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Command List — OmegaRugalCVS_FDR.zip ← Back to Overview

;***************************************************************************; ;***************************************************************************; ; CVS Omega Rugal POTS/Infinite by Falcon Rapper ;***************************************************************************; ;***************************************************************************; ; "Porque o guerreiro de fé nunca gela" by: Racionais mc's ;***************************************************************************; ;***************************************************************************; ;============================================================================================== ;=======================================<COMMAND FILE>========================================= ;============================================================================================== ;====================<BUTTON REMAPPING>==================== [Remap] x = x y = y z = z a = a b = b c = c s = s ;====================<DEFAULT VALUES>==================== [Defaults] command.time = 15 command.buffer.time = 1 ;====================<SINGLE BUTTON>==================== [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;==================<HOLD DIRECTION>================== [Command] name = "holdfwd" command = /$F time=1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time=1 [Command] name = "holddown" command = /$D time = 1 ;====================<HOLD BUTTON>==================== [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;====================<DIRECTION>==================== [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 ;====================<RELEASE DIR>==================== [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;====================<RELEASE BUTTON>==================== [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;====================<SUPER MOTIONS>=================== ;---------------- ;----------------LVL 3 Super [Command] name = "RagingOmega" command = x, x, F, a, z time=55 [Command] name = "RagingOmega" command = x, x, F, a+z time=48 [Command] name = "RagingOmega" command = x, x, F+a+z time=48 ;----------------LVL 2 Super [Command] name = "KaiserPhoenix" command = ~D, DB, B, D, DB, B, x+y time= 30 [Command] name = "KaiserPhoenix" command = ~D, DB, B, D, DB, B, y+z time= 30 [Command] name = "KaiserPhoenix" command = ~D, DB, B, D, DB, B, x+z time= 30 [Command] name = "GiganticPressureMAX" command = ~D, DF, F, D, DB, B, x+y time = 32 [Command] name = "GiganticPressureMAX" command = ~D, DF, F, D, DB, B, y+z time = 32 [Command] name = "GiganticPressureMAX" command = ~D, DF, F, D, DB, B, z+c time = 32 [Command] name = "DestructionOmegaMAX" command = ~D, DF, F, D, DF, F, a+b time = 32 [Command] name = "DestructionOmegaMAX" command = ~D, DF, F, D, DF, F, b+c time = 32 [Command] name = "DestructionOmegaMAX" command = ~D, DF, F, D, DF, F, a+c time = 32 [Command] name = "DeadEndScreamerMAX" command = ~D, DB, B, D, DB, B, a+b time = 32 [Command] name = "DeadEndScreamerMAX" command = ~D, DB, B, D, DB, B, b+c time = 32 [Command] name = "DeadEndScreamerMAX" command = ~D, DB, B, D, DB, B, a+c time = 32 [Command] name = "RugalExecutionMAX" command = ~D, DF, F, D, DF, F, x+y time = 32 [Command] name = "RugalExecutionMAX" command = ~D, DF, F, D, DF, F, y+z time = 32 [Command] name = "RugalExecutionMAX" command = ~D, DF, F, D, DF, F, x+z time = 32 ;----------------LVL 1 Super [Command] name = "GiganticPressure" command = ~D, DF, F, D, DB, B, x time = 32 [Command] name = "GiganticPressure" command = ~D, DF, F, D, DB, B, y time = 32 [Command] name = "GiganticPressure" command = ~D, DF, F, D, DB, B, z time = 32 [Command] name = "DestructionOmega" command = ~D, DF, F, D, DF, F, a time = 32 [Command] name = "DestructionOmega" command = ~D, DF, F, D, DF, F, b time = 32 [Command] name = "DestructionOmega" command = ~D, DF, F, D, DF, F, c time = 32 [Command] name = "DeadEndScreamer" command = ~D, DB, B, D, DB, B, a time = 32 [Command] name = "DeadEndScreamer" command = ~D, DB, B, D, DB, B, b time = 32 [Command] name = "DeadEndScreamer" command = ~D, DB, B, D, DB, B, c time = 32 [Command] name = "RugalExecution" command = ~D, DF, F, D, DF, F, x time = 32 [Command] name = "RugalExecution" command = ~D, DF, F, D, DF, F, y time = 32 [Command] name = "RugalExecution" command = ~D, DF, F, D, DF, F, z time = 32 ;====================<SPECIAL MOTIONS>==================== [Command] name = "ReppuKen1" command = ~D, DF, F, x time = 16 [Command] name = "ReppuKen2" command = ~D, DF, F, y time = 16 [Command] name = "ReppuKen3" command = ~D, DF, F, z time = 16 [Command] name = "ReppuKenEX" command = ~D, DF, F, x+y time = 16 [Command] name = "ReppuKenEX" command = ~D, DF, F, y+z time = 16 [Command] name = "ReppuKenEX" command = ~D, DF, F, x+z time = 16 [Command] name = "GenocideCutter1" command = ~F,D,DF,a time=25 [Command] name = "GenocideCutter2" command = ~F,D,DF,b time=25 [Command] name = "GenocideCutter3" command = ~F,D,DF,c time=25 [Command] name = "GenocideCutterEX" command = ~F,D,DF,a+b time=25 [Command] name = "GenocideCutterEX" command = ~F,D,DF,b+c time=25 [Command] name = "GenocideCutterEX" command = ~F,D,DF,a+c time=25 [Command] name = "KaiserWave1" command = ~F, B, D, DF, F, x time = 30 [Command] name = "KaiserWave2" command = ~F, B, D, DF, F, y time = 30 [Command] name = "KaiserWave3" command = ~F, B, D, DF, F, z time = 30 [Command] name = "KaiserWaveEX" command = ~F, B, DB, D, DF, F, x+y time = 30 [Command] name = "KaiserWaveEX" command = ~F, B, DB, D, DF, F, y+z time = 30 [Command] name = "KaiserWaveEX" command = ~F, B, DB, D, DF, F, x+z time = 30 [Command] name = "GodPress1" command = ~F, D, B, x time=20 [Command] name = "GodPress2" command = ~F, D, B, y time=20 [Command] name = "GodPress3" command = ~F, D, B, z time=20 [Command] name = "GodPressEX" command = ~F, D, B, x+y time=20 [Command] name = "GodPressEX" command = ~F, D, B, y+z time=20 [Command] name = "GodPressEX" command = ~F, D, B, x+z time=20 [Command] name = "BeedsDestructor1" command = ~F, D, B, a time=15 [Command] name = "BeedsDestructor2" command = ~F, D, B, b time=15 [Command] name = "BeedsDestructor3" command = ~F, D, B, c time=15 [Command] name = "BeedsDestructorEX" command = ~F, D, B, a+b time=15 [Command] name = "BeedsDestructorEX" command = ~F, D, B, b+c time=15 [Command] name = "BeedsDestructorEX" command = ~F, D, B, a+c time=15 [Command] name = "DarkBarrier1" command = ~D, DF, F, a time = 16 [Command] name = "DarkBarrier2" command = ~D, DF, F, b time = 16 [Command] name = "DarkBarrier3" command = ~D, DF, F, c time = 16 [Command] name = "DarkBarrierEX" command = ~D, DF, F, a+b time = 16 [Command] name = "DarkBarrierEX" command = ~D, DF, F, b+c time = 16 [Command] name = "DarkBarrierEX" command = ~D, DF, F, a+c time = 16 [Command] name = "VanishingRush1" command = ~B, D, DB, x time = 16 [Command] name = "VanishingRush2" command = ~B, D, DB, y time = 16 [Command] name = "VanishingRush3" command = ~B, D, DB, z time = 16 [Command] name = "VanishingRushEX" command = ~B, D, DB, x+y time = 16 [Command] name = "VanishingRushEX" command = ~B, D, DB, y+z time = 16 [Command] name = "VanishingRushEX" command = ~B, D, DB, x+z time = 16 [Command] name = "GravitySmash1" command = ~F, D, DF, x time = 16 [Command] name = "GravitySmash2" command = ~F, D, DF, y time = 16 [Command] name = "GravitySmash3" command = ~F, D, DF, z time = 16 [Command] name = "GravitySmashEX" command = ~F, D, DF, x+y time = 16 [Command] name = "GravitySmashEX" command = ~F, D, DF, y+z time = 16 [Command] name = "GravitySmashEX" command = ~F, D, DF, z+c time = 16 ;---------------- [Command] name = "412p" command = ~B, DB, D, x time = 16 [Command] name = "412p" command = ~B, DB, D, y time = 16 [Command] name = "412p" command = ~B, DB, D, z time = 16 [Command] name = "412p" command = ~B, DB, D, ~x time = 16 [Command] name = "412p" command = ~B, DB, D, ~y time = 16 [Command] name = "412p" command = ~B, DB, D, ~z time = 16 [Command] name = "412k" command = ~B, DB, D, a time = 16 [Command] name = "412k" command = ~B, DB, D, b time = 16 [Command] name= "412k" command = ~B, DB, D, c time = 16 [Command] name = "412k" command = ~B, DB, D, ~a time = 16 [Command] name = "412k" command = ~B, DB, D, ~b time = 16 [Command] name = "412k" command = ~B, DB, D, ~c time = 16 ;====================<OTHER>==================== [Command] name = "highjump" command = $D, $U time = 15 [Command] name = "DU" command = D, U time = 18 [Command] name = "DU" command = DB, UF time = 18 [Command] name = "DU" command = DF, UB time = 18 [Command] name = "DU" command = $D, UF time = 18 [Command] name = "DU" command = $D, UB time = 18 ;====================<DOUBLE TAP>==================== [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;====================<2/3 BUTTON COMBINATION>==================== [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time=1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 ;============================================================================================== ;========================================<-1 STATES>=========================================== ;============================================================================================== [StateDef -1] [State -1, Tick Fix] type = CtrlSet triggerall = !ctrl trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime trigger2 = (StateNo = [200,499]) && !AnimTime trigger3 = StateNo = 810 && !AnimTime trigger4 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver trigger5 = (StateNo = [700,715]) && !AnimTime trigger6 = (StateNo = [6080,6082]) && !AnimTime value = 1 ;----------------------------------------------------------------- [State -1, Parry Stand] type = HitOverride triggerall =!AILevel triggerall = command = "fwd" && command!= "back" && command != "up" && command != "down" trigger1 = Ctrl attr = SA,AA,AP stateno = 6080 slot = 0 time = 5 ;------------------------------------------------------------------ [State -1, Crouching Parry] type = HitOverride triggerall =!AILevel triggerall = (statetype = S && command = "down")|| (statetype = C && command = "fwd") && command != "back" && command != "up" trigger1 = Ctrl attr = C,AA,AP stateno = 6081 slot = 0 time =5 ;------------------------------------------------------------------- [State -1, Aerial Parry] type= HitOverride triggerall =!AILevel triggerall = (statetype= A && command = "fwd") && command != "back" && command != "up" && command != "down" trigger1 = Ctrl attr = SA,AA,AP stateno = 6082 forceair = 1 slot = 0 time = 5 ;---------------------------------------------------------------- [State -1, AI Parry Stand] type = HitOverride triggerall = AILevel&&statetype != A && ctrl trigger1 = random < (250 * (AIlevel ** 2 / 64.0)) slot = 0 stateno = 6080 attr = SA, AA, AP time = 3 ;--------------------------------------------------------------- [State -1, AI Crouching Parry] type = HitOverride triggerall = AILevel&&statetype != A && ctrl trigger1 =random < (250 * (AIlevel ** 2 / 64.0)) slot = 0 stateno = 6081 attr = C, AA, AP time = 3 ;--------------------------------------------------------------- [State -1, AI