >= 26 trigger2 = random <= 300 trigger2 = random <= (AILevel * 15) trigger2 = p2bodydist x <= 110 trigger3 = stateno = 440 && movecontact trigger3 = random <= 300 trigger3 = random <= (AILevel * 10) ;Batsuratsulooken [State -1, AI] type = ChangeState value = 1200 triggerall = var(13) = 0 triggerall = numhelper(1211) triggerall = numhelper(1001) = 0 triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 220 && movecontact trigger1 = random <= 300 trigger1 = random <= (AILevel * 15) trigger2 = stateno = 420 && time >= 26 trigger2 = random <= 300 trigger2 = random <= (AILevel * 15) trigger2 = p2bodydist x <= 110 trigger3 = stateno = 440 && movecontact trigger3 = random <= 300 trigger3 = random <= (AILevel * 10) ;Shoryuken [State -1, AI] type = ChangeState value = 1100+((random%3)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 220 && movecontact trigger1 = random <= 300 trigger1 = random <= (AILevel * 19) trigger2 = stateno = 420 && time >= 26 trigger2 = random <= 300 trigger2 = random <= (AILevel * 19) trigger2 = p2bodydist x <= 110 trigger3 = stateno = 440 && movecontact trigger3 = random <= 300 trigger3 = random <= (AILevel * 9) ;Stand Fierce Kick [State -1, AI] type = ChangeState value = 250 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 220 && movecontact trigger1 = random <= 300 trigger1 = random <= (AILevel * 35) trigger2 = stateno = 420 && time >= 26 trigger2 = random <= 300 trigger2 = random <= (AILevel * 35) trigger2 = p2bodydist x <= 110 trigger3 = stateno = 440 && movecontact trigger3 = random <= 300 trigger3 = random <= (AILevel * 10) ;------Air Combo------ ;Strong whatever, man [State -1, AI] type = ChangeState value = 610+((random%2)*30) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 600 && movecontact trigger1 = random <= 350 trigger1 = random <= (AILevel * 90) trigger2 = stateno = 630 && movecontact trigger2 = random <= 350 trigger2 = random <= (AILevel * 90) ;Fierce whatever, man [State -1, AI] type = ChangeState value = 620+((random%2)*30) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel < 7 triggerall = random <= (AILevel * 80) && random <= (AILevel * 68) triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = stateno = 610 && movecontact trigger1 = random <= 550 trigger1 = random <= (AILevel * 110) trigger2 = stateno = 640 && movecontact trigger2 = random <= 550 trigger2 = random <= (AILevel * 110)
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