; 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)