Aerial Parry] type = HitOverride triggerall = AILevel&& statetype = A && ctrl trigger1 = random < (250 * (AIlevel ** 2 / 64.0)) slot = 0 stateno = 6082 attr = SCA, AA, AP time = 3 ;-------------------------------------------------------------------------------------------------------------------------------------------- ;LEVEL 3 SUPERS ;-------------------------------------------------------------------------------------------------------------------------------------------- [State -1, Raging Omega] type = ChangeState value = 3500 triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000&&command ="RagingOmega" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) trigger3=(stateno = [200,450]) && movecontact ;-------------------------------------------------------------------------------------------------------------------------------------------- ;LEVEL 2 SUPERS ;-------------------------------------------------------------------------------------------------------------------------------------------- [State -1, Kaiser Phoenix] type = ChangeState value = 3400 triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000&&command ="KaiserPhoenix" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) trigger3=(stateno = [200,450]) && movecontact [State -1, MAX Rugal Execution] type = ChangeState value = 3350 triggerall=!AILevel && RoundState=2 && StateType != A && var(20) <= 60 && power >= 2000&&command ="RugalExecutionMAX" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact [State -1, MAX Aerial Dead End Screamer] type = ChangeState value = 3260 triggerall=!AILevel && RoundState=2 && stateno!= 3390 && StateType = A && Pos y <= -10 &&var(20) <= 60 && power >= 2000&&command ="DeadEndScreamerMAX" trigger1=ctrl trigger2=var(6)|| var(7) trigger3=(stateno=[600,650])&&movehit [State -1, MAX Dead End Screamer] type = ChangeState value = 3250 triggerall=!AILevel && RoundState=2 && StateType != A && var(20) <= 60 && power >= 2000&&command ="DeadEndScreamerMAX" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact [State -1, MAX Destruction Omega] type = ChangeState value = 3150 triggerall=!AILevel && RoundState=2 && StateType != A && var(20) <= 60 && power >= 2000&&command ="DestructionOmegaMAX" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact [State -1, MAX Gigantic Pressure] type = ChangeState value = 3060 triggerall=!AILevel && RoundState=2 && StateType != A && var(20) <= 60 && power >= 2000&&command ="GiganticPressureMAX" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact ;-------------------------------------------------------------------------------------------------------------------------------------------- ;LEVEL 1 SUPERS ;-------------------------------------------------------------------------------------------------------------------------------------------- [State -1, Rugal Execution] type = ChangeState value = 3300 triggerall=!AILevel && RoundState=2 && (stateno!=[3300,3310]) && StateType != A && var(20) <= 60 && power >= 1000&&command ="RugalExecution" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact [State -1, Aerial Dead End Screamer] type = ChangeState value = 3230 triggerall=!AILevel && RoundState=2 && (stateno!=[3202,3230]) && StateType = A && Pos y <= -10 &&var(20) <= 60 && power >= 1000&&command ="DeadEndScreamer" trigger1=ctrl trigger2=var(6)|| var(7) trigger3=(stateno=[600,650])&&movehit [State -1, Dead End Screamer] type = ChangeState value = 3200 triggerall=!AILevel && RoundState=2 && (stateno!=[3200,3205]) && StateType != A && var(20) <= 60 && power >= 1000&&command ="DeadEndScreamer" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact [State -1, Destruction Omega] type = ChangeState value = 3100 triggerall=!AILevel && RoundState=2 && (stateno!=[3100,3190]) && StateType != A && var(20) <= 60 && power >= 1000&&command ="DestructionOmega" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact [State -1, Gigantic Pressure] type = ChangeState value = 3000 triggerall=!AILevel && RoundState=2 && (stateno!=[3000,3031]) && StateType != A && var(20) <= 60 && power >= 1000&&command ="GiganticPressure" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) trigger3=(stateno = [200,450]) && movecontact ;-------------------------------------------------------------------------------------------------------------------------------------------- ;SPECIAL MOTIONS ;-------------------------------------------------------------------------------------------------------------------------------------------- [State -1, Kaiser Wave] type = ChangeState value=Ifelse(command="KaiserWaveEX"&&var(20) <= 60&&power>=500,1530,1500) triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(2090) && !Numhelper(1760),Numhelper(2090)<8) triggerall=(var(45)=0&&(command="KaiserWave1")||(command="KaiserWave2")||(command="KaiserWave3")||(command="KaiserWaveEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="KaiserWaveEX"&&power>=500&&var(20) <= 60) [State -1, Aerial Gravity Smash] type = ChangeState value=Ifelse(command="GravitySmashEX"&&var(20) <= 60&&power>=500,1745,1730) triggerall=!AILevel && RoundState=2 && StateType = A && Pos y <= -30 && !Numhelper(2090) && !Numhelper(1760) && Ifelse(!var(20), !numhelper(2090), numhelper(2090)<=2) triggerall=!AILevel && RoundState=2 && StateType = A && Pos y <= -30 && ((command="GravitySmash1"|command="GravitySmash2"|command="GravitySmash3")||(command="GravitySmashEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl trigger2=var(5) trigger3=(stateno=[600,650])&&movehit [State -1, Gravity Smash] type = ChangeState value=Ifelse(command="GravitySmashEX"&&var(20) <= 