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DJB MUGEN & IKEMEN Community

Command List — Gustab-Munchausen.zip ← Back to Overview

;------------------------------------------------------------------------------- ;----- AI INTELIGENCIA ARTIFICIAL BY ZELGADIS ---------------------------------- ;------------------------------------------------------------------------------- [command] name = "AI1" command = B,D,a+c,z,c+b,s time = 1 [command] name = "AI2" command = B,F,c+b,z,c+z,x,s time = 1 [command] name = "AI3" command = B,U,a+b,y,c+y,s,z,D time = 1 [command] name = "AI4" command = B,B,a+y,c,z+x,s time = 1 [command] name = "AI5" command = B,B,a+b,z,c+b,s time = 1 [command] name = "AI6" command = D,B,z+b,z,c+x,s time = 1 [command] name = "AI7" command = B,U,a+b,z,c+x,s time = 1 [command] name = "AI8" command = B,F,a+b,c,c+x,s time = 1 [Command] name = "AI9" command = U,D,F,F,B,B,s time = 1 [Command] name = "AI10" command = U,D,F,F,B,F,s time = 1 [Command] name = "AI11" command = U,D,F,F,B,D,s time = 1 [Command] name = "AI12" command = U,D,F,F,B,U,s time = 1 [Command] name = "AI13" command = U,D,F,F,U,B,s time = 1 [Command] name = "AI14" command = U,D,F,F,D,B,s time = 1 [Command] name = "AI15" command = U,D,F,F,F,B,s time = 1 [Command] name = "AI16" command = U,D,U,F,B,B,s time = 1 [Command] name = "AI17" command = U,D,D,F,B,B,s time = 1 [Command] name = "AI18" command = D,D,F,F,B,B,s time = 1 [Command] name = "AI19" command = U,U,F,F,B,B,s time = 1 [Command] name = "AI20" command = U,B,F,F,B,B,s time = 1 [Command] name = "AI21" command = UB, U, F, a+b,s time = 1 [Command] name = "AI22" command = UB, U, F, b+c,s time = 1 [Command] name = "AI23" command = UB, U, F, a+c,s time = 1 [Command] name = "AI24" command = UF, U, B, x+y,s time = 1 [Command] name = "AI25" command = UF, U, B, y+z,s time = 1 [Command] name = "AI26" command = UF, U, B, x+z,s time = 1 [Command] name = "AI27" command = UB, U, F, x+y,s time = 1 [Command] name = "AI28" command = UB, U, F, y+z,s time = 1 [Command] name = "AI29" command = UB, U, F, x+z,s time = 1 [Command] name = "AI30" command = UF, U, B, a+b,s time = 1 [Command] name = "AI31" command = UF, U, B, b+c,s time = 1 [Command] name = "AI32" command = UF, U, B, a+c,s time = 1 [Command] name = "AI33" command = UF, DB, UB,DF ,x,s time = 1 [Command] name = "AI34" command = UF, DB, UB,DF ,y,s time = 1 [Command] name = "AI35" command = UF, DB, UB,DF , z,s time = 1 ;-| Defauts|------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;------------------------------------------------------------------------------ ;-| Hypers |-------------------------------------------------------------- [command] name = "Flash of lightning" command = ~D,DF,F,D,DF,F,c time = 20 [command] name = "Hyper Celestial destruction" command = ~x,x,F,y time = 15 [command] name = "Execution" command = ~F,D,DB,B,F,c time = 20 ;------------------------------------------------------------------------------ ;-| Dobles |-------------------------------------------------------------- [command] name = "Reversion of light" command = ~D,DF,F,D,F,x time = 20 [command] name = "Reversion of light" command = ~D,DF,F,D,F,y time = 20 [command] name = "Super Celestial destruction" command = ~D,DB,B,D,DF,F,c time = 20 ;------------------------------------------------------------------------------ ;-| Especiales |----------------------------------------------------------------- [command] name = "Revelation threads" command = ~D,DB,B,D,DF,F,y time = 20 [command] name = "Revelation threads" command = ~D,DB,B,D,DF,F,x time = 20 [command] name = "Celestial destruction" command = ~D,DB,B,D,DF,F,a time = 20 [command] name = "Celestial destruction" command = ~D,DB,B,D,DF,F,b time = 20 ;------------------------------------------------------------------------------ ;-| Vasicos |------------------------------------------------------------------- [command] name = "Cutting wind" command = ~D,DF,F,x time = 15 [command] name = "Cutting wind" command = ~D,DF,F,y time = 15 [command] name = "Aura Clone" command = ~15$B,F,x time = 25 [command] name = "Aura Clone 2" command = ~15$B,F,y time = 25 [command] name = "Astral thread" command = ~B,D,DB,x time = 15 [command] name = "Astral thread" command = ~B,D,DB,y time = 15 [command] name = "Trap of threads" command = ~D,DF,F,a time = 15 [command] name = "Trap of threads" command = ~D,DF,F,b time = 15 [command] name = "Combo Attack" command = ~D,DB,B,a time = 15 [command] name = "Combo Attack" command = ~D,DB,B,b time = 15 [command] name = "Filament cobweb" command = ~D,DB,B,x time = 15 [command] name = "Filament cobweb 2" command = ~D,DB,B,y time = 15 [command] name = "Filament Attack" command = ~D,DF,F,x time = 15 [command] name = "Filament Attack" command = ~D,DF,F,y time = 15 ;------------------------------------------------------------------------------ ;-| キー2回連続入力 |--------------------------------------------------------- [Command] name = "FF" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = F, F time = 10 [Command] name = "BB" ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません) command = B, B time = 10 ;------------------------------------------------------------------------------ ;-| 同時押し |----------------------------------------------------------------- [Command] name = "recovery" command = x+a time = 1 [Command] name = "recovery" command = z time = 1 [Command] name = "ふっとばし" command = y+b time = 1 [Command] name = "ふっとばし" command = c time = 1 [Command] name = "x+y" command = x+y time = 1 [Command] name = "a+b" command = a+b time = 1 [Command] name = "jump" command = D, $U time = 12 ;------------------------------------------------------------------------------ ;-| 方向キー+ボタン |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;------------------------------------------------------------------------------ ;-| ボタン単発 |--------------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;------------------------------------------------------------------------------ ;-| 方向キー押しっぱなし |----------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holdxy" command = /$x+y time = 1 [Command] name = "holdc" command = /$c time = 1 [Command] name = "holdx" command = /$x time = 1 [Command] name = "holdy" command = /$y time = 1 [Command] name = "holda" command = /$a time = 1 ;============================================================================== ;------------------------------------------------------------------------------ [Statedef -1] ;Execution [State -1, Execution] type = ChangeState value = 2100 triggerall = command = "Execution" triggerall = power >= 3000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 1110 && movecontact trigger13 = stateno = 1170 trigger14 = stateno = 1180 trigger15 = stateno = 1110 && movecontact && time = [0,63] triggerall = var(50) = 0 ;Hyper Celestial destruction [State -1, Hyper Celestial destruction] type = ChangeState value = 2010 triggerall = command = "Hyper Celestial destruction" triggerall = power >= 3000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 1110 && movecontact trigger13 = stateno = 1170 trigger14 = stateno = 1180 triggerall = var(50) = 0 ;Cutting wind [State -1, Cutting wind] type = ChangeState value = 2000 triggerall = command = "Cutting wind" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 trigger2 = movecontact trigger3 = stateno = 630 trigger3 = movecontact trigger4 = stateno = 635 trigger4 = movecontact trigger5 = stateno = 640 trigger5 = movecontact trigger6 = stateno = 645 trigger6 = movecontact ;Aura Clone 2 [State -1, Aura Clone 2] type = ChangeState value = 1194 triggerall = command = "Aura Clone 2" triggerall = numprojID(1010) = 0 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Aura Clone [State -1, Aura Clone] type = ChangeState value = 1190 triggerall = command = "Aura Clone" triggerall = numhelper(1191) = 0 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Super Celestial destruction [State -1, Super Celestial destruction] type = ChangeState value = 1180 triggerall = command = "Super Celestial destruction" triggerall = power >= 2000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 1110 && movecontact trigger13 = stateno = 1170 triggerall = var(50) = 0 ;Celestial destruction [State -1, Celestial