;***************************************************************************;
;***************************************************************************;
; 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
;---------------------------------------------------------------------------