60&&power>=500,1720,1700) triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(2090) && !Numhelper(1760) && !Numhelper(1005),Numhelper(1760)<8) triggerall=(var(45)=0&&(command="GravitySmash1")||(command="GravitySmash2")||(command="GravitySmash3")||(command="GravitySmashEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="GravitySmashEX"&&power>=500&&var(20) <= 60) [State -1, Genocide Cutter] type = ChangeState value=Ifelse(command="GenocideCutterEX"&&var(20) <= 60&&power>=500,1150,1100) triggerall=!AILevel && RoundState=2 && StateType != A && ((command="GenocideCutter1"|command="GenocideCutter2"|command="GenocideCutter3")||(command="GenocideCutterEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="GenocideCutterEX"&&power>=500&&var(20) <= 60) [State -1, Vanishing Rush] type = ChangeState value=Ifelse(command="VanishingRushEX"&&var(20) <= 60&&power>=500,1650,1600) triggerall=!AILevel && RoundState=2 && StateType != A && ((command="VanishingRush1"|command="VanishingRush2"|command="VanishingRush3")||(command="VanishingRushEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="VanishingRushEX"&&power>=500&&var(20) <= 60) [State -1, God Press] type = ChangeState value=Ifelse(command="GodPressEX"&&var(20) <= 60&&power>=500,1360,1300) triggerall=!AILevel && RoundState=2 && StateType != A && ((command="GodPress1"|command="GodPress2"|command="GodPress3")||(command="GodPressEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="GodPressEX"&&power>=500&&var(20) <= 60) [State -1, Beeds Destructor] type = ChangeState value=Ifelse(command="BeedsDestructorEX"&&var(20) <= 60&&power>=500,1450,1400) triggerall=!AILevel && RoundState=2 && StateType != A && ((command="BeedsDestructor1"|command="BeedsDestructor2"|command="BeedsDestructor3")||(command="BeedsDestructorEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="BeedsDestructorEX"&&power>=500&&var(20) <= 60) [State -1, Dark Barrier] type = ChangeState value=Ifelse(command="DarkBarrierEX"&&var(20) <= 60&&power>=500,1250,1200) triggerall = !numhelper(1206) triggerall = !numhelper(1205) triggerall=!AILevel && RoundState=2 && StateType != A && ((command="DarkBarrier1"|command="DarkBarrier2"|command="DarkBarrier3")||(command="DarkBarrierEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="DarkBarrierEX"&&power>=500&&var(20) <= 60) [State -1, Reppu Ken] type = ChangeState value=Ifelse((command="ReppuKenEX")&&var(20) <= 60&&power>=500,1050,1000) triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8) triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3")||(command="ReppuKenEX"&&power>=500&&var(20) <= 60)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno = [200,450]) && movecontact && (command="ReppuKenEX"&&power>=500&&var(20) <= 60) [State -1, Zero Counter] type = ChangeState value = 750 trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "412p" || command = "412k" trigger1 = !AILevel&&RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) [State -1, Custom Combo] type = ChangeState value = Ifelse(StateType = A,905,900) triggerAll = !AILevel && command = "c+z" && RoundState = 2 && power >= 1000 && !var(20) trigger1 = ctrl || StateNo = 52 || (StateNo = [100,101]) trigger1 = !var(41) [State -1, SIdestep/Dodge] type = ChangeState value = Ifelse(command="holdfwd",710,Ifelse(command="holdback",715,700)) triggerall = command = "a+x" triggerall = !AILevel && RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) [State -1, Power Charging] type = ChangeState value = 730 trigger1 = command = "holdb" && command = "holdy" trigger1 = !AILevel&&RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) [State -1, Throw] type = ChangeState value = ifelse(command="kk",850,800) trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp"||command = "kk") trigger1 = !AILevel&&RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Super Jump] type = ChangeState value = 123 triggerall= !AILevel && var(55)=2 && roundstate=2 && statetype != A trigger1 = ctrl && command = "DU" trigger2 = stateno=420 && movehit && command = "holdup" [State -1, Run /Dash Back] type = ChangeState value = Ifelse(command = "BB",105,102) trigger1 = !AILevel&&Roundstate=2&&statetype = S trigger1 = command = "FF"||command = "BB" trigger1 = ctrl ;-------------------------------------------------------------------------- ;-------------------------------------------------------------------------- [State -1, Standing Low Punch] type=ChangeState value=200 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="x" trigger1=ctrl||stateno=[100,101] trigger2=var(4) ;--------------------------------------------------------------------------- [State -1, Standing Medium Punch] type=ChangeState value=210 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="y" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,209])||(stateno=[230,239])||(stateno=[400,409])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing High Punch] type=ChangeState value=220 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="z" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,240])||(stateno=[400,419])||(stateno=[430,449]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Double Tomahawk] type=ChangeState value=249 triggerall=!AILevel&& roundstate=2 && statetype != A&&command != "holddown"&&command = "holdfwd"&& command="b" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=(stateno = 250 && anim = 255) && animelemtime(5)<=1&&movecontact trigger4=(stateno = 220 && anim = 225) &&movecontact trigger5=((stateno=[200,210])||(stateno=430)||(stateno=[400,410]))&&movecontact&&var(55) trigger5=((stateno=[200,240])||(stateno=430)||(stateno=[400,410]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing Low Kick] type=ChangeState value=230 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="a" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=(stateno=[200,209])&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing Medium Kick] type=ChangeState value=240 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="b" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,239])||(stateno=[400,419])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing High Kick] type=ChangeState value=250 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="c" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,240])||(stateno=[400,449]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Low Punch] type=ChangeState value=400 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="x" trigger1=ctrl||stateno=[100,101] trigger2=var(4) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Punch] type=ChangeState value=410 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command= "holddown"&& command="y" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,209])||(stateno=[230,239])||(stateno=[400,409])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching High Punch] type=ChangeState value=420 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="z" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,249])||(stateno=[400,419])||(stateno=[430,449]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Low Kick] type=ChangeState value=430 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="a" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,209])||(stateno=[400,409]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Kick] type=ChangeState value=440 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="b" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,239])||(stateno=[400,419])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching High Kick] type=ChangeState value=450 triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="c" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,249])||(stateno=[400,449]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Jumping Low Punch] type=ChangeState value=600 triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="x" trigger1=ctrl trigger2=var(4) ;--------------------------------------------------------------------------- [State -1, Jumping Medium Punch] type=ChangeState value=610 triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="y" trigger1=ctrl trigger2=var(4) trigger3=((stateno=[600,609])||(stateno=[630,639]))&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping High Punch] type=ChangeState value=620 triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="z" trigger1=ctrl trigger2=var(4) trigger3=((stateno=[600,619])||(stateno=[630,649]))&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping Low Kick] type=ChangeState value=630 triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="a" trigger1=ctrl trigger2=var(4) trigger3=(stateno=[600,609])&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping Medium Kick] type=ChangeState value=640 triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="b" trigger1=ctrl trigger2=var(4) trigger3=((stateno=[600,619])||(stateno=[630,639]))&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping High Kick] type=ChangeState value=650 triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="c" trigger1=ctrl trigger2=var(4) trigger3=(stateno=[600,649])&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" triggerall = !AILevel&&Roundstate=2&&StateType != A triggerall = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) ;=========================================================================== ;AI ;=========================================================================== ;======================================================================= [State -1, run] type = changestate value = 102 trigger1 = AIlevel && numenemy trigger1 = statetype = S && roundstate = 2 && ctrl && random < (300 * (AIlevel ** 2 / 64.0)) trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2bodydist x > 100 [State -1, dash] type = changestate value = 105 triggerall = AIlevel && numenemy triggerall = statetype = S && roundstate = 2 && ctrl triggerall = (p2bodydist x = [0, 80]) && backedgebodydist > 80 && (stateno != [100, 105]) trigger1 = enemynear, movetype = A && random < (50 * (AIlevel ** 2 / 64.0)) trigger2 = enemynear, stateno = 5120 && enemynear, animtime = -3 && random < (300 * (AIlevel ** 2 / 64.0)) [State -1, Jump] type = changestate value = 40 triggerall = AIlevel && numenemy&&random < (50 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 && statetype != A triggerall = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr = SC, AT trigger1=ctrl [state -1,AI Air Guard] type = ChangeState value = 132 triggerall = AIlevel && numenemy&& roundstate = 2&&InGuardDist triggerall = ctrl&&statetype = A trigger1 = enemynear,numproj trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA trigger2 = random <=ifelse(backedgedist<=10,900,700) [State -1, Guard] type = changestate value = 120 trigger1 = AIlevel && numenemy trigger1 = roundstate = 2 && inguarddist trigger1 = ctrl && (stateno != [120, 155]) && !var(20) trigger1 = !(enemynear, hitdefattr = SCA, AT) && (enemynear, time < 120) trigger1 = statetype != A || p2statetype = A trigger1 = random < (ifelse((p2stateno = [200, 699]), 300, ifelse((p2stateno = [1000, 2999]), 500, 1000)) * (AIlevel ** 2 / 64.0)) [State -1, Guard] type = ChangeState value = 120 triggerall= AILevel && numenemy&& (StateNo!=[120,155]) && !