destruction] type = ChangeState value = 1170 triggerall = command = "Celestial destruction" triggerall = power >= 1000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 1110 && movecontact triggerall = var(50) = 0 ;Revelation threads [State -1, Revelation threads] type = ChangeState value = 1160 triggerall = command = "Revelation threads" triggerall = power >= 1000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 1110 && movecontact trigger13 = stateno = 1101 trigger14 = stateno = 1104 triggerall = var(50) = 0 ;Astral thread [State -1, Astral thread] type = ChangeState value = 1150 triggerall = command = "Astral thread" trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Flash of lightning [State -1, Flash of lightning] type = ChangeState value = 1140 triggerall = command = "Flash of lightning" triggerall = power >= 3000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 1110 && movecontact trigger13 = stateno = 1170 triggerall = var(50) = 0 ;Reversion of light [State -1, Reversion of light] type = ChangeState value = 1130 triggerall = command = "Reversion of light" triggerall = power >= 2000 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Trap of threads [State -1, Trap of threads] type = ChangeState value = 1120 triggerall = command = "Trap of threads" trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Combo Attack [State -1, Combo Attack] type = ChangeState value = 1110 triggerall = command = "Combo Attack" trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Filament cobweb [State -1, Filament cobweb] type = ChangeState value = 1102 triggerall = command = "Filament cobweb 2" trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Filament cobweb [State -1, Filament cobweb] type = ChangeState value = 1100 triggerall = command = "Filament cobweb" trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;Combo Attack 1 [State -1, Combo Attack 1] type = ChangeState value = 1000 triggerall = command = "Filament Attack" triggerall = numprojID(1000) = 0 trigger1 = (statetype = s) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 215 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 400 && movecontact trigger9 = stateno = 410 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact triggerall = var(50) = 0 ;--------------------------------------------------------------------------- ;後緊急回避 [State -1, T S] type = ChangeState value = 710 triggerall = command = "recovery" && command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger2 = power >= 1000 trigger2 = stateno = [150,151] triggerall = var(50) = 0 ;--------------------------------------------------------------------------- ;前緊急回避 [State -1, T S] type = ChangeState value = 700 triggerall = command = "recovery" trigger1 = statetype = S trigger1 = ctrl trigger2 = power >= 1000 trigger2 = stateno = [150,151] trigger3 = stateno = 100 triggerall = var(50) = 0 ;--------------------------------------------------------------------------- ;受身 [State -1, UKEMI] type = ChangeState value = 52000 triggerall = command = "recovery" triggerall = alive = 1 trigger1 = stateno = 5050 trigger1 = pos y > -50 ;------------------------------------------------------------------------------ ;ふっとばし [State -1, Throw] type = ChangeState value = 300 triggerall = command = "ふっとばし" triggerall = statetype = S triggerall = stateno != 100 trigger1 = ctrl trigger2 = power >= 1000 trigger2 = stateno = [150,151] triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;空中ふっとばし [State -1, CD] type = ChangeState value = 650 triggerall = command = "ふっとばし" triggerall = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;P投げ [State -1, Throw] type = ChangeState value = 800 triggerall = command = "y" triggerall = command = "holdfwd" || command = "holdback" triggerall = statetype = S triggerall = stateno != 100 trigger1 = p2bodydist X < 15 trigger1 = p2statetype != A && p2movetype != H trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;K投げ [State -1, Throw] type = ChangeState value = 800 triggerall = command = "b" triggerall = command = "holdfwd" || command = "holdback" triggerall = statetype = S triggerall = stateno != 100 trigger1 = p2bodydist X < 15 trigger1 = p2statetype != A && p2movetype != H trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;八拾八式 [State -1, 88] type = ChangeState value = 320 triggerall = command = "b" triggerall = command = "holdfwd" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;ダッシュ [State -1, Dash] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl triggerall = var(50) = 0 ;バックステップ [State -1, Back Step] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl triggerall = var(50) = 0 ;============================================================================== ;遠距離立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype = S trigger1 = ctrl triggerall = var(50) = 0 ;近距離立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 215 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype = S triggerall = p2bodydist X < 24 trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 410 && movecontact trigger6 = stateno = 430 && movecontact triggerall = var(50) = 0 ;遠距離立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 215 && movecontact trigger6 = stateno = 245 && movecontact triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;遠距離立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype = S trigger1 = ctrl triggerall = var(50) = 0 ;近距離立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 245 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype = S triggerall = p2bodydist X < 20 trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 215 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact triggerall = var(50) = 0 ;遠距離立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 215 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact trigger8 = stateno = 245 && movecontact triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" triggerall = var(20) = 0 trigger1 = statetype != A trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 && movecontact trigger3 = stateno = 400 && movecontact triggerall = var(50) = 0 ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 215 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 430 && movecontact trigger7 = stateno = 245 && movecontact triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movecontact trigger3 = stateno = 430 && movecontact triggerall = var(50) = 0 ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;ジャンプ弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;ジャンプ強パンチ [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------ ;垂直ジャンプ弱キック [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" triggerall = stateno != 105 triggerall = vel X = 0 trigger1 = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;斜めジャンプ弱キック [State -1, Jump Light Kick] type = ChangeState value = 635 triggerall = command = "a" triggerall = stateno != 105 triggerall = vel X != 0 trigger1 = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;垂直ジャンプ強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "b" triggerall = stateno != 105 triggerall = vel X = 0 trigger1 = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;斜めジャンプ強キック [State -1, Jump Strong Kick] type = ChangeState value = 645 triggerall = command = "b" triggerall = stateno != 105 triggerall = vel X != 0 trigger1 = statetype = A trigger1 = ctrl triggerall = var(50) = 0 ;------------------------------------------------------------------------------- ;-------------------------Comandos de AI By Zelgadis---------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State Camondos de AI] type = VarSet triggerall = alive triggerall = stateno < 5500 trigger1 = command = "AI1" trigger2 = command = "AI2" trigger3 = command = "AI3" trigger4 = command = "AI4" trigger5 = command = "AI5" trigger6 = command = "AI6" trigger7 = command = "AI7" trigger8 = command = "AI8" trigger9 = command = "AI9" trigger10 = command = "AI10" trigger11 = command = "AI11" trigger12 = command = "AI12" trigger13 = command = "AI13" trigger14 = command = "AI14" trigger15 = command = "AI15" trigger16 = command = "AI16" trigger17 = command = "AI17" trigger18 = command = "AI18" trigger19 = command = "AI19" trigger20 = command = "AI20" trigger21 = command = "AI21" trigger22 = command = "AI22" trigger23 = command = "AI23" trigger24 = command = "AI24" trigger25 = command = "AI25" trigger26 = command = "AI26" trigger27 = command = "AI27" trigger28 = command = "AI28" trigger29 = command = "AI29" trigger30 = command = "AI30" trigger31 = command = "AI31" trigger32 = command = "AI32" trigger33 = command = "AI33" trigger34 = command = "AI34" trigger35 = command = "AI35" trigger36 = ishometeam && (teamside>1||matchno>1) v = 50 value = 1 ignorehitpause = 1 persistent = 1 [State OFF] type = VarSet trigger1 = roundstate>2 trigger2 = !alive trigger3 = stateno = 5500 v = 50 value = 0 ignorehitpause = 1 persistent = 1 ;------------------------------------------------------------------------------- [State AI] type = ChangeState value = 1150 triggerall = var(50) != 0 triggerall = random <= 250 triggerall = roundstate = 2 triggerall = p2statetype = A triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,70] triggerall = p2stateno != [5050,5122] triggerall = statetype = S trigger1 = ctrl && statetype != A trigger1 = p2movetype != H trigger2 = movehit [State AI] type = ChangeState value = 2010 triggerall = var(50) != 0 triggerall = random <= 560 triggerall = power >= 3000 triggerall = roundstate = 2 triggerall = p2statetype = A triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,70] triggerall = p2stateno != [5050,5122] triggerall = statetype = S trigger1 = ctrl && statetype != A trigger1 = p2movetype != H trigger2 = movehit [State AI] type = ChangeState value = 1170 triggerall = var(50) != 0 triggerall = random <= 250 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = p2statetype = A triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,100] triggerall = p2stateno != [5050,5122] triggerall = statetype = S trigger1 = ctrl && statetype != A trigger1 = p2movetype != H trigger2 = movehit [State AI] type = ChangeState value = 2010 triggerall = var(50) != 0 triggerall = p2statetype = A triggerall = p2stateno = 5020 triggerall = power >= 3000 triggerall = random <= 999 trigger1 = stateno = 1170 && time = 20 [State AI] type = ChangeState value = 2010 triggerall = var(50) != 0 triggerall = p2statetype = A triggerall = p2stateno = 5020 triggerall = power >= 3000 triggerall = random <= 999 triggerall = p2bodydist x = [0,100] trigger1 = stateno = 1180 && time = 18 [State AI] type = ChangeState value = 430 triggerall = var(50) != 0 triggerall = random <= 460 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = p2statetype != A triggerall = p2bodydist x = [2,30] trigger1 = ctrl [State AI] type = ChangeState value = 400 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movecontact triggerall = p2bodydist x = [0,130] triggerall = random <= 999 trigger1 = stateno = 430 trigger1 = time = 3 [State AI] type = ChangeState value = 245 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movecontact triggerall = p2bodydist x = [0,130] triggerall = random <= 999 trigger1 = stateno = 400 trigger1 = time = 3 [State AI] type = ChangeState value = 240 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movecontact triggerall = p2bodydist x = [0,130] triggerall = random <= 999 trigger1 = stateno = 245 trigger1 = time = 2 [State AI] type = ChangeState value = 215 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movecontact triggerall = p2bodydist x = [0,130] triggerall = random <= 999 trigger1 = stateno = 240 trigger1 = time = 7 [State AI] type = ChangeState value = 210 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movecontact triggerall = p2bodydist x = [0,130] triggerall = random <= 999 trigger1 = stateno = 215 trigger1 = time = 5 [State AI] type = ChangeState value = 410 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movecontact triggerall = p2bodydist x = [0,130] triggerall = random <= 750 trigger1 = stateno = 210 trigger1 = time = 6 [State AI] type = ChangeState value = 1110 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movehit triggerall = p2bodydist x = [0,130] triggerall = random <= 999 trigger1 = stateno = 410 trigger1 = time = 4 [State AI] type = ChangeState value = 2100 triggerall = var(50) != 0 triggerall = power >= 3000 triggerall = p2statetype != A triggerall = movehit triggerall = p2bodydist x = [0,130] triggerall = random <= 550 trigger1 = stateno = 1110 trigger1 = time = 63 [State AI] type = ChangeState value = 1170 triggerall = var(50) != 0 triggerall = moveguarded triggerall = p2statetype != A triggerall = random <= 500 trigger1 = stateno = 410 trigger1 = time = 4 [State AI] type = ChangeState value = 1110 triggerall = var(50) != 0 triggerall = p2statetype != A triggerall = movehit triggerall = random <= 999 trigger1 = stateno = 410 trigger1 = time = 4 [State AI] type = ChangeState value = 1170 triggerall = var(50) != 0 triggerall = p2statetype = A triggerall = movehit triggerall = random <= 999 trigger1 = stateno = 1110 trigger1 = time = 77 [State AI] type = ChangeState value = 1160 triggerall = var(50) != 0 triggerall = random <= 750 triggerall = roundstate = 2 triggerall = power >= 1000 triggerall = p2statetype = A triggerall = ctrl && statetype != A triggerall = p2bodydist x = [180,300] triggerall = statetype = S trigger1 = ctrl && statetype != A trigger1 = p2movetype != H trigger2 = movehit [State AI] type = ChangeState value = 800 triggerall = var(50) != 0 triggerall = random <= 360 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = p2statetype != A triggerall = p2bodydist x = [0,15] trigger1 = ctrl [State AI] type = ChangeState value = 1100 triggerall = var(50) != 0 triggerall = random <= 70 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = statetype != A triggerall = p2statetype != A triggerall = p2bodydist x = [100,300] trigger1 = ctrl [State AI] type = ChangeState value = 1102 triggerall = var(50) != 0 triggerall = random <= 70 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = statetype != A triggerall = p2statetype != A triggerall = p2bodydist x = [100,300] trigger1 = ctrl [State AI] type = ChangeState value = 1130 triggerall = var(50) != 0 triggerall = power >= 2000 triggerall = p2life <= 1700 triggerall = random <= 750 triggerall = roundstate = 2 triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5050,5122] triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,300] triggerall = p2movetype = A triggerall = statetype = S trigger1 = ctrl trigger1 = p2movetype != H [State AI] type = ChangeState value = 1130 triggerall = var(50) != 0 triggerall = random <= 9999 triggerall = power >= 3000 triggerall = roundstate = 2 triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5050,5122] triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,300] triggerall = p2movetype = A triggerall = statetype = S trigger1 = ctrl && enemynear,Numhelper && statetype != A && random = [10,300] trigger1 = p2movetype != H [State AI] type = ChangeState value = 1160 triggerall = var(50) != 0 triggerall = power >= 1000 triggerall = p2stateno = 2020 triggerall = p2bodydist x = [0,300] triggerall = random <= 420 trigger1 = stateno = 1101 trigger1 = time = 65 [State AI] type = ChangeState value = 1160 triggerall = var(50) != 0 triggerall = power >= 1000 triggerall = p2stateno = 2020 triggerall = p2bodydist x = [0,300] triggerall = random <= 999 trigger1 = stateno = 1104 trigger1 = time = 65 [State AI] type = ChangeState value = 1194 triggerall = var(50) != 0 triggerall = numprojID(1010) = 0 triggerall = random <= 210 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = p2statetype != A triggerall = p2bodydist x = [150,300] trigger1 = ctrl [State AI] type = ChangeState value = 1000 triggerall = var(50) != 0 triggerall = numprojID(1000) = 0 triggerall = random <= 370 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = p2statetype != A triggerall = p2bodydist x = [150,300] trigger1 = ctrl [State AI] type = ChangeState value = 1110 triggerall = var(50) != 0 triggerall = random <= 560 triggerall = roundstate = 2 triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5050,5122] triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,100] triggerall = p2movetype = A triggerall = statetype = S trigger1 = ctrl trigger1 = p2movetype != H [State AI] type = ChangeState value = 1140 triggerall = var(50) != 0 triggerall = random <= 680 triggerall = power >= 3000 triggerall = roundstate = 2 triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5050,5122] triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,300] triggerall = p2movetype = A triggerall = statetype = S trigger1 = ctrl trigger1 = p2movetype != H [State AI] type = ChangeState value = 1190 triggerall = var(50) != 0 triggerall = RoundState = 2 triggerall = random <= 430 trigger1 = ctrl && enemynear,NumProj && statetype != A && random = [20,300] trigger2 = inguarddist = [0,120] trigger2 = ctrl && enemynear,NumProj && statetype != A [State -1] type = ChangeState value = 610 triggerall = var(50) != 0 triggerall = roundstate = 2 triggerall = p2bodydist x <= 90 triggerall = statetype = A trigger1 = statetype = A trigger1 = ctrl [State -1] type = ChangeState value = 2000 triggerall = var(50) != 0 triggerall = roundstate = 2 triggerall = p2bodydist x <= 90 triggerall = statetype = A trigger1 = statetype = A trigger1 = stateno = 610 trigger1 = time = 11 [State -1] type = ChangeState value = 2000 triggerall = var(50) != 0 triggerall = roundstate = 2 triggerall = p2bodydist x <= 120 triggerall = statetype = A trigger1 = statetype = A trigger1 = ctrl [State AI] type = ChangeState value = 101 triggerall = var(50) != 0 triggerall = p2movetype != A triggerall = p2bodydist x = [80,300] triggerall = random <= 250 trigger1 = statetype != A trigger1 = ctrl [State AI] type = ChangeState value = 132 triggerall = var(50) != 0 triggerall = p2movetype = A triggerall = statetype = A triggerall = ctrl triggerall = stateno != [190,194] triggerall = p2statetype = A trigger1 = P2BodyDist X = [40,80] trigger1 = var(21) = [0,39] trigger2 = P2BodyDist X = [-20,39] trigger2 = var(21) = [0,59] [State AI] type = ChangeState value = 130 triggerall = var(50) != 0 triggerall = p2movetype = A triggerall = statetype != A triggerall = ctrl triggerall = stateno != [190,194] triggerall = p2statetype = S trigger1 = P2BodyDist X = [40,90] trigger1 = var(21) = [0,14] trigger2 = P2BodyDist X = [-15,39] trigger2 = var(21) = [10,29] trigger3 = enemy,teammode = simul trigger3 = P2BodyDist X = [-50,-16] trigger3 = var(21) = [0,39] trigger4 = P2BodyDist X = [-15,39] trigger4 = enemy,hitdefattr = S, NA,SA,HA trigger4 = Random < 450 [State AI] type = ChangeState value = 130 triggerall = var(50) != 0 triggerall = p2movetype = A triggerall = statetype != A triggerall = ctrl triggerall = stateno != [190,194] triggerall = p2statetype = A trigger1 = P2BodyDist X = [40,90] trigger1 = var(21) = [0,15] trigger2 = P2BodyDist X = [-40,39] trigger2 = var(21) = [0,32] trigger3 = P2BodyDist X = [-40,39] trigger3 = enemy,hitdefattr = A, NA,SA,HA trigger3 = Random < 750 [State AI] type = ChangeState value = 131 triggerall = var(50) != 0 triggerall = p2movetype = A triggerall = statetype != A triggerall = ctrl triggerall = stateno != [190,194] trigger1 = p2statetype = C trigger1 = P2BodyDist X = [40,85] trigger1 = var(21) = [0,24] trigger2 = p2statetype = C trigger2 = P2BodyDist X = [-20,39] trigger2 = var(21) = [0,39] trigger3 = p2statetype = S trigger3 = P2BodyDist X = [-15,39] trigger3 = var(21) = [0,9] trigger4 = p2statetype = C trigger4 = enemy,teammode = simul trigger4 = P2BodyDist X = [-50,-16] trigger4 = var(21) = [0,39] trigger5 = P2BodyDist X = [-20,39] trigger5 = enemy,hitdefattr = C, NA,SA,HA trigger5 = Random < 750 [State AI] type = ChangeState value = 710 triggerall = var(50) != 0 triggerall = random <= 150 triggerall = roundstate = 2 triggerall = p2statetype != A triggerall = p2statetype != L triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,90] triggerall = p2movetype = A triggerall = statetype = S trigger1 = ctrl trigger1 = p2movetype != H [State AI] type = ChangeState value = 105 triggerall = var(50) != 0 triggerall = p2stateno = [5080,5121] triggerall = random <= 300 triggerall = roundstate = 2 triggerall = ctrl && statetype != A triggerall = p2bodydist x = [0,150] triggerall = p2statetype != A triggerall = statetype = S trigger1 = ctrl [State AI] type = ChangeState value = 1120 triggerall = var(50) != 0 triggerall = numhelper(1121) = 0 triggerall = p2stateno = [5080,5121] triggerall = random <= 999 triggerall = roundstate = 2 triggerall = ctrl && statetype != A triggerall = p2bodydist x = [50,300] triggerall = p2statetype != A triggerall = statetype = S trigger1 = ctrl [State AI] type = ChangeState value = 300 triggerall = var(50) != 0 triggerall = roundstate = 2 trigger1 = (stateno = 150 || stateno = 151) && power >= 1000 trigger1 = random <= 100 [State AI] type = ChangeState value = 39 triggerall = var(50) != 0 triggerall = roundstate = 2 triggerall = p2stateno != [5050,5122] triggerall = p2bodydist x >= 150 triggerall = random <= 120 trigger1 = statetype != A trigger1 = ctrl = 1 [State AI] type = ChangeState value = 240 triggerall = var(50) != 0 triggerall = random <= 220 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = p2statetype != A triggerall = p2bodydist x = [0,100] trigger1 = ctrl [State AI] type = ChangeState value = 1180 triggerall = var(50) != 0 triggerall = power >= 2000 triggerall = random <= 270 triggerall = ctrl && statetype != A triggerall = p2stateno != [5050,5122] triggerall = p2statetype != A triggerall = p2bodydist x = [100,300] trigger1 = ctrl [State -1] type = ChangeState value = 700 triggerall = var(50) != 0 triggerall = roundstate = 2 triggerall = random <= 100 triggerall = p2bodydist x = [45,110] triggerall = statetype != A trigger1 = statetype != A trigger1 = ctrl [State -1] type = ChangeState value = 700 triggerall = var(50) != 0 triggerall = roundstate = 2 triggerall = p2stateno = [120,152] triggerall = random <= 140 triggerall = p2bodydist x = [45,110] triggerall = statetype != A trigger1 = statetype != A trigger1 = ctrl [State AI] type = ChangeState value = 2100 triggerall = var(50) != 0 triggerall = power >= 3000 triggerall = random <= 600 triggerall = p2stateno != [5050,5122] triggerall = ctrl && statetype != A triggerall = statetype != A triggerall = p2statetype != A triggerall = p2bodydist x = [0,20] trigger1 = ctrl [State -1, AI] type = ChangeState value = 52000 triggerall = var(50) != 0 && Alive && CanRecover && Vel Y > 0 && Pos Y >= -40 && random <= 999 trigger1 = StateNo = 5050 [State AI] type = ChangeState value = 700 triggerall = var(50) != 0 triggerall = random <= 100 triggerall = ctrl && statetype != A triggerall = p2stateno = [5080,5121] trigger1 = BackEdgeBodyDist <= 10 trigger2 = FrontEdgeBodyDist <= 10 [State -2] type = ChangeState value = 52001 triggerall = var(50) != 0 triggerall = Vel Y > 0 triggerall = Pos Y < -10 triggerall = Pos Y >= -110 triggerall = p2movetype = A triggerall = stateno = 5050 trigger1 = Random < 750 trigger1 = alive trigger1 = canrecover ;-------------------------Modificaciones Para AI-------------------------------- ;Jump Start [Statedef 39] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 40, 0] type = PlaySnd trigger1 = time = 1 value = s40, 2 persistent = 1 ignorehitpause = 1 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = Time = 0 var(15) = 1 [State 40, 3] type = VarSet trigger1 = time = 0 var(15) = 0 [State 40, 4] type = VarSet trigger1 = time = 0 sysvar(1) = 1 [State 40, 6] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 10] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;------------------------------------------------------------------------------- ;Run de AI [Statedef 101] type = S movetype = I physics = S anim = 100 velset = 0 ctrl = 0 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 191,] type = PlaySnd triggerall = time = 1 trigger1 = Alive loop = 1 value = s5,0 channel = 6 [State 100,] type = StopSnd trigger1 = command != "holdfwd" trigger2 = Anim != 100 channel = 6 [State 101, 3] type = ChangeState trigger1 = command = "holdup" value = 40 [State 100, 5.1] type = ChangeState triggerall = var(50) = 0 trigger1 = AnimElem = 3, >= 0 trigger1 = command != "holdfwd" value = 103 [State 100, 5.2] type = ChangeState triggerall = var(50) != 0 trigger1 = AnimElem = 3, >= 0 trigger1 = P2bodydist X <= 80 value = 103 [Statedef 103] type = S movetype = I physics = S anim = 48 [State 102, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
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