(enemynear,ctrl) && random < (450 * (AIlevel ** 2 / 64.0)) triggerall= Ctrl||stateno = 21 triggerall=enemynear,Movetype=A && !(enemynear,hitdefattr=SCA,AT) trigger1 = inguarddist [State -1, Super Jump] type = ChangeState value = 123 triggerall = AILevel && numenemy && var(55)=2 && statetype != A && roundstate = 2 && (p2bodydist y = [-320,5]) triggerall = stateno != 100 && pos y = 0 && (enemynear,Statetype!=C) trigger1 = ctrl && enemy,vel y < -1 && (p2bodydist x = [ 10, 70]) && enemynear,movetype != A && random < (200 * (AIlevel ** 2 / 64.0)) trigger2 = ctrl && enemy,vel y < -1 && random < (150 * (AIlevel ** 2 / 64.0)) trigger2 = enemynear,movetype = H && (enemynear,stateno=5040) trigger2 = p2bodydist x <= 50 && random < (150 * (AIlevel ** 2 / 64.0)) trigger3 = ctrl && enemynear,MoveType != H&&P2BodyDist Y < -90&& enemy,vel y <= 0 && random < (350 * (AIlevel ** 2 / 64.0)) trigger4 = stateno=420 && MoveHit trigger5 = ctrl && (p2bodydist x<=140) && (enemynear,statetype!=A) && (enemynear,movetype=A) && (enemynear,stateno=[2000,4999]) && random < (750 * (AIlevel ** 2 / 64.0)) [State -1, Zero Counter] type = changestate value = 750 trigger1 = AIlevel && numenemy trigger1 = (p2dist x = [-90, 90]) && stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && power >= 2000 && !var(20) && life < 500 && random < (10 * (AIlevel ** 2 / 64.0)) [State -1, powercharge] type = changestate value = 730 trigger1 = AIlevel && numenemy trigger1 = !numhelper(3033) trigger1 = roundstate = 2 && statetype != A && ctrl trigger1 = power < const(data.power) && power < powermax && !var(20) trigger1 = random < (50 * (AIlevel ** 2 / 64.0)) && !inguarddist && p2movetype != A && p2dist x >= 160 [State -1, roll / dodge] type = changestate value = ifelse(random < 600, 700, 710) trigger1 = AIlevel && numenemy trigger1 = roundstate = 2 && statetype != A && ctrl && random < (200 * (AIlevel ** 2 / 64.0)) trigger1 = enemynear, movetype = A && p2bodydist x < 80 [State -1, airrecover] type=changestate value=ifelse((pos y>=-20),5200,5210) triggerall= AILevel && numenemy triggerall= roundstate=2 && stateno=5050 trigger1= vel y>-1 && alive && canrecover && random < (350 * (AIlevel ** 2 / 64.0)) ;------------------------------------------------------------------- [State -1, Throw] type = ChangeState value = 850 triggerall = AILevel&&random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate=2&&statetype!=A&& enemynear,statetype!=L&&(enemynear,stateno!=[5120,5201]) && !var(20) triggerall = enemynear,movetype!=H&&enemynear,statetype!=A&&enemynear,Hitover&&(p2bodydist x =[0,30]) triggerall = ctrl||stateno=100||stateno=52 trigger1 = random>=800 trigger2 = enemynear,stateno=[120,155] trigger2 = random>=500 trigger3 = stateno=100 trigger4=(p2bodydist x=[0,30])&&random<250 trigger5=(p2stateno=[120,155])&&(p2bodydist x=[0,30])&&random<500 ;------------------------------------------------------------------- [State -1, Throw] type = ChangeState value = 850 triggerall = AILevel&&random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate=2&&statetype!=A&& enemynear,statetype!=L&&(enemynear,stateno!=[5120,5201]) && !var(20) triggerall = enemynear,movetype!=H&&enemynear,statetype!=A&&enemynear,Hitover&&(p2bodydist x =[0,30]) triggerall = ctrl||stateno=100||stateno=52 trigger1 = random>=800 trigger2 = enemynear,stateno=[120,155] trigger2 = random>=500 trigger3 = stateno=100 trigger4=(p2bodydist x=[0,30])&&random<250 trigger5=(p2stateno=[120,155])&&(p2bodydist x=[0,30])&&random<500 ;-------------------------------------------------------------------- [State -1, Raging Omega] type=ChangeState value=3500 triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000 && random < (400 * (AIlevel ** 2 / 64.0))&&(p2bodydist x =[-80,160]) && (p2bodydist y =[-140,5]) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)&&movehit ;---------------------------------------------------------------------- [State -1, Kaiser Phoenix] type=ChangeState value=3400 triggerall=AILevel && numenemy && RoundState=2 && StateType != A && !numhelper(3005) && !Numhelper(3055) && var(20) <= 60 && power >= 2000 && random < (100 * (AIlevel ** 2 / 64.0)) triggerall=(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x >=40) && (p2bodydist y =[-90,5]) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=(var(6)|| var(7))&&movehit trigger3=(stateno=[200,450])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, MAX Gigantic Pressure] type=ChangeState value=3060 triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& power >= 2000 && random < (200 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,100]) && (p2bodydist y =[-70,5]) &&(enemynear, statetype != A)&&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=(var(6)|| var(7))&&movehit trigger3=(stateno=[200,450])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, Gigantic Pressure] type=ChangeState value=3000 triggerall=AILevel && numenemy && RoundState=2 && stateno!=3000 && StateType != A &&var(20)<=60&& power >= 1000 && random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[-40,60]) && (p2bodydist y =[-70,5]) &&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=(var(6)|| var(7))&&movehit trigger3=(stateno=[200,450])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, MAX Destruction Omega] type=ChangeState value=3150 triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& power >= 2000 && random < (350 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) && !(enemynear, hitfall)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,120]) && (p2bodydist y =[-80,85]) &&(enemynear, statetype =S) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=(var(6)|| var(7))&&movehit trigger3=(stateno=[200,450])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, Destruction Omega] type=ChangeState value=3100 triggerall=AILevel && numenemy && RoundState=2 && (stateno!=[3100,3190]) && StateType != A &&var(20)<=60&& power >= 2000 && random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,80]) && (p2bodydist y =[-80,5]) &&(enemynear, statetype =S) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=(var(6)|| var(7))&&movehit trigger3=(stateno=[200,450])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, MAX Aerial Dead and Screamer] type=ChangeState value=3260 triggerall=AILevel && RoundState=2 && numenemy && StateType = A &&(stateno!=[3200,3299])&& var(20)<=60 && power >= 2000 trigger1 = (stateno=[600,650]) && movehit ;---------------------------------------------------------------------- [State -1, Aerial Dead and Screamer] type=ChangeState value=3230 triggerall=AILevel && RoundState=2 && numenemy && StateType = A &&(stateno!=[3200,3299])&& var(20)<=60 && power >= 1000 trigger1 = (stateno=[600,650]) && movehit ;---------------------------------------------------------------------- [State -1, Genocide Cutter] type=ChangeState value=Ifelse((power >= 500 && random < 100), 1150, 1100) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220]) && p2bodydist x >=10 && p2bodydist x <=70 &&(p2dist y=[-110,5]) &&(enemynear, statetype != C) trigger1=ctrl || (StateNo=[100,101])|| (StateNo=[110,111]) trigger2=var(5) trigger3=(stateno=[200,440])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, Kaiser Wave] type=ChangeState value=Ifelse((power >= 500 && random < 100), 1530, 1500) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (90 * (AIlevel ** 2 / 64.0)) triggerall=(enemynear,statetype != L) && !(enemynear, hitfall)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x >=180) && (p2bodydist y =[-80,5]) &&(enemynear, statetype != A) triggerall=!numhelper(2090) && !Numhelper(1760) && Ifelse(!var(20), !numhelper(2090), numhelper(2090)<=2) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Vanishing Rush] type=ChangeState value=Ifelse((power >= 900 && random < 100), 1650, 1600) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,150]) && (p2bodydist y =[-110,-40]) &&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno=[200,440])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, Gravity Smash] type=ChangeState value=Ifelse((power >= 800 && random < 100), 1720, 1700) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (60 * (AIlevel ** 2 / 64.0)) triggerall=(enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x >=60) && (p2bodydist y =[-80,5]) triggerall=(enemynear, statetype != A) &&(enemynear, statetype = C)&& !numhelper(3005) && !Numhelper(3055) && !Numhelper(1805) && Ifelse(!var(20), !numhelper(1005), numhelper(1005)<=4) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno=[200,440])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, Beeds Destructor] type=ChangeState value=Ifelse((power >= 900 && random < 100), 1450, 1400) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,150]) && (p2bodydist y =[-110,-40]) &&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno=[200,440])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, ReppuKen] type=ChangeState value=Ifelse((power >= 800 && random < 100), 1050, 1000) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (60 * (AIlevel ** 2 / 64.0)) triggerall=(enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x >=60) && (p2bodydist y =[-80,5]) triggerall=(enemynear, statetype != A) &&(enemynear, statetype = S)&& !numhelper(3005) && !Numhelper(3055) && !Numhelper(1805) && Ifelse(!var(20), !numhelper(1005), numhelper(1005)<=4) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=(stateno=[200,440])&&movehit&&random<200 ;---------------------------------------------------------------------- [State -1, God Press] type=ChangeState value=Ifelse((power >= 500 && random < 50), 1360, 1300) triggerall=AILevel && RoundState=2 && Numenemy && StateType != A triggerall=(p2bodydist x= [25,80]) && (p2bodydist y = [ -80, 5]) triggerall=(enemynear,stateno!=[120,155]) && (enemynear,stateno!=[5100,5220]) && enemynear,statetype!=L && enemynear,statetype!=C trigger1=(ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]))&& random < (100 * (AIlevel ** 2 / 64.0)) trigger2=(stateno=[200,440]) && movehit && random<50 ;---------------------------------------------------------------------- [State -1, Aerial Gravity Smash] type = changestate value=Ifelse((power >= 800 && random < 100), 1745, 1730) triggerall = AIlevel && numenemy triggerall = roundstate = 2 && statetype = A && var(9) != 2 triggerall=!numhelper(2090) && !Numhelper(1760) && Ifelse(!var(20), !numhelper(2090), numhelper(2090)<=2) triggerall = !(enemynear, ctrl) && (enemynear, stateno != [120, 155]) triggerall = p2dist x >= 0 && p2dist y >= -25 trigger1 = ctrl && vel y > -2 && random < (333 * (AIlevel ** 2 / 64.0)) trigger2 = (stateno = [260, 285]) trigger2 = (movehit = [1, 16]) && random < (100 * (AIlevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Standing Low Punch AI] type = ChangeState value = 200 triggerall = AILevel && numenemy&&roundstate=2&&StateType != A triggerall = p2bodydist x <=45&&(p2bodydist y = [-80,5])&&P2statetype != A&&P2statetype != C&&P2statetype != L&& random < (650 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl trigger2 = (stateno = [100,101]) && random < 100 ;--------------------------------------------------------------------------- [State -1, Standing Medium Punch AI] type = ChangeState value = 210 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A && P2statetype != C triggerall = (p2bodydist x = [0, 30]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (150 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [230,239])||(stateno = [400,409])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Standing High Punch AI] type = ChangeState value = 220 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -80, 80]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 650 ;--------------------------------------------------------------------------- [State -1, Standing Low Kick AI] type = ChangeState value = 230 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A triggerall = (p2bodydist x = [0, 40]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [400,409]))&& movehit&&var(55) trigger2 = random < 200 trigger3 = (stateno = [100,101]) && random < 100 ;--------------------------------------------------------------------------- [State -1, Standing Medium Kick AI] type = ChangeState value = 240 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A && P2statetype != C triggerall = (p2bodydist x = [0, 55]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [230,239])||(stateno = [410,419])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Standing High Kick AI] type = ChangeState value = 250 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != C triggerall = (p2bodydist x = [0, 60]) && (p2bodydist y = [ -60, 50]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [240,249])|| (stateno = [440,449]))&& movehit && stateno != 225&&var(55) trigger2 = random < 800 ;--------------------------------------------------------------------------- [State -1, Crouching Low Punch] type = ChangeState value = 400 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 40]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = stateno = [100,101] ;--------------------------------------------------------------------------- [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (150 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [230,239])||(stateno = [400,409])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 800 ;--------------------------------------------------------------------------- [State -1, Crouching High Punch] type = ChangeState value = 420 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 70]) &&(p2bodydist y = [-80,5]) && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (125 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55)=1 trigger2 = random < 600 ;--------------------------------------------------------------------------- [State -1, Crouching Low Kick] type = ChangeState value = 430 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 35]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (50 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [400,409]))&& movehit&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 45]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (75 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [230,239])||(stateno = [410,419])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Crouching High Kick] type = ChangeState value = 450 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -50, 50]) && p2statetype != L && p2statetype = S && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [220,229])|| (stateno = [240,249])||(stateno = [420,429])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 900 ;--------------------------------------------------------------------------- [State -1, Jumping Low Punch] type = ChangeState value = 600 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0,60]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (500 * (AIlevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 70]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (ifelse((vel x > 0 && p2statetype = A), 250, 125) * (AIlevel ** 2 / 64.0)) trigger2 = (stateno = [600,609])&& movehit && var(55)=2 && random < 750 trigger3 = (stateno = [630,639])&& movehit && var(55)=2 && random < 250 ;--------------------------------------------------------------------------- [State -1, Jumping High Punch] type = ChangeState value = 620 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 100]) && (p2bodydist y = [ -80, 50]) && p2statetype != L trigger1 = ctrl && random < (150 * (AIlevel ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 700 trigger3 = (stateno = [640,649])&& movehit && var(55)=2 && random < 200 ;--------------------------------------------------------------------------- [State -1, Jumping Low Kick] type = ChangeState value = 630 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 70]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (50 * (AIlevel ** 2 / 64.0)) trigger2 = (stateno = [600,609])&& movehit && var(55)=2 && random < 250 ;--------------------------------------------------------------------------- [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 90]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (250 * (AIlevel ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 100 trigger3 = (stateno = [630,639])&& movehit && var(55)=2 && random < 750 ;--------------------------------------------------------------------------- [State -1, Jumping High Kick] type = ChangeState value = 650 triggerall = AILevel && numenemy &&roundstate=2&&statetype = A && (p2bodydist x = [0, 130]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (250 * (AIlevel ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 250 trigger3 = (stateno = [640,649])&& movehit && var(55)=2 && random < 750 ;---------------------------------------------------------------